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Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

Another Update:
1. The Trinity is now finally in the game with an (admittedly hurried) sailorspoint file for it. I also redid the walk files using the tool that is on these forums after removing some redundant and old walk files that no longer have a working path. Still working on expanding the brig description in the common.ini file, but overall the ship descriptions are improved... The type name is a short and sweet version of what it is, while the description actually tells you the classification/Full Name with some historical information.
2. In terms of the main menu, there are two options before us the way I see it.. The main menu including models and textures was made for a 2x3 aspect ratio. With some code, the entire menu can be stretched to fit a more common 16x9 display, but the fear is the stretching will distort the look of the game for the menu. The other option is to force a 640x480 resolution on the main menu only so that it will be in it's native resolution and everything shows...
3. Occasionally there is a dialog background glitch and sky/horizon glitch that happens at random... Probably fixable, but the cause of this issue hasn't been found.
4. There is a more prevalent 'reverse lighting bug in this game' because the models have inaccurate vertex definitions for light sources.
5. The more prevalent particle-related bugs are related more to direct x and how it interprets light source vertex definitions on the ship models. The lack of direct x knowledge from both of us will be a limiting factor of being able to ever fix this...

Out of all these bugs and other problems two of them will be highly unlikely to be fixed ('reverse lighting' and 'direct x particles') unless someone has experience with editing light source vertex definitions and direct x coding.
Overall, in its current state, the game is much more stable than the original AOP:CT ever was. Once the game hits beta testing for the new mod I hope you will enjoy the journey as much as I have with this game...

Notice:
If there is anyone in this community that has some modeling experience when dealing with light source vertex definitions and/or people that have experience coding for Direct X please let me know now or forever hold your peace. I will add you to the conversation between me and ChezJeffrey in order for us to consolidate the resources we have at hand in order to defeat the bugs that we can't seem to fix...
 
Even Another Update::pflag
1. I have fixed some of the sounds I introduced in the latest pre-beta build of the game. Now they are more high quality.
2. The Main Menu scaling project required too much code to implement safely so this enhancement was not implemented.
3. The random bugs will be looked at, but until I have an answer to who has Direct X 9.0 coding experience and those who are able to fix the light source vertices of some of the models this will become a lower priority.
4. The Dutchman quest is the next elephant in the room along with the sound alias files. Those will be worked on in great detail soon.
 
There is one thing though, that can be fixed in the script code of the menu. That text at the bottom can be moved down so that it no longer obscures the lower buttons. In interface/mainmenu.c, change the x,y coordinates of the text:

CreateString(true,"...,FONT_NORMAL,COLOR_NORMAL,400,530,SCRIPT_ALIGN_CENTER,0.9);
CreateString(true,...,FONT_NORMAL,COLOR_NORMAL,400,545,SCRIPT_ALIGN_CENTER,0.9);
CreateString(true,...,FONT_NORMAL,COLOR_NORMAL,400,560,SCRIPT_ALIGN_CENTER,0.9);
 
There is one thing though, that can be fixed in the script code of the menu. That text at the bottom can be moved down so that it no longer obscures the lower buttons. In interface/mainmenu.c, change the x,y coordinates of the text:

CreateString(true,"...,FONT_NORMAL,COLOR_NORMAL,400,530,SCRIPT_ALIGN_CENTER,0.9);
CreateString(true,...,FONT_NORMAL,COLOR_NORMAL,400,545,SCRIPT_ALIGN_CENTER,0.9);
CreateString(true,...,FONT_NORMAL,COLOR_NORMAL,400,560,SCRIPT_ALIGN_CENTER,0.9);
Done... Now my OCD alarms aren't going off...
 
Update:
1.Sound_alias files have been combed through. Testing will commence soon for some fine tuning.
2.Made the other flags including the flags on the world map, the sea go to command, and the nation selector/relations screens look like the ship flags now in game. Also removed the WIC markings from the dutch flag.
3. Dutchman quest revisions will be proceeding soon.
 
Another Update:
1. Added 2 more ships and updated two more:
-Bermuda rigged sloop added to the game
-Brigantine added to the game
-Brig updated to the BrigSW model from COAS
-Manowar updated by using the RN_FirstRate model from POTC
-Related ships_init.c defs, ships.h defs, pictures.ini defs, shipyard pics, walk and sailorspoints, names in the shipyard and descriptions updated (along with adding the descriptions for the Tartane and War Tartane)
2. Updated the cannon damage values and cannon HP to align with the COAS values
3. Updated the HP values across the board

Currently Working on:
-Limiting the ship names by class and by type (trade, hybrid, small warship, large warship)
-Dutchman Quest
 
Major update:
Fixes and Improvements:
- Main menu scales with resolution now (it was a bit of code that fixed that - thanks to ChezJefrey).
- Major errors related to the new ship naming system have been fixed (some logical errors are still being worked out)
- Fixed an issue with STORM ENGINE 2.8 (ChezJefrey credited) not playing 3d sounds related to sail setting/furling, turning and floating in seawater sounds..

Maybe:
- Seriously considering implementing the POTC model and texture files for the 17th century national soldiers and officers (with model suffix "_16") to replace the stock ones.
- Also thinking of expanding the voice acting files and making overall improvements to the game's sound (besides sea battles and music)
- Should probably replace the french flag (blue ensign) with a plain white flag and a flag with fleur de lis for pennants, battleinterface and login screen (more historical to 17th century).

Working on:
- Ship naming system
- Dutchman Quest (queued)
 
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Update:
-Ship naming system is now finally implemented into the game and it works very well

Still thinking about:
- Updating all sounds (besides sea battles and the like)
- Updating soldier and officer models to more historically accurate ones from POTC.

Still working on:
- Testing ships (one by one) for problems with textures, visuals and gameplay
- Replacing the french flag with historically accurate one (queued)
- Dutchman Quest (queued)
 
Update:
- Fixed an Issue with animations not playing correctly for main characters (ChezJefrey credited)
- Has tested the ships (well balanced in overall characteristics)

Still thinking about:
Updating all sounds.

Up Next:
-Replacing the French Flag
- Updating Soldier and Officer Models to more historically accurate ones from POTC
- Dutchman Quest (queued)

I found a problem with the First-Rate Ship of the Line/Manowar (now the POTC RN_FirstRate model).. Depending on the wind direction relative to the ship, the jibs at the front stretch out of proportion (like 1 meter or more in the opposite direction of the wind). What do I need to do to fix this issue, or do I have to replace the COAS compatible bowsprit and first mast from their HMS Victory (if one exists)? Unfortunately I can't take a screenshot to document this issue. it keeps crashing on me when I try to print screen the program...
 
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There's a very useful guide to locators in PoTC and AoP here:
General Guide to Locators.pdf - Microsoft Word Online
From what I gather from that, triangular sails (jibs, other triangular staysails, and lateens) are defined by locators "sail1", "sail2" and "sail3". AoP supports an extra locator, "sail0", which is to do with a sail's billowing. PoTC doesn't use that, but "RN_FirstRate_mast1.gm", which is the bowsprit, has it defined anyway for the three sails. Try moving "sail0" around and see what that does to the sails.

I don't know if CoAS handles its own form of screenshots. PoTC does - if you press F8, it puts a screenshot in .tga format at the top level of the game installation folder. If "Print Screen" doesn't work, perhaps see what happens if you press F8 in CoAS.
 
That would be fine and dandy, but tool doesn't work with AOP and COAS... I just tried it and it crashed with an unhandled exception.
 
I wonder if it dislikes AoP's version of "ENGINE.exe"? If so, download the PoTC Build Mod, which includes a version of PoTC's "ENGINE.exe". I know TOOL works with that, and it's certainly capable of reading AoP and CoAS model files because I used it to convert some ships from AoP and CoAS for use in PoTC.
 
The exe in the directory says start... thats probably what is causing the problem... However, the gm file in question did manage to parse from the original and does have sail0 values, however I do not know enough about what to change to decrease the billowing effect size for the sails..
 
Mini Update:
-French flags are now accurate to the period
-Changed the incorrect "No cannons" showing on the 32-48 pound cannons. Now they correctly display "Demi-cannons" as a cannon type as in the cannons fitted to the lower decks of the high tier warships.

Current work:
-Fixing the Manowar's (RN_FirstRate from POTC) Jib sails
-Changing the ship names to replace the accented characters (found accented characters from foreign languages weren't supported in the *.c files - even though the text font supported it)
-National Soldier and Officer Model upgrade (historical reasons) (queued)
-Dutchman Quest (Queued)
 
Hi there!
Good to hear that this mod is still active! Thanks for all your hard work!

Might I tell you of some errors I found?
  • k3\music_alias.ini
    • "103-BachBattle4.mp3" doesn't exist, so this line should be changed to "105-BachBattle4.mp3"(?)
  • mc\music_alias.ini
    • following music files that are referenced do not exist:
    • Setting Sail.ogg
    • Caves3.wav
    • Caves2.wav
    • Pir_Town2.ogg
    • Pir_Town3.ogg
  • and these music files DO exist, but are never referenced:
    • 012-CharpentierTeDeum.mp3
    • 016-GeminianiLaFollia.mp3
    • 030-HandelSonata5.mp3
    • 036-LullyIdylle.mp3
    • 046-MaraisPrelude.mp3
    • 053-VitaliFollia.mp3
    • 059-VivaldiRV549.mp3
    • 065-VivaldiLaFolia2.mp3
    • 108-BachInquisition.mp3
    • 121-HandelInside.mp3
    • 125-HandelTeno.mp3
    • 131-LullyFort.mp3
    • 146-VivaldiBrothel.mp3
    • 148-VivaldiCoAS.mp3
    • 152-VivaldiBrothel2.mp3
    • 153-VivaldiBrothel3.mp3
    • 154-VivaldiUnderwater.mp3
    • Hol_Town.ogg
  • the following description in "common.ini" seems... odd:
    • string = Cannons_up,"Every point invested in this skill lowers the chance of a cannon exploding by 2%, and increases reloading times and the grouping of shots by 3%."
    • why would a higher skill increase loading times and the "groups" (which means it would lower accuracy)?
    • is just the description wrong, or is this actually how this skill works?
    • shouldn't it be like this in the description (and the code^^): "Every point invested in this skill lowers the chance of a cannon exploding by 2%, and decreases reloading times and the grouping of shots by 3%."
Also, I got an editing question: I think some weapons are a bit overpowered; as well as spyglass1 and 2.
So I went ahead and edited them in "initItems.c".
No biggi.
BUT: I do need to start a new game for these changes to take effect, right? Is there another way to change item properties, so they are reflected ingame? Maybe open a console and "reloading" this initItems.c?

THANKS!

Hotshot
 
I do need to start a new game for these changes to take effect, right? Is there another way to change item properties, so they are reflected ingame? Maybe open a console and "reloading" this initItems.c?
The PotC Build Mod has console and reinit functionality that should help with that.
If AoP:CT or the HI Supermod doesn't have that, you could look at how it is done in PotC and see if you can port the functionality.
The games are similar enough, so that should be possible. :doff
 
Oh and another quick question: how is the music system implemented in this mod?
  • There are several styles, but the real/actuall music_alias.ini is in "\RESOURCE\INI\aliases\music_alias.ini" right? And the "Music Options.exe" just copies the selected .ini to the aforementioned location?
  • And there are more categories then in the original (like "music_jungle") -> are those added in the game via the mod? Are they not used if not in the .ini? Can one just add new categories?
  • Different music files only get loaded on location change (or reload) right? So if I want more variance I could copy some tracks from Sea Dogs or BuildMod and reference them in the "music_alias.ini"?
Thx & Cheers!
 
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