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    Maelstrom New Horizons


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Mod Release AOP Super MOD

If you change iOfficersQuantity = 1+rand(2); to iOfficersQuantity = 1+rand(6); nothing will happen, except the queue will overfloat.

The max slot number is 3, by default every time a game begins the slots are initiated and the slot number calculated, using this iOfficersQuantity = 1+rand(2); activates the slots and randomly you will have from 1 to 3 officers per island.

If you change the code to iOfficersQuantity = 3 then ALWAYS at every island you will have 3 officers to pick ( or less depending if they are already hired or not )

But the most fair and realistic is iOfficersQuantity = 1+rand(2); default code.

Already fixed the officer flush bug, posted here : <a href="http://www.piratesahoy.com/forum/index.php?showtopic=8655" target="_blank">http://www.piratesahoy.com/forum/index.php?showtopic=8655</a>
 
Cyberops!
I've been reading your posts since...long time ago. I remember the time when you were working on extra patch for Sid's Pirates. I wasn't in touch with the forum later on. Have you ever finished that patch? You were planing to put up there many cool staf <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
But right now I have a problem runing the MOD with AOP. I did whatever I could and no luck so far. Is it possible that I should blame my video card for that ( Radeon 9200 )? I know that I couldn't play v1.41 because of my card. After installing patch 1.42 I was able finally to run it.
Do you have any idea how to solve the problem?
 
Adding Ships Update!

So to review, to enter a new ship we know:

Ships_init.c under \Program\ships - Enter new ships specs here in order you want. So you can keep classes of ships together.

Ships.h under \Program\ships - Enter the new ship refs here, same order as ships_init. Correct the count and correct the quantity at the top (Total ships plus 1)

Shipname1_walk.c under \Program\sea_ai\walk - I think this is the ship walk file for 1st person view. A copy of the code the new ship was based off seem to work fine after you open and replace the original ship ref inside with the new ship name. I just use the replce function in notepad and it worked fine. I noticed that I didn't see a file specificly named for the lineship and something else. Anyknow where this file is ref ingame?

Shipname1.ini under \RESOURCE\Models\Ships\Sailorspoints - File to place lowpoly sailors. Just copy and rename one from the base ship.

bortoutShipname1.tga.tx under \RESOURCE\Textures\Ships\Shipname1 - textures for each level of hull armor. Will have to hex edit new models to change referenced textures.

Model files under \RESOURCE\Models\Ships\Shipname1 - Place to put new models or renamed copies of model new ship is based off of. Remember to hex the main model to ref the new textures.

Shipname.tga.tx under \RESOURCE\Textures\INTERFACES\SHIPS - 128 portrait for F2 screen. Unknown how other portraits are found.

Common.ini under \RESOURCE\INI\texts\english - Somewhere in the middle is the ship descriptions. Just add new ship same as the others. Remember the order from the ships_init and .h.

utils.c under \Program\scripts - This was used to enter new brig to shipyard. Find where the brig_rn is refed and replace it with the last ship in the list of ships. Thats why the order is important. The file starts at the tartane and goes to the last ship referenced.

Thats it. The only thing missing are the smaller portraits.

But I still wonder how to:

Reduce penaltys on larger ships.
Is possible to make class of ship invincible so your squad could be invincible as well.
Is it possible to completly reduce sail damage without editing the ship upgrades.
Is ship fame tracked separately from you?

The shipupgrades.c doesn't seem to be completly working. I change something and they work (like sail damage and cannon explosions) but not others, (like ship manuevering). Any Ideas.
 
Just also a note here, do not believe it when someone just comes out and say it's an update or fix for the supermod, fixes that really work and been tested will be on my site available as update and will only be announced by me. The current fixes that go around do not work as it should and includes an old version of the fmodex which brakes all the bug fixes i made because those where made for the new fmodex that came in update 1. We have a test team that tests everything before we release an update. So if u see someone write that they made a fix, check our website for updates first, if someone actually has something that really fixes something in the current mod version then we will test it and make it available as an update with editing of that fix if needed. Credits always are given to the people that give fixes or additions to the mod. But right now i received a whole bunch of emails from people saying they downloaded meximasters fixes and now they have no sounds and alll that crap so please check if it's a real update for the supermod or use at your own risk but then don't mail me about it if it doesn't work.
 
<!--quoteo(post=166903:date=Oct 10 2006, 09:35 PM:name=Cyberops)--><div class='quotetop'>QUOTE(Cyberops @ Oct 10 2006, 09:35 PM) [snapback]166903[/snapback]</div><div class='quotemain'><!--quotec-->
Just also a note here, do not believe it when someone just comes out and say it's an update or fix for the supermod, fixes that really work and been tested will be on my site available as update and will only be announced by me. The current fixes that go around do not work as it should and includes an old version of the fmodex which brakes all the bug fixes i made because those where made for the new fmodex that came in update 1. We have a test team that tests everything before we release an update. So if u see someone write that they made a fix, check our website for updates first, if someone actually has something that really fixes something in the current mod version then we will test it and make it available as an update with editing of that fix if needed. Credits always are given to the people that give fixes or additions to the mod. But right now i received a whole bunch of emails from people saying they downloaded meximasters fixes and now they have no sounds and alll that crap so please check if it's a real update for the supermod or use at your own risk but then don't mail me about it if it doesn't work.
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Your SuperMod 1.1 is a bad mix of versions, you added DLLs from the akella 1.42 without updating the main EXE and you left important DLLs out like SEA.DLL because of Starforce protections, so the main problem are the modules, so what i did is to revert to SuperMod 1.0 and all bugs faded away.

I do recommend to anyone to stick with SuperMod 1.0 since version 1.1 has a FAKE EXE made by CyberOps to make you think that the game is running trought akella 1.42 fix (1.0.0.2) and for me thats a bad play.

At Playlogic forum there are lot of people wondering why their games not running with their radeons 9200 and supermod 1.1 when the EXE is "supposed" to be version 1.0.0.2, you can check it yourself, even the icon is different.

The rule number one as developer is never mix things up, how is the supermod 1.1 supposed to run stable with 1.41 modules and 1.42 modules combined? without the original 1.42 EXE?

When Reloaded releases the new patch for version 1.42 then updating the modules will be possible, you cant do that right now since the only version that can be modded is 1.41.

CyberOps you like to trash others people work and its ok, but dont fake because that is worse.
 
Wow, perfect time for an interlude here.

Everyone to their corners. This stuff is starting to get out of hand. I knew I should've stayed involved, but noooo, can't spend some quality time with the Mrs. without stuff going crazy around here! <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />


A build goes nowhere without people working on it, and one person's work does not negate the work of many others who try to do good for the benefit of others.

What I'm saying is: LET'S WORK AS A TEAM.

We need to start getting coordinated and start cleaning up this mess.


That means:

1. No bitching.

2. Creation of Official Mod Team.

3. No bitching.

4. New Sub-Forums (Build Discussion, Build Bugs, Textures and Things, etc.) Let's start sorting out what works, what doesn't, new things to add in, ideas, etc.

5. NO BITCHING.


Does this sound like a plan?
 
Sorry but the new engine has some fixes in there and no make belive the official 1.42 engine is still an older version and not the version i added to the mod that one is completely edited same goes for the fmodex, if u can do it better make your own damn mod. I put a lot of time and effort in it not to be blown away with some wild guesses from someone just starting to do some simple code editing. So hush down, it's not like i dont apreciate u trying to help but when i give critic about it braking more then it fixes u should look back at the codes and see what went wrong without bitching about it. Like i said u think u can do better then u do it and i will gladly turn away as i can use my time better.

Oh and william we do work organized everyone except meximaster works together with me delivering fixes, modifying there fix when needed if there is something to modify after i looked at it to make it compatible with the supermod, phaser, officer puppy, thomas and a lot of others where just a few people to name who gladly helped me with delivering what they could and help where they can. But when someone steps in modifying stuff and brake more then needed without even talking to any of us then i say something about. And obviously he can't handle it.
 
I think im just gonna follow the advise someone from here just gave me and simply say that i quit with this whole mod on here, simply i do not have the time to come here and do battle with anyone, i do not have the time to answer a dozen emails every time someone makes a fix for the supermod that doesn't work simply because the person is not up to date. Why do i not have the time to come and argue and answer a dozen emails ? Simply i have a family to, i have a life to and we are working on our own game to and im working on this mod on all the time left in between without even having any real fun time for myself, and i was doing it with pleasure as i know how much it is being apreciated by everyone but like i said i do not like to come online to find a whole shitload of crap waiting for me then i pass and move on.

So friend, thanks for the pm u send me u know who u are, and thanks for the advice from someone who already went trough this crap before.

Well that is it i gues, meximaster go ahead and give it a shot if u can do it better.

If not everyone knows where to find me.
 
Hi everyone

I'm french ( not in game lol ) in the real life !!!

And I want to translate your supermod for french gamers of Aop !!!

Can Someone tell me where the text are ?
I download supermod by torrent ( not finished )

Thanks !!!!
 
Fred Bob be a wonderin' if'n ye might be thinkin' ye could possibly be over-reactin' a bit, matey? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> As ye prolly know already, part o' workin' in a moddin' community be willingness tew werk at some level o' accountability with others... some give an' take... willingness tew listen an' learn... an' dat be how moddin' be done here at PA. <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> If'n de SuperMod is becomin' unmanageable due tew other commitments, etc., mebbe ye oughta ask fer help... <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> Fred Bob's two cents. <img src="style_emoticons/<#EMO_DIR#>/huh.gif" style="vertical-align:middle" emoid=":huh" border="0" alt="huh.gif" />
 
You've done a great job so far cyberops, dont let someone else get to you, just ignore him for all that matters

everyone else here including me is really thankfull for all the time you've put into making the game better so far, and we hope you'll continue and make it even better <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
It is indeed a sad day for the modding community.

<img src="http://img.photobucket.com/albums/v226/new_age_heretik/Skin%20Previews/FarewellCyberops.jpg" border="0" alt="IPB Image" />

Thank you for the contributions you have made - I respect your decision if you deem it necessary.
 
<!--quoteo(post=167004:date=Oct 11 2006, 03:18 PM:name=Cyberops)--><div class='quotetop'>QUOTE(Cyberops @ Oct 11 2006, 03:18 PM) [snapback]167004[/snapback]</div><div class='quotemain'><!--quotec-->
I think im just gonna follow the advise someone from here just gave me and simply say that i quit with this whole mod on here, simply i do not have the time to come here and do battle with anyone, i do not have the time to answer a dozen emails every time someone makes a fix for the supermod that doesn't work simply because the person is not up to date. Why do i not have the time to come and argue and answer a dozen emails ? Simply i have a family to, i have a life to and we are working on our own game to and im working on this mod on all the time left in between without even having any real fun time for myself, and i was doing it with pleasure as i know how much it is being apreciated by everyone but like i said i do not like to come online to find a whole shitload of crap waiting for me then i pass and move on.

So friend, thanks for the pm u send me u know who u are, and thanks for the advice from someone who already went trough this crap before.

Well that is it i gues, meximaster go ahead and give it a shot if u can do it better.

If not everyone knows where to find me.
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Well damn sorry to see ya go bro, i hope that mabe a few days or a few weeks away from AOP might hopefully change your mind because we need ya.I think we should do exactly like Willam said and get the official mod team formed and then go from there,because if we don't AOP will die horribly and it has alot of potential if we work as a team.Look at POTC the mod team is on build_13 ya don't get that far without teamwork and we are on build_2 and its falling apart so lets all get on the same page and save this game.
 
i hate to see the super mod die unfinished i enjoyed what youve done so far worked great on my game had no crashes whats so ever after i installed the bug fixes an such that you added i was actually more excited about your mod comin out then the official patch hehe but i have tried meximasters fixes an had to uninstall them cause it started the crashes up again <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> but if you decide to work on it more again later on i eagrly await more of the mod <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
Well it is true that we do need a mod team and some explanation on the main page to keep new people straight. I myself have been having to go through and winmerge the code changes into the code already being used so that we aren't just replacing files wily nilly. As I do, I have been annotating the code changes to not only give credit where credit is due, but to note what changes have been done to that file so it can be fixed later if need be using the multible backup copies I made.

I figure this should be the first step so that changes can be organized. I agree with William that we should reorganize the main page to be conducive to this build process. A central page that lists what changes have been made and what changes need to be worked on. This would need be updated regularly so we don't get a 20 page list.

A topic to cover code editing where repairs on the code be made without claiming it to be updates to the mod. The finished code can then be changed in an official update on a separate topic with no comments.
Bugs on a separate topic, with a know bug list at its front. to keep the page from sprawling. And so we don't have to read through 20 pages to see if one has been mentioned yet. (Maybe a forum might not the best place to put a master list of repairs and issues since the original poster would have to be the updater, a blog or web page perhaps?)

Also I don't think we should be emailing anyone with bug or update questions. I come to the forum to find out changes and problems and I could see why Cyberops would be bothered to have people bugging him on email with the same stuff.

Maybe someone who worked one the POTC build can make better suggestions?
 
Note: Fred Bob split off de discussion o' Akella's news release tew anudder thread in de Discussion forum. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Please try tew stay mo' or less on topic. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

RLB split off the birthday stuff for exactly the same reason

Anudder Note: Split off giuliootto's post as a stand alone moddin' topic! <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
Cyberops - I think you reacted way too fast there. It almost seems like you were just waiting for an excuse to drop the modding in any case and then up comes Meximaster with a mild challenge to your crown and Blammo you go and dump eveything you have achieved in one great big sulk.

All the active modders need to get together and agree a way forward. Learn from the modders of POTC - If they can achieve 13 solid builds through co-operation then so can AOP CT. Getting too precious about your work and having childish exchanges on this forum is not the way forward <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> Get creative guys and gals <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" /> and lets see what you can really achieve!
 
A bug tracker program like POTC modding team uses might be the way to go,it was freeware program I think, could ask Pieter about it <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Update 3 now available.

Unrar into your age of pirates folder, you know the drill.

If u like to enable the true sailing, simply goto the program\sea_ai folder and rename
AIShip.c to AIShipold.c then rename the AIShip_truesailing.c to AIShip.c and now u
can enjoy the true sailing mod converted from POTC to AOP by Hawkeye.

U can now walk on the new ship, and fixed the loading screens in the houses.
Some dialogs are now fixed for the banks.

And finally, you now have crew in 1st person view on deck.

Have Fun everyone

PS. This is the last update for a few weeks, im doing rebuilding in my home.

Next update will be in November unless it's something big then it will be a earlier update
in between.

Patrick Bronsgeest (CyberOps)
<a href="http://www.galaxyproductions.net" target="_blank">http://www.galaxyproductions.net</a>
 
And the rapidshare link <a href="http://rapidshare.de/files/36544746/update_3.rar.html" target="_blank">http://rapidshare.de/files/36544746/update_3.rar.html</a>
 
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