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    Maelstrom New Horizons


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Build 14 Alpha 10

I just got the "blue sea upon completing boarding" bug.
This after talking to the enemy captain and choosing to kill him.
Can anybody confirm?

Also I notice this in system.log:
Code:
Unable to open resource\sounds\GunReadyR
Clearly the game is looking in the wrong place. It comes from this function:
Code:
void PlayGunReadySound(int arc)
{
switch (arc)
{
case  0: PlaySound("GunReadyF"); break;
case  1: PlaySound("GunReadyR"); break;
case  2: PlaySound("GunReadyB"); break;
case  3: PlaySound("GunReadyL"); break;
PlaySound("GunReady");  break;
}
}
It seems that the PlaySound function doesn't refer to the sounds_english.c file anymore.
Maybe changing the code to this would work?
Code:
void PlayGunReadySound(int arc)
{
switch (arc)
{
case  0: PlaySound("OBJECTS\SHIPCHARGE\_GunReady.wav");  break; // PB: was "GunReadyF"
case  1: PlaySound("OBJECTS\SHIPCHARGE\_GunReadyR.wav"); break; // PB: was "GunReadyR"
case  2: PlaySound("OBJECTS\SHIPCHARGE\_GunReady.wav");  break; // PB: was "GunReadyB"
case  3: PlaySound("OBJECTS\SHIPCHARGE\_GunReadyL.wav"); break; // PB: was "GunReadyL"
PlaySound("OBJECTS\SHIPCHARGE\_GunReady.wav");  break; // PB: was "GunReady"
}
}
 
Cool. Mind if you post the file? As I'm busy manning the handheld camera (and triggering cannons with the base of my palm!) I need all the voice reports I can get!
 
Build 14 Alpha 10.1 Patch Available!
Includes mainly previously-released fixes for Build 14 Alpha 10, but includes some small additional ones as well.
This file might be modified later and will be included in a proper Build 14 Alpha 10.1 Full installer eventually.
In the meantime, at least it simplifies the installation process by removing one step.
For a full feature list, see below.

Download (7.92 MB)

Installation:
1 - Install Build 14 Alpha 10 (if you haven't done so already)
2 - Check if there still is a RunMe.bat in your main game folder and, if so, run it manually
3 - Install the Build 14 Alpha 10.1 Patch

Includes:
HTML:
- Code updates:
. Profile and Save Bugs fixed by Screwface
. Current load of cannonballs is no longer lost upon Save/Load at sea by Screwface
. "Guns Ready" sounds fixed by Pirate_KK and Pieter Boelen
. Deck texture directory use disabled for boardings (Black Pearl boarding missing texture fix) by Pieter Boelen
. No surrendered ships in ports by Screwface
. In Realistic Game Mode, spyglass does tell you ship's name for nearby ships by Screwface
. Realistic Game Mode 'Fast Travel' disabled in Kralendijk too by Screwface
. Realistic Game Mode removes 'list of ships' log messages upon entering 3D sailing mode at an island
. War_Pinnace (HMS Indefatigable) now limited to England only by Pieter Boelen
. Brown Interface 'Hire Crew' interface small fix by Pieter Boelen
- Quest updates:
. Zaid Murro and Vigila Mendes moved to Standard storyline only by Pieter Boelen
. LaCroix storyline slight fixes by Thomas the Terror
. Standard storyline attempted fix for Silehard not appearing in his bedroom at night by Captain Maggee
. Standard storyline various fixes by Captain Maggee
- Jack Sparrow Quest Updates by Captain Maggee:
. EITC Office errors fixed
. Cutler Beckett 'making profit' money values fixed
. Maykin Blundas leaving during dialog fixed
. Sao Feng sidequest fixed
. Anabella Brin Nevis island mention in dialog fixed
. Attempted for for Cutler Beckett not appearing on the dockside after the escort quest
. Annamaria appearance fixed
- Model updates:
. Alternate Assassin storyline character model in "Assassin's Creed" style available from F2>Character menu by Damski62 and Bartolomeu o Portugues
 
Excellent. Thanks for the update. Will you be putting this up on moddb?

This is to let the "Normal" people out there update their Alpha 10s.

Guns Ready sounds are a BIG update!
 
I'll put it on the ModDB eventually, but this is too much of a quickie to post it.
For one, it's not a self-installer. For another, I didn't assemble it with much care due to lack of time.
I'm hoping it'll work; theoretically it should.

The "Guns Ready" mod is pretty cool, but it was already in Build 14 Alpha 10.
It just didn't work because of the sound system rewrite.
I just changed a couple of lines and now it does work. :shrug
Can you confirm that it now does work for you?
 
Another modification for PROGRAM\Weather\WhrWeather.c:
Code:
	// LDH logs for test, change to Trace after testing- 24Feb09
ref pchar = GetMainCharacter();

// PB: Only show this if you've actually got a compass -->
if (CheckCharacterItem(pchar,"compass1") || CheckCharacterItem(pchar,"compass2") || CheckCharacterItem(pchar,"compass3"))
{
string logstr = "Wind is from the " + GetCompassDirFromHeading16(fWindA + Degree2Radian(180.0)) + " at " + winds;
LogIt(logstr);
}
// PB: Only show this if you've actually got a compass <--
I think that makes more sense than without the item requirement.
 
Thanks. :)
Does anyone think that compass1 should maybe only give direction and not speed as well?
 
Modified code:
Code:
	// PB: Only show this if you've actually got a compass -->
string logstr = "";
string compasstype = CheckCharacterEquipByGroup(pchar, COMPASS_ITEM_TYPE);
switch (compasstype)
{
case "compass1": logstr = "Wind is from the " + GetCompassDirFromHeading16(fWindA + Degree2Radian(180.0));  break;
case "compass2": logstr = "Wind is from the " + GetCompassDirFromHeading16(fWindA + Degree2Radian(180.0)) + " at " + winds; break;
case "compass3": logstr = "Wind is from the " + GetCompassDirFromHeading16(fWindA + Degree2Radian(180.0)) + " at " + winds; break;
}
LogIt(logstr);
// PB: Only show this if you've actually got a compass <--
I also changed it to care about what compass you have EQUIPPED.
So that way, even if you HAVE a compass, you can turn off these logs if you want to.
 
Has anyone been hearing those "gun ready" sounds with the update I released some days ago yet?
 
I heard them, although they might be a bit irregular but the sound is working when it should.
 
Indeed it seems to be working only sometimes, but that's better than never. :cheeky
 
I believe there are channel limitations to the game's sound system; also the sounds should be more regular from the external view due to the sounds' origin from the front, and when not a lot of things are going on (old surround sound engine, see?)

I also feel this little fix of yours adds a lot to immersion.

It would be nice in future to see if someone could investigate if say, player's ship goes below 50% hp and starts to feel, for lack of a better term, sick, losing rudder control randomly, other ailments of heavily damaged hull, etc.
 
How would you "simulate" losing rudder control? Stuff like that could be interesting for sure,
but the question is what exactly to code in and how.
 
Easy, just lock out the player (temporary turn rate decrease) or give a random heading (like the 180 turn code).

The arcade sailing crowd would go mad and destroy their computers if we're too cruel like that, for sure :3
 
In the past I would've said that might be complicated or impossible,
because it seems that the ship turning is handled through the game engine.
I recall I once tried to build in a delay between a rudder order and the ship actually doing anything.
What I wanted to do is to build in a delay between giving the rudder order and the rudder order actually being executed.
I didn't have any luck with that at the time. What you're doing with the WBT is coming close though.
But now, well, we might end up being able to do anything we want. :whipa
 
Hello, i hope i'm posting in the right thread, anyway i found a few bugs.
With windows xp, no sp, clean game installation and build 14 alpha 10 with 10.1 fix.

-With the "going to ship deck when anchoring" option on, the game crashes 50% of the time when exiting the world map. Deactivating the option removes the problem.
-As soon as i try to change my character's or my ship's name, all savegames become corrupted with the "unable to load" message.
-All the textures of the town of Sao Jorge are bugged (looks like default textures when the normal ones aren't found).
-Same problem with the ground of the Bridgetown port.
 
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