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Build 14 Alpha 9 Experimental Mods

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
The Different Flags mod goes Beta! This adds period-correct flags on ships and in interfaces.
Additionally to the new content, also many fixes for Build 14 Alpha 9.5 Patch 2 are included.
This seems pretty stable now and does come recommended. :yes

Feature List
Code:
Experimental mods:
- New Officer System by a simple virtual sailor; more information in "buildinfo\New Officer System.txt"
- Random Sailing Ships in Port Scene Mod
- DirectSail relative bearing in points by Pieter Boelen
- Cheatmode on by default (for testing purposes)

Build 14 Alpha 9.5 Patch 3 WIP:
- Different Flags Mod:
. Mod by Pirate_KK, fixes by Screwface
. Interface and flag work by Thomas the Terror [WIP]
. Pennant work by Captain Maggee and Pieter Boelen [WIP]
- Code updates:
. Sail To locations appear only after you've 'discovered' them in Realistic Sailing Mode by Screwface
Per an original idea by a simple virtual sailor
. Deck black screen bug fixed
. Missed 'officerprice' attribute error messages fixed
. 'No Rebirth Enabled' bug for crewmembers ashore fixed by a simple virtual sailor
. Assassin storyline missing generic questtext files added by Bartolomeu o Portugues
. Tortuga governor dialog fixed by Bartolomeu o Portugues
. Battle Rocks renamed to Petit Tabac and reloads to shore fixed
. Error messages on islands with no towns fixed
- Quest updates:
. Assassin Storyline Part IV added by Bartolomeu o Portugues - jump-start code included in "PROGRAM\console.c"
. Hornblower storyline location and locator fixes by Short Jack Gold
. Silver Train quest enabled manual reload to Petit Tabac shore
- Jack Sparrow Quest Updates by Captain Maggee and Talisman:
. Heavy fog after encounter with Davy Jones fixed
. Capitaine Chevalle and Eduardo Villanueva quest fixes
. Sao Feng queststext fixed
. Gentleman Jocard quest fixed
- Location updates:
. Jungle Church Location added for Dead Man's Chest quest by Jack Rackham
. New Cave Ship location replaces the hideout on Cozumel by SuperDurnius
. Isla Mona island added for Assassin storyline: land locations by Bartolomeu o Portugues
. Curacao Village locations and characters added by Bartolomeu o Portugues
. No more navy officers in Antigua port before Colonial Powers period
- Ship updates:
. Crew on deck added for several ships that were missing them but should have had them
. Sloop_Cutter1_18 renamed to Cutter3_18 and re-rigged as per the other cutters
- Item updates:
. Mercenary pistol added by Bartolomeu o Portugues
Download [30.4 MB]
Mirror 1

Installation:
1) Install Build 14 Alpha 9.5 Patch 2 as per the instructions
2) Extract the Experimental Mods on top
 
<!--quoteo(post=335466:date=Jul 6 2009, 03:20 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 6 2009, 03:20 PM) <a href="index.php?act=findpost&pid=335466"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- Game crashes when flags are updated and there's a ship around with a fallen mast
- Game crashes when exiting any inventory/loot screen while in port<!--QuoteEnd--></div><!--QuoteEEnd-->Screwface it working on fixing the first problem and is making good progress.
I think I have just been able to fix the second:<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->In <i>PROGRAM\BATTLE_INTERFACE\Flags.c</i>, add <i>#event_handler("UpdateFlags", "RefreshFlags");</i> above the <i>void RefreshFlags()</i> line:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#event_handler("UpdateFlags", "RefreshFlags"); // PB: Enable delayed flag updates
void RefreshFlags()
{
    if (FindLoadedLocation() >= 0 && locNumShips > 0) {
        SetEventHandler("frame", "BLI_SetFlags", 1);
        return;
    }
    if (bSeaActive && !bAbordageStarted) {
        SetEventHandler("frame", "BI_SetFlags", 1);
        return;
    }
}<!--c2--></div><!--ec2-->
Then in <i>PROGRAM\seadogs.c</i>, replace the <i>RefreshFlags();</i> call with <i>PostEvent("UpdateFlags", 100);</i> :<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        //    RefreshFlags(); // KK
            PostEvent("UpdateFlags", 100); // PB: Fixes port inventory crash<!--c2--></div><!--ec2--><!--QuoteEnd--></div><!--QuoteEEnd-->
 
Just for fun, here's some experimental mods images:

Re-flagged Gaff-Rigged Xebec:
<img src="http://piratesahoy.net/build/temp/SchoonerXebec2.jpg" border="0" class="linked-image" />

HMS Justinian showing white ensign and pennants:
<img src="http://piratesahoy.net/build/temp/justinian.jpg" border="0" class="linked-image" />

Ships sailing in port view:
<img src="http://piratesahoy.net/build/temp/CrCayman6.jpg" border="0" class="linked-image" />

And another one:
<img src="http://piratesahoy.net/build/temp/the_good.jpg" border="0" class="linked-image" />
 
<b>GOOD NEWS!</b>
Thanks to Screwface, we now have attempted fixes for both the known problems listed above.
The download has been updated. Please let us know how it works! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
This is such an amazing achievement and makes the game look so much better just on its own <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><i><b>More good news!</b></i><!--sizec--></span><!--/sizec-->

The Different Flags mod is finally nearing it's stable and finished completion, after having been a work-in-progress literally for YEARS.
It is a mod that we all thought to be absolutely impossible with the limitations in the game engine, but Pirate_KK managed it anyway.

The mod adds period-correct ensigns and pennants on all ships and you can now distinguish between navy and merchant vessels based on their flag.
Surrendered ships will actually fly white flags now and if you hoist different flags at sea, the flags on your ships are updated properly.

This download, which includes the mod, has been updated with more fixes still and should now actually be pretty stable and playable.
Now we need people to actually test this properly and update all ship models to show pennants where appropriate.

So... why wait any longer? Get it now and enjoy a prettier Caribbean than ever before! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
Thanks to Pirate_KK for the actual mod and for Screwface for finding and fixing the problems still left with it! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
 
Pieter,
Are the experimental mods OK to go with now. I am able to do some more testing again? <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
<!--quoteo(post=337162:date=Jul 14 2009, 02:39 PM:name=Cap'n Cook)--><div class='quotetop'>QUOTE (Cap'n Cook @ Jul 14 2009, 02:39 PM) <a href="index.php?act=findpost&pid=337162"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are the experimental mods OK to go with now. I am able to do some more testing again? <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->I think they should be pretty good. We've found and fixed a lot of the crashes we encountered; I'm hoping it's (close to) stable now.
<b>Edit:</b> If you install the latest experimental mods, you might want to install Screwface's latest fix on top. I haven't yet included that, but will some time soon.
 
Downloaded the current experimental mods 13Jul. Plus I noticed a couple of smaller downloads on the forum.

Hard to keep up with the pace of the modding now.

Should get to start testing tomorrow pm. I have only just got back from doing some site inspections - 1880km driving through the beautiful far north (tropical) of Queensland AUS over the last three days. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
<!--quoteo(post=337176:date=Jul 14 2009, 11:11 PM:name=Cap'n Cook)--><div class='quotetop'>QUOTE (Cap'n Cook @ Jul 14 2009, 11:11 PM) <a href="index.php?act=findpost&pid=337176"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Should get to start testing tomorrow pm. I have only just got back from doing some site inspections - 1880km driving through the beautiful far north (tropical) of Queensland AUS over the last three days. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Half my family live up in Townsville so I have spent a fair bit of time in the tropical areas of Queensland... It truely is beautiful <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

To hot for me last time (was up there in December [Aussie summer]) and it was like 15 degrees more than I was used to in Tassie <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
<!--quoteo(post=337176:date=Jul 14 2009, 03:11 PM:name=Cap'n Cook)--><div class='quotetop'>QUOTE (Cap'n Cook @ Jul 14 2009, 03:11 PM) <a href="index.php?act=findpost&pid=337176"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Downloaded the current experimental mods 13Jul. Plus I noticed a couple of smaller downloads on the forum.<!--QuoteEnd--></div><!--QuoteEEnd-->Which smaller downloads are those? All I know is Bartolomeu's Assassin quest update and Screwface's latest flags fix update.
If you install those, make sure to use WinMerge; of course I'll update the experimental mods soon with that content too.
 
Yes Pieter, both of those.
I will try the assasin quest first and then Hornblower unless you would like testing on something else first.
POTC is just getting better and better.
 
Any quest will do; the one thing I'm anxious to know is how well the Different Flags mod works and that you can test in any quest.

I have personally tested the Assassin quest already, but not yet Bartolomeu's latest update.
In my tests, the quest worked fine and the main issue I still encountered seems to have been sorted now by Bartolomeu.
I did encounter a bunch of Different Flags mod related crashes, which Screwface should now have fixed.

For Hornblower, in <a href="http://forum.piratesahoy.net//index.php?showtopic=14137&st=0" target="_blank">this thread</a> there's somebody who mentions getting up to the prison scene.
I have not tested playing up to that point myself, but did fix and test the prison scene and the subsequent battle; all that seemed to work fine.

For all I know, Assassin, Bartolomeu, Hornblower and Jack Sparrow should all be working pretty well now.
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The Different Flags mod is finally nearing it's stable and finished completion, after having been a work-in-progress literally for YEARS.
It is a mod that we all thought to be absolutely impossible with the limitations in the game engine, but Pirate_KK managed it anyway.

[...]

Thanks to Pirate_KK for the actual mod and for Screwface for finding and fixing the problems still left with it! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Congratulations for Screwface!

Because one can recognize a man not looking at start, but rather what is finish, I'd suggest that all credits should go to Screwface. My version indeed was taking whole years, and end up as one big bugload. Thus, I think it would be better if Screwface is considered as its only creator.

It's a pity that now I don't have time for modding since 3 months and I don't know if and when situation changes.

pirate_kk
 
You spent years on that mod and did a tremendous amount of work on it. It'll be "Mod by Pirate_KK, Fixes by Screwface". <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
Even if you don't have time for modding, I sincerely hope you can answer some questions of ours as they occur.
For example <a href="http://forum.piratesahoy.net//index.php?s=&showtopic=13298&view=findpost&p=336975" target="_blank">this one</a>.

In any case, all your work has been much appreciated, Pirate_KK! And I hope that one day you'll be able to get back to modding.
We could really use your help, truth be told, even if just to fix up the Development Resources and be able to put all that in Alpha 10.
 
<!--quoteo(post=337190:date=Jul 14 2009, 03:51 PM:name=pirate_kk)--><div class='quotetop'>QUOTE (pirate_kk @ Jul 14 2009, 03:51 PM) <a href="index.php?act=findpost&pid=337190"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Congratulations for Screwface!

Because one can recognize a man not looking at start, but rather what is finish, I'd suggest that all credits should go to Screwface. My version indeed was taking whole years, and end up as one big bugload. Thus, I think it would be better if Screwface is considered as its only creator.

It's a pity that now I don't have time for modding since 3 months and I don't know if and when situation changes.

pirate_kk<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh no certainly not <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
As i've studied your work to fix crashes, i can say to you i never had the necessary knowledge to create such a mod. I have a lot af gaps concerning a lot of technics you used in this mod (sendmessage, event processus,...). I didn't know either how to use the frames as you did. Your mod has learned a lot of things to me Pirate_kk <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> and i don't want to be considered as its creator !

Compared to your work in this mod, my fix work is not so big. This mod was perfectly coded since its creation. the crashes were just because some of stock game events had conflicts with !
The final goal is that everybody can take advantage of your wonderful work <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
 
Both of you have done amazing work and the Different Flags Mod is truely amazing due to both of you :bow
 
Just a couple of questions. Can you choose your flag iin the main quest and if so how? Where do I find the write up on the expermental officers mod. I look in the buil info and couldn't fint it.
 
Thomas isn't done yet with the actual personal flags to select and you can't select your flag ingame yet.
The interface for that has yet to be made and with Pirate_KK too busy to do modding,
it could be a long time until that is done.

The experimental mods feature list can be found in the "Build Info.txt" file in your main game folder (after installing),
and also in the first post of this thread.

At the moment we're working on adjusting all ships to show pennants properly;
once that is done, it'll be released in another update.
 
A MAJOR update for the experimental mods has just been released; see the opening post.
Included is the last update of the Different Flags mod, which now seems really quite stable.
Also many ships have been adjusted for this mod and have had pennants added, but this remains a work in progress.
There's also lots of fixes added. Be sure to try this out if you can. :yes
 
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