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    Maelstrom New Horizons


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Build 14 Alpha 9

I have just checked the captured governor dialog file and it seems that in the standard storyline, you can basically not capture any of the original game's towns for yourself to prevent you from messing up the main quest.
 
Good guy, respect <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

But before I changed this, you have to know something: The picture is lying. You see on my ship the flag of portugal, but in this moment before I start to attack the fort I flag british!....because I´m a bad guy <img src="style_emoticons/<#EMO_DIR#>/guns.gif" style="vertical-align:middle" emoid=":2guns" border="0" alt="guns.gif" />

That´s maybe another small problem. If I changed flag on the sea, the picture will show me still the old one.
 
Yep, the flags don't immediately update. BUT Pirate_KK recently figured out a way to make that work! It'll be part of the Different Flags mod once we manage to incororate that stably into the Alpha's. I tested that mod yesterday and it seems to be doing what it's supposed to! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
See <a href="http://piratesahoy.net/build/images/pirate_kk_preview" target="_blank">this folder</a> for various images of things Pirate_KK has recently been working on!
 
<!--quoteo(post=309313:date=Mar 28 2009, 02:45 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 28 2009, 02:45 PM) <a href="index.php?act=findpost&pid=309313"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->FINALLY FOUND! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
In PROGRAM\LAi_boarding.c replace:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    string ofnation = "";
    int homeland = GetTownHomeland(boarding_enemy.town);
    if (homeland == SPAIN || homeland == PORTUGAL) ofnation = "_Spain";

    ref fort = &Locations[fortidx];
    fort.filespath.models = "locations\Fort_inside" + ofnation + "\Fort_" + nfort + "\\";<!--c2--></div><!--ec2-->With:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    string ofnation = "";
    int homeland = GetTownHomeland(boarding_enemy.town);
    ref fort = &Locations[fortidx];
    fort.filespath.models = "locations\Fort_inside\Fort_" + nfort + "\\";
    if (homeland == SPAIN || homeland == PORTUGAL) fort.filespath.textures = "locations\SPAIN";<!--c2--></div><!--ec2--><!--QuoteEnd--></div><!--QuoteEEnd-->


I test ist, works fine until the point it will end now:

<div align='center'><a href="http://img212.imageshack.us/my.php?image=endi.jpg" target="_blank"><img src="http://img212.imageshack.us/img212/5952/endi.th.jpg" border="0" class="linked-image" /></a>
</div> <img src="style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" />
 
Well, you got PAST the fort, which is the only thing it could've fixed. Which town is that?
 
<!--quoteo(post=309371:date=Mar 28 2009, 06:35 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 28 2009, 06:35 PM) <a href="index.php?act=findpost&pid=309371"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, you got PAST the fort, which is the only thing it could've fixed. Which town is that?<!--QuoteEnd--></div><!--QuoteEEnd-->


Santiago
 
Confirmed. Looks like the boarding locator file is not doing it's job. Do you have this problem at Bridgetown too? That uses the same location model, so should have the problem too. I actually thought that all stock game location models already had their locator files sorted. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter, sorry don't remember whom I talked to last?
However to follow up, went to an earlier save of Caracua and had
the same problem! So went to a new game and a strange thing happend
as the crew I ordered to follow me on land in the previous game did follow me
without me ordering it! Mind you I did delete all saves from the game!
Bridgetown has bugs as well as the storekeepers dialog is not all there: not offer any goods
and the Barkeep has problems with his arms as he uses them they grow very long. lol
In Port Royal now and things gone well exept the Church sidequest seems to be muddled
'cause the priest ask something about the missing kids even so haven't touched any of it?
I'll carry on with the mainquest only and see what happens next! <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
If you start a new game, make sure you close the whole game first, then reload it and start a new game. Otherwise things might be messed up. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
You mean the storekeeper doesn't have the right dialog at all or he doesn't have any items? We're hoping the second problem is sorted in tomorrow's patch.
The barman is probably one of the animation mistakes; those should be solved in tomorrow's patch. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

It is clear we need to look into the main quests and side quests and make sure they're all working.
I tested the whole Bartolomeu quest and that is pretty playable with tomorrow's patch.
I also removed a lot of old Jack Sparrow story influences from the standard storyline that were messing things up previously, but I didn't test this.
 
any chance the log book is working again..... <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
Ok who is keeping track of the bugs? I lost count
 
Nobody's keeping track really, which is going to be a problem sooner or later. I'm trying to investigate bugs as they're posted, but I know I'm missing some.
We need some sort of bug-list or bug tracker again. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<!--quoteo(post=309392:date=Mar 28 2009, 07:21 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 28 2009, 07:21 PM) <a href="index.php?act=findpost&pid=309392"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Confirmed. Looks like the boarding locator file is not doing it's job. Do you have this problem at Bridgetown too? That uses the same location model, so should have the problem too. I actually thought that all stock game location models already had their locator files sorted. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->


Yep, the same problem

And that´s happen if you win the capture to port royale, no chance to change the governor:

<div align='center'><a href="http://img147.imageshack.us/my.php?image=portroy.jpg" target="_blank"><img src="http://img147.imageshack.us/img147/6348/portroy.th.jpg" border="0" class="linked-image" /></a>
</div>
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->You mean the storekeeper doesn't have the right dialog at all or he doesn't have any items? We're hoping the second problem is sorted in tomorrow's patch.<!--QuoteEnd--></div><!--QuoteEEnd--> Pieter, the Storeman only offers a job to take stuff somewhere or tells you that he hasn't any job! No other dialog! <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=309523:date=Mar 29 2009, 01:47 PM:name=Schalkepirat)--><div class='quotetop'>QUOTE (Schalkepirat @ Mar 29 2009, 01:47 PM) <a href="index.php?act=findpost&pid=309523"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And that´s happen if you win the capture to port royale, no chance to change the governor:<!--QuoteEnd--></div><!--QuoteEEnd-->Confirmed:<!--quoteo(post=309315:date=Mar 28 2009, 04:15 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 28 2009, 04:15 PM) <a href="index.php?act=findpost&pid=309315"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have just checked the captured governor dialog file and it seems that in the standard storyline, you can basically not capture any of the original game's towns for yourself to prevent you from messing up the main quest.<!--QuoteEnd--></div><!--QuoteEEnd-->

<!--quoteo(post=309544:date=Mar 29 2009, 02:52 PM:name=Nosie)--><div class='quotetop'>QUOTE (Nosie @ Mar 29 2009, 02:52 PM) <a href="index.php?act=findpost&pid=309544"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pieter, the Storeman only offers a job to take stuff somewhere or tells you that he hasn't any job! No other dialog! <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Are you sure that isn't the Speightstown one (former Oxbay)? If so, it could be because the town is invaded by the French. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><i><b>Patch 1 Available!</b></i><!--sizec--></span><!--/sizec-->
<a href="http://www.piratesahoy.net/build/b14_alpha9_patch1.exe" target="_blank">Download</a> (18,9 MB)
<i>Note:</i> The Experimental Mods have been updated to be compatible with the patch and now include three new unused character models by SuperDurnius

<b>Installation:</b>
1) Install on top of a correctly working Build 14 Alpha 9
2) Run RunMe.bat

<b>Includes:</b>
- DECK_VIEW_ON_SEAENTER mod reinstated (can be turned off in PROGRAM\BuildSettings.h)
- Many fixes to sound system
- Added main theme music to Bartolomeu o Portugues storyline
- Fix skill jump when you're stabbed by Danielle in the standard storyline
- Smuggler quests fixed in all storylines
- Clint Eastwood at the strange house in the Nevis jungle now works as intended
- Various animation fixes for shipyard and tavern owners
- Jack Sparrow influences on standard storyline removed; should hopefully fix a lot of weird issues
- Saint Pierre tavern owner has his proper dialog restored
- Fix for traders losing their items
- "Your Trusty Fists" now available in ALL storylines and visible in Inventory screen again
- Fix for sliders in Options menu resetting to 0 every time you open the screen
- Fix for accidental removal of savegames if you press space three times and move your mouse a bit
- Vanderdecken now actually SELLS his ships; it's just unknown in which port they end up (further fixing required)
- Fix for capture of Spanish and Portuguese forts
- Jack Sparrow storyline EITC building fix
- Completely re-ordered and cleaned up initModels.c file
- Reference to unexisting bocman7 model fixed
- Tortuga atmosphere mod added to ALL storylines
- Update weather on return to sea after boarding
- Francisco Cruz model added to Bartolomeu storyline
- Various fixes to Bartolomeu storyline; <b>confirmed completely playable</b>
- Devlin storyline Morgan Terror dialog fix
- Devlin storyline Petros/Nathan Kell confusion fix
- Beatrice Devlin storyline dialog and quest updates as per Blaze Devlin quest
- Various fixes to Legend of Jack Sparrow storyline, including rewriting one trap quest to a detour quest
- Mr. Gibbs returns as hirable officer at the Tortuga tavern in the standard storyline
- Added various missing foam files
- Fixed Cursed Flying Dutchman cannons
- Improved Skull character texture
 
It´s important to start a new game after this patch? Because now I get this message:

<div align='center'><a href="http://img147.imageshack.us/my.php?image=cannot.jpg" target="_blank"><img src="http://img147.imageshack.us/img147/1160/cannot.th.jpg" border="0" class="linked-image" /></a>
</div>
 
There's so many things changed, most notably the removal of all the Jack Sparrow influences on the standard storyline that I think a new game is indeed required.
If you really don't want to start a new game, open PROGRAM\globals.c and set <i>#define IS_SGV</i> to 14.853 again at the bottom of the file.
I can't promise that you won't encounter any unintentional weirdness when using your previous savegames this way, but it might be worth a try.
Maybe you're lucky and it does work. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
I've got a VERY interesting bug in Patch 1; after a location reload, I keep hearing the previous music but ALSO the new music.
So then you have two music tracks playing at the same time!
Uh... Hook... any idea what's wrong??? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
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