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Build 14 Alpha 9

No, it work´s fine, i was visiting the brothel in Guadeloupe. Pretty nice desing, my compliments to the designer.
But, close to the brothel is a´n "naval academy", what´s that about, it´s empty?
 
Unused for the time being. It's used only at one point in the "First Contact" quest.
You should be able to play that quest by talking to the Cayman governor in the standard storyline.
There might be a level requirement, but I'm not sure about the number.
 
For some other bugs from patch 2:

when fighting late monks (or what) and killing both monk and his skeleton then speaking to him about explanation (middle choice) after three or four steps in conversation the game falls. After beating 7 monks and taking their swords, the eight monk has no cenversation only when activated stands in place.

In new areas (at least oxbay and greenford) new buildings looks weird, some buildings have no colissions and some (forest12 or something like this...) can be moved. And buildings are so bright even in night...

<a href="http://img257.imageshack.us/my.php?image=barbados.jpg" target="_blank">[img=http://img257.imageshack.us/img257/4013/barbados.th.jpg]</a>

oh, and sorry for my english...
 
Those monks are the one in the Maltese Knight Abbey, right? I'll check it. Uh... as soon as I can... <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

As for the buildings, please see <a href="http://forum.piratesahoy.net//index.php?s=&showtopic=12809&view=findpost&p=308783" target="_blank">here</a> for some screenshots of it and <a href="http://forum.piratesahoy.net//index.php?s=&showtopic=12809&view=findpost&p=308804" target="_blank">here</a> for the explanation.
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->There's several: Nevis pirate town, Guadeloupe port and Tortuga, if I recall correctly.
Not sure if they're turned off by default; they might be. In Build 13 they are, but they might accidentally have ended up being enabled in Alpha 9.<!--QuoteEnd--></div><!--QuoteEEnd-->

They are on and can be turned off in advanced options
 
<!--quoteo(post=311619:date=Apr 7 2009, 08:17 PM:name=Jason)--><div class='quotetop'>QUOTE (Jason @ Apr 7 2009, 08:17 PM) <a href="index.php?act=findpost&pid=311619"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does anyone know where to find intalation instructions for build 13 final?<!--QuoteEnd--></div><!--QuoteEEnd-->

Well, here you go, Sir Jason:

Installation instructions (build 13 final):
1) Follow the installation procedures in the installer file
2) Let the installer run the RunMe.bat file and follow it's instructions
3) Open PROGRAM\Worldmap\worldmap.c and set MAPSPEED to 1.0
4) Change the game's settings in BuildSettings.h
5) Change the game's controls to your liking
6) Start a new game and ENJOY!
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->How did you leave the pirate town by ship?
There is just one fort in 3D sailing mode on Douwesen and it's the Dutch one.<!--QuoteEnd--></div><!--QuoteEEnd-->

as usual, i used fast travel, (pressing enter, then clicking on my ship).
but i`m sure the pirate flag was waving on the fort... <img src="style_emoticons/<#EMO_DIR#>/glare.gif" style="vertical-align:middle" emoid=":glare:" border="0" alt="glare.gif" /> ...ok, i`m not sure anymore,i`ll check again.

this evening i visited Nevis and i was stunned by Charlestone.
<img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

amazing job!!!!! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

at first, when in the jungle, i thought to be in Barbados, just because the signes pointing to oxbay and greenford.
then, my avatar arrived in charleston.
during the day there`s no guy in the loanshark building.
a missing locator?

all the other buildings have people inside and the dialogs are OK.
i met 3 persons selling items in less than 30 seconds, but, having noticed that no street merchants are there, i think is balanced.
all of them got middle quality blades and not so much gold, so i really find it balanced.

minor bugs:
when entering charlestown by walk from the jungle, the initializing screen is black.
when entering the town all, the wrong screen is loaded: shipyard logo.

in the pirate fort the merchant in the store got no dialog.
in storewner.c i`ve found that his name is mispelled: Peter instead of Pieter (pieter blowhorn_dialog.c).
when in tavern in the pirate fort, and drinkin with someone, again i`m teleported outside the location, i start to think that the code in my game is messed up.

do you remeber the pictures taken by schalkepirat in this thread?
the wench in the tavern is afraid of smth.
now, leaving by walk charlestone, i met some thugs,robbers,homosexual rapers,whatever and my avatar withdrowed his weapon and assumed the same posture of the tavern wench.......my officer artois was cut in thousand fleshy pieces....and....my avatar....oh my....i think he lost something there!

when in the hold of my ship, talking to the prisoners and choosing the option:
"when at sight of a pirate city or island i`ll drop you there" gives no result at the end.
that is, when in nevis the prisoners do not recognize the location and behave like sitting ducks.
clicking on them gives:
"you are a noble man"
Answer 1 - "and try not to meet with me at sea"
Answer 2 - "a few days and we will get to one of pirates islands".
whatever i choose, they just sit there.
asking for ransom make them leave.
 
Inkl. Patch 2: New Horizons

Too much zero in ths case:

<div align='center'><a href="http://img529.imageshack.us/my.php?image=zero.jpg" target="_blank"><img src="http://img529.imageshack.us/img529/4753/zero.th.jpg" border="0" class="linked-image" /></a>
</div>
 
Got some questions about Build 14 Alpha 9 patch 2.
First of all I have to say that all of you guys doing a great job with this build.



First question:
After installing B 14 A9 Patch2 I want to change the music to Cutthroat Island music (Best music ever for a pirate game <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> ) and a Tavern Music Pack (old shanties). Everything work fine but i noticed that the music always play in the same sequence that I wrote to the music_standard.c file, so when I enter the tavern or a Sea battle it always start with the same songs or piece of music.

Is there any possibility that the music can be played in a random sequence?





Second question:
In the world map all the ships shown grey without any textures.
Any suggestions to solve this graphical glitch?
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Everything work fine but i noticed that the music always play in the same sequence that I wrote to the music_standard.c file, so when I enter the tavern or a Sea battle it always start with the same songs or piece of music.
Is there any possibility that the music can be played in a random sequence?<!--QuoteEnd--></div><!--QuoteEEnd-->
It should at least cycle through ALL the music instead of the same music every time you visit, which tends to happen if it's random. Each time you visit you'll get a different music track. Here's how to make it start with a random music track.

In the file sound.c in function SetMusic():

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        // LDH cycle through all the music intead of selecting at random - 13Feb09
        int musicnumber = 1;
        if (num > 1)
        {
            ref pchar = GetMainCharacter();
            if (!CheckAttribute(pchar, "musicnumber."+name))
//                musicnumber = 1;                // <------------------ comment this line out
                musicnumber = rand(num-1)+1;    // LDH 07Apr09  <----- add this line
            else
                musicnumber = sti(pchar.musicnumber.(name)) + 1;
            if (musicnumber > num) musicnumber = 1;
            pchar.musicnumber.(name) = musicnumber;
        }
        string lnode = "l" + musicnumber;
//        string lnode = "l" + (rand(num - 1) + 1);    // the above code replaces this<!--c2--></div><!--ec2-->

Hook
 
I guess I should explain a bit. The reason it goes through the music in sequence now is because we noticed we'd get the same music over and over from a random selection when there were only two possibilities. I was getting pretty tired of hearing the same music all the time, so I put that code in there to make sure we didn't get the same thing twice in a row... unless there was only one selection.

I suppose if there are three or more selections, I could change that so it wouldn't select the last one played. At that point you'll probably get the same two music selections playing most of the time because the random number generator hates us. Personally, I'd prefer more variety if we have it available. That method might work well if there are a lot of music selections available. Like 4 or more.

I'm guessing you noticed this because you added your music to the end of the selections in standard_music.c then wondered why they didn't play right away. Would this make much difference during normal play? I think if we had two different music styles, it would be better to get all of one style, then all of another in the game, but I need other people's opinions on that. I just want to make sure that everything plays, and that we don't get repeats.

Hook
 
<!--quoteo(post=311671:date=Apr 7 2009, 11:47 PM:name=vinnipuk)--><div class='quotetop'>QUOTE (vinnipuk @ Apr 7 2009, 11:47 PM) <a href="index.php?act=findpost&pid=311671"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->as usual, i used fast travel, (pressing enter, then clicking on my ship).
but i`m sure the pirate flag was waving on the fort... <img src="style_emoticons/<#EMO_DIR#>/glare.gif" style="vertical-align:middle" emoid=":glare:" border="0" alt="glare.gif" /> ...ok, i`m not sure anymore,i`ll check again.<!--QuoteEnd--></div><!--QuoteEEnd-->That's possible, yes. But that's basically just a fast-travel back to your ship, which was still in Douwesen port.

<!--quoteo(post=311671:date=Apr 7 2009, 11:47 PM:name=vinnipuk)--><div class='quotetop'>QUOTE (vinnipuk @ Apr 7 2009, 11:47 PM) <a href="index.php?act=findpost&pid=311671"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->during the day there`s no guy in the loanshark building.
a missing locator?<!--QuoteEnd--></div><!--QuoteEEnd-->There WAS one at night???
I'm not sure if we ever DID add a character there; might be that we didn't. Probably easily fixed.

<!--quoteo(post=311671:date=Apr 7 2009, 11:47 PM:name=vinnipuk)--><div class='quotetop'>QUOTE (vinnipuk @ Apr 7 2009, 11:47 PM) <a href="index.php?act=findpost&pid=311671"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i met 3 persons selling items in less than 30 seconds, but, having noticed that no street merchants are there, i think is balanced.
all of them got middle quality blades and not so much gold, so i really find it balanced.<!--QuoteEnd--></div><!--QuoteEEnd-->Those encounters are 100% random though.

<!--quoteo(post=311671:date=Apr 7 2009, 11:47 PM:name=vinnipuk)--><div class='quotetop'>QUOTE (vinnipuk @ Apr 7 2009, 11:47 PM) <a href="index.php?act=findpost&pid=311671"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->when entering charlestown by walk from the jungle, the initializing screen is black.
when entering the town all, the wrong screen is loaded: shipyard logo.<!--QuoteEnd--></div><!--QuoteEEnd-->We have it on the planning to make new loading screens for all locations anyway.
We could use some help with that though, especially when it comes to screenshot-making. Anybody interested? <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

<!--quoteo(post=311671:date=Apr 7 2009, 11:47 PM:name=vinnipuk)--><div class='quotetop'>QUOTE (vinnipuk @ Apr 7 2009, 11:47 PM) <a href="index.php?act=findpost&pid=311671"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->in the pirate fort the merchant in the store got no dialog.
in storewner.c i`ve found that his name is mispelled: Peter instead of Pieter (pieter blowhorn_dialog.c).<!--QuoteEnd--></div><!--QuoteEEnd-->Pieter? He's not supposed to be called that! Probably a typo somewhere. Will check. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=311671:date=Apr 7 2009, 11:47 PM:name=vinnipuk)--><div class='quotetop'>QUOTE (vinnipuk @ Apr 7 2009, 11:47 PM) <a href="index.php?act=findpost&pid=311671"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->when in tavern in the pirate fort, and drinkin with someone, again i`m teleported outside the location, i start to think that the code in my game is messed up.<!--QuoteEnd--></div><!--QuoteEEnd-->I didn't look at that and since nobody usually does that, there's a good chance that the Alpha 9 Patch 2 code is actually messed up there. I'll check it.

<!--quoteo(post=311671:date=Apr 7 2009, 11:47 PM:name=vinnipuk)--><div class='quotetop'>QUOTE (vinnipuk @ Apr 7 2009, 11:47 PM) <a href="index.php?act=findpost&pid=311671"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->now, leaving by walk charlestone, i met some thugs,robbers,homosexual rapers,whatever and my avatar withdrowed his weapon and assumed the same posture of the tavern wench.......my officer artois was cut in thousand fleshy pieces....and....my avatar....oh my....i think he lost something there!<!--QuoteEnd--></div><!--QuoteEEnd-->Homosexual rapers? Ugh.... those are not supposed to occur! Though I think I've seen a rape of an old woman there once too. That's right NASTY! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--quoteo(post=311671:date=Apr 7 2009, 11:47 PM:name=vinnipuk)--><div class='quotetop'>QUOTE (vinnipuk @ Apr 7 2009, 11:47 PM) <a href="index.php?act=findpost&pid=311671"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->when in the hold of my ship, talking to the prisoners and choosing the option:
"when at sight of a pirate city or island i`ll drop you there" gives no result at the end.
that is, when in nevis the prisoners do not recognize the location and behave like sitting ducks.
clicking on them gives:
"you are a noble man"
Answer 1 - "and try not to meet with me at sea"
Answer 2 - "a few days and we will get to one of pirates islands".
whatever i choose, they just sit there.
asking for ransom make them leave.<!--QuoteEnd--></div><!--QuoteEEnd-->Something is not right with that feature. I'm surprised you even COULD put him in your hold.
When I wanted to do that lately, I never got the dialog option for it! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
You can restore the old ransom system in the Advanced Options menu, I think. That might work better.
 
<i><b>Comments on Music:</b></i>
I do see the sense in what Hook did, but don't quite like that you always hear the same music the first time round.
Maybe the first time a music track is played could be random and then it starts being sequential?
But that would against Hook's suggestion that it'd be better to have the same style of music the first time around and then switch to another style the second time.

I'm also beginning to get annoyed with the lack of variety of music in the game.
I've got a LOT of possibly-useful pirate and historical movie music and would love to see them used in the game.
In the weekend, I would be willing to upload them to the FTP if anybody is interested.
If somebody would be willing to make a good and consistant music pack out of them, that'd be much appreciated!
We could make that available as additional download to add more variety.

<!--quoteo(post=311707:date=Apr 8 2009, 12:53 AM:name=Schalkepirat)--><div class='quotetop'>QUOTE (Schalkepirat @ Apr 8 2009, 12:53 AM) <a href="index.php?act=findpost&pid=311707"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Too much zero in ths case:<!--QuoteEnd--></div><!--QuoteEEnd-->LOL! Looks like the actual value (2529) is pretty normal, but it looks like a decimal number while it shouldn't be. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
<!--quoteo(post=311707:date=Apr 8 2009, 12:53 AM:name=Schalkepirat)--><div class='quotetop'>QUOTE (Schalkepirat @ Apr 8 2009, 12:53 AM) <a href="index.php?act=findpost&pid=311707"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Too much zero in ths case:<!--QuoteEnd--></div><!--QuoteEEnd-->

If we are on topic, have a look at this:

<a href="http://img3.imagebanana.com/view/dfxsbg5m/trader_with_gunpowder.png" target="_blank"><img src="http://img3.imagebanana.com/img/dfxsbg5m/thumb/trader_with_gunpowder.png" border="0" class="linked-image" /></a>

That guy was sailing a pinnace and transporting about 887.607 cwt of gunpowder.
Shouldn´t the transportation of gunpowder not be turned off, like ammunition?
 
@Hook

Thank you very much. Your code was excactly what I want and it work very well as far as I can say this after little testing.
The music plays randomly, as I want it.
Thanks again.


So the only problem left are the grey texturless ships on the world map.
 
<!--quoteo(post=311769:date=Apr 8 2009, 12:30 PM:name=Jesus of Bonaire)--><div class='quotetop'>QUOTE (Jesus of Bonaire @ Apr 8 2009, 12:30 PM) <a href="index.php?act=findpost&pid=311769"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That guy was sailing a pinnace and transporting about 887.607 cwt of gunpowder.
Shouldn´t the transportation of gunpowder not be turned off, like ammunition?<!--QuoteEnd--></div><!--QuoteEEnd-->That sounds like a very good idea. Rations too. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=311772:date=Apr 8 2009, 01:00 PM:name=Jack Black)--><div class='quotetop'>QUOTE (Jack Black @ Apr 8 2009, 01:00 PM) <a href="index.php?act=findpost&pid=311772"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So the only problem left are the grey texturless ships on the world map.<!--QuoteEnd--></div><!--QuoteEEnd-->Sorry for missing that one. You probably installed Build 13 FULL instead of Build 13 FINAL.
Downloading Build 13 Final and reinstalling should solve that issue. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=311750:date=Apr 8 2009, 02:49 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 8 2009, 02:49 AM) <a href="index.php?act=findpost&pid=311750"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I do see the sense in what Hook did, but don't quite like that you always hear the same music the first time round.
Maybe the first time a music track is played could be random and then it starts being sequential?<!--QuoteEnd--></div><!--QuoteEEnd-->
That's what the change I posted does.

I am wondering how you'd notice it. For any given music alias name, for example the music played for an English town, the first time you go to an English town in a game you hear the first music selection defined for that alias. If you go to another area of the town, you hear the same selection continued. If you go into the tavern you get the different tavern music, and when you return to the town, you get the *next* English town music selection. The only time you should notice you get the same selection upon first entering an English town is when you start a new game.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->But that would against Hook's suggestion that it'd be better to have the same style of music the first time around and then switch to another style the second time.<!--QuoteEnd--></div><!--QuoteEEnd-->
Again, the change I posted will group the styles together if they're together in the alias definition. Another way of getting the styles mixed is to define them in a mixed order, but f you have a few quieter selections and a few selections that are more epic or boisterous, mixing them would be a bit jarring.

Hook
 
<!--quoteo(post=311788:date=Apr 8 2009, 03:57 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 8 2009, 03:57 PM) <a href="index.php?act=findpost&pid=311788"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am wondering how you'd notice it. For any given music alias name, for example the music played for an English town, the first time you go to an English town in a game you hear the first music selection defined for that alias. If you go to another area of the town, you hear the same selection continued. If you go into the tavern you get the different tavern music, and when you return to the town, you get the *next* English town music selection. The only time you should notice you get the same selection upon first entering an English town is when you start a new game.<!--QuoteEnd--></div><!--QuoteEEnd-->Personally I start a new game very frequently, so then you do notice it. But indeed it is only a "problem" upon starting a new game; after that, it's perfectly fine as far as I'm concerned.
So with the change you posted, the first time the selected music will be random and after that, it will be sequential.
Would it then still group the music styles together, provided that, say, all number 1 are from Cutthroat Island and all number to from Pirates of the Caribbean, etc.?

<!--quoteo(post=311788:date=Apr 8 2009, 03:57 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 8 2009, 03:57 PM) <a href="index.php?act=findpost&pid=311788"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Again, the change I posted will group the styles together if they're together in the alias definition. Another way of getting the styles mixed is to define them in a mixed order, but f you have a few quieter selections and a few selections that are more epic or boisterous, mixing them would be a bit jarring.<!--QuoteEnd--></div><!--QuoteEEnd-->Absolutely agreed. I like your suggestion of having the styles grouped together, especially if/when we add more variety. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Would it be a lot of work to make seabattle and land fight music nation-specific?
 
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