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    Maelstrom New Horizons


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CoAS Combined Mod Version

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Yes that is correct, once we have Version 3, that will eliminate the need for installing the patches one at a time untill we get a whole new set of patches for version 3.

Patch 2, RTBL and vanilla versions are now up on the FTP, see first post for link :onya
 
What I suggest is you make it so that each new patch includes the previous patches, this removes some of the installation process and allows people not to have to download 4 or 5 files to get to the current version

Everytime you release a big one that can be the base so that patch files can become small again (thats when download instructions will be something like)
- V1
- V2
- P3
Instead of:
- V1
- V2
- P1
- P2
- P3
 
Alright everyone, sorry for the delay! Please download Patch 2 over again, either RTBL or Vanilla. I've taken patch one and combined it with patch two therefore eliminating the need to d/l both patches separately. I have also added some extra content to the patch to compensate for the delay or confusion that might of been caused.

I have spoken with Luke159 and we are in agreement that this is the final patch for version 2. After this, we will release version 3. We don't know when that will be but we have some ideas for version three, most notably reworking all the ships that are in the mod so they are more realistic. We have read some comments and observations in regards to this and we will try our best to make the ships in version three better! We also would like to finally implement the reinit function from the Build Mod into COAS. I know I'm not the only one when I say starting a new game after every patch is no fun! Well, we hope that in version 3, that will be a thing of the past.

Enjoy COAS CM Version 2 Patch 2 everyone! Any bugs can be reported to the bug tracker thread.

Thanks! :onya

@Modernknight

I think everything in the readme's and the change log are straight forward, but if you have any questions while updating our page at the Mod db, please ask! Pieter has stated we should put it into an .exe. Do you think you would be able to do that? What would need an exe is:

Version 2
Version 2 vanilla patch 2
and Version 2 RTBL patch 2
 
You already ARE using 7-Zip to make your files, no?
Just tick the "Create SFX Archive" checkbox and you'll get EXE files instead of .7z files.
That'd mean the people downloading don't need 7-Zip to install it.
Of course a REAL installer is prettier, but this way is easy and does work. :yes
 
Anyone got any info on how the reinit button was added to POTC, we need to get that ported into COAS. The more information we have the better, so if there is a topic anyone knows about or even a mod that adds the reinit file to POTC then that will all help.

Ah yes add to archives, check box creat SFX and hit ok, thanks Pieter. :onya
 
First of all, try adding a new keyboard control and link it with a new function,
say an on-screen log line. That'd be the first step.
 
First of all, try adding a new keyboard control and link it with a new function,
say an on-screen log line. That'd be the first step.

Indeed, if we can program a key and have this key say whatever "this is a new key" then we can really put different functions into it. :mm
 
You used to be a cadet officer. :shock Grats mate! :cheers
Thanks very much. I'm now a qualified officer. In real life. :woot

Indeed, if we can program a key and have this key say whatever "this is a new key" then we can really put different functions into it. :mm
Let me give you the code that, in PotC, makes the console function work.
PROGRAM\CONTROLS\init_pc.c add a line:
Code:
	CI_CreateAndSetControls( "", "executeconsole", CI_GetKeyCode("VK_F12"), 0, false );		// Activate the console function (hidden from control settings)
PROGRAM\seadogs.c add a line:
Code:
extern void ExecuteConsole(); // NK
In PROGRAM\seadogs.c, find a void ProcessControls() function with a switch therein.
Add this case:
Code:
		case "executeconsole":
if(LoadSegment("console.c"))
{
ExecuteConsole();
UnloadSegment("console.c");
}
break;
Create a new file called console.c and add this code in it:
Code:
void ExecuteConsole()
{
ref pchar = GetMainCharacter();
if (!bSeaActive) ref lcn = &Locations[FindLocation(pchar.location)];
ref ch;
int i;
int limit;

LogIt("Executed Console"); // I'm not sure if CoAS accepts this function call
Log_SetStringToLog("Executed Console"); // If not, try this one
}
If you manage this, you should be able to get the text "Executed Console" to display on your screen by pressing F12.
This is insanely useful, because you can add any code in this file (even in mid-game with windowed mode) and execute it.
Useful for cheating and modding.

The same needs to be repeated for the reinit function,
except there's a whole bunch of other additional stuff you need to do.
So that's for another day. :razz

If you have the PotC Build Mod files, search for "reinit" in the PROGRAM folder.
Pay particular note of PROGRAM\Reinit.c.
 
You guys are really doing something that we all have been hoping for for a long time! :onya

Officerpuppy, I have uploaded the interface textures you asked for and the new sward and gun models and textures.
If have any questions let me know! :dance
 
You used to be a cadet officer. :shock Grats mate! :cheers
Thanks very much. I'm now a qualified officer. In real life. :woot

Indeed, if we can program a key and have this key say whatever "this is a new key" then we can really put different functions into it. :mm
Let me give you the code that, in PotC, makes the console function work.
PROGRAM\CONTROLS\init_pc.c add a line:
Code:
	CI_CreateAndSetControls( "", "executeconsole", CI_GetKeyCode("VK_F12"), 0, false );		// Activate the console function (hidden from control settings)
PROGRAM\seadogs.c add a line:
Code:
extern void ExecuteConsole(); // NK
In PROGRAM\seadogs.c, find a void ProcessControls() function with a switch therein.
Add this case:
Code:
		case "executeconsole":
if(LoadSegment("console.c"))
{
ExecuteConsole();
UnloadSegment("console.c");
}
break;
Create a new file called console.c and add this code in it:
Code:
void ExecuteConsole()
{
ref pchar = GetMainCharacter();
if (!bSeaActive) ref lcn = &Locations[FindLocation(pchar.location)];
ref ch;
int i;
int limit;

LogIt("Executed Console"); // I'm not sure if CoAS accepts this function call
Log_SetStringToLog("Executed Console"); // If not, try this one
}
If you manage this, you should be able to get the text "Executed Console" to display on your screen by pressing F12.
This is insanely useful, because you can add any code in this file (even in mid-game with windowed mode) and execute it.
Useful for cheating and modding.

The same needs to be repeated for the reinit function,
except there's a whole bunch of other additional stuff you need to do.
So that's for another day. :razz

If you have the PotC Build Mod files, search for "reinit" in the PROGRAM folder.
Pay particular note of PROGRAM\Reinit.c.

Thanks Pieter. :onya

Oh by the way you said thats for another day, well its another day. :razz
 
I was thinking, there is the dev console in COAS. Maybe we can find a way to use that for our reinit button. :mm

The debugger file essentially would do something similiar to what Pieter is suggesting. For example we bind all the reinit stuff to the F28 key for example.
 
Well, it doesn't have to be F28 xD: In the Dev console there is a menu that goes up to F30 i think, so eventhough there isn't a key on the keyboard for F28, there is a button for it on the menu so it's an easy mouse click. We just have to put all the functions we want under the F28 row in the debugger file, or F12, though that might already be taken ;)
 
Yes we should be able to get it to work through the debug window, although that will mean making the debug window active for everyone in COAS CM V3.
 
Well, that isn't hard to do. But I think I understand what you mean, the debug window also has all those cheats :rolleyes:

Though it's usefulness can't be ignored either. Perhaps we could just remove all the cheats and just keep what we need for our purposes?
 
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