• New Horizons on Maelstrom
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Mid level Programmer.

Infinight

Landlubber
I know in the recruitment thread you said you were looking for 3d modelers, and you use C#.

But I studied C++ for games at university recently, and have a basic knowledge of assembly.

Think I could be of any help?

I dont think C# is much different from C++ other then syntax.

I love your dedication by the way, new horizons is the most extensive mod I've ever seen next to the old morrowind mod. I dont see much info on hearts of oak though, but from the posts it seems you still have people working on it.

Thanks either way, Chris.
 
Ahoy there, @Infinight!
We're always looking for enthusiastic people to support us, so your help would be much appreciated. :cheers

@JohnSilver is the lead programmer on Hearts of Oak. Hopefully he or @Armada will be around soon to give further details.

We do still work very hard on PotC: New Horizons, which is written in a language very similar to C so should probably look quite familiar to you.
If you like, you would be very welcome to help out with that too.
You can find the latest version through the link in my signature. :doff
 
I'd love to help out with new horizons, Ive been playing it all week. Mainly i'd love to tackle the profile corruption bug but yeah. Im not promising the world, and I dont really have anything I can show off since I submitted all my stuff to uni and have since got a new computer but I can find a way to demonstrate my coding abilities or at least have a look. Ive been peaking through the config files to tweak some of the settings for my own personal playthrough. Thanks for your time by the way.
 
Mainly i'd love to tackle the profile corruption bug
I cannot deny it... that would be GREAT to have fixed. Maybe not the simplest thing to start on though.
@konradk, @Screwface and myself all already tried to solve it. And while it seems to be a bit better than it once was, it has proven a tough nut to crack. :facepalm
 
Hi @Infinight, welcome!

Your help would be most welcome. I've studied C++ as well, and I found C# pretty easy to get used to. The big hurdle is getting your head around Unity's engine-specific functions and variables, but there's extensive documentation on just about everything, so the learning curve isn't too steep.

@JohnSilver could provide more information and give you something to work on soon.

If you want to lend your hand to New Horizons as well, we're fine with that too.
 
Hey there,

I am currently working on a few POC concepts as well as rebuilding the entire HoO game from the ground up. The previous HoO game had a tremendous number of legacy components that caused severe bloating and runtime issues. However, I feel the effort of rebuilding will go along way in improving game quality, performance and final size.

So with that in mind, the next release I am currently focusing on is a POC for our open world map and navigation system. Below is a few screenshots of what I am building thus far:
upload_2016-2-1_14-24-28.png

upload_2016-2-1_14-25-18.png

upload_2016-2-1_14-28-7.png


Since this is a self contained POC, if you are up to it, I could provide you with a this project for help on the user interface and other elements like NPC ship AI, weather scripting, dynamic terrain on so on.

I will likely change the view to more of a top down view and may change the scale. Currently those screen shots use a world scale of 48:1; 2 days = 1 hour; 1 day = 30 minutes.

This next release will probably be out by the weekend, it will be quite rough but it is a POC more to test the open world map scale.

In the mean time, if you want to download Unity and work through some tutorials then I can set you up after the release.

Cheers,

JS
 
Drool.......:love
I am using those Caribbean height maps someone generated a while ago, not sure who. They work well for now, since they are helping me establish a process workflow, the Caribbean map is a huge area.

In the future though I may search for DEM data that shows sea level mappings with better resolution data. First time my day job as a GIS/Data architect may come in handy :shrug

JS
 
Ok, Ill need to brush up on unity and C#.

since this seems like a bit of a longer term project I should have the time to reinforce my coding. the AI sounds particularly fun.

Ill post my progress, if thats ok?


EDIT: oh and this is off topic, but I've been trying to find the code related to the cursed dutchman in the previous release. I found the cannon modifiers and managed to set it so I can start with the navarones and it works when I begin a new game, but when using the console to give the ship, the cannons revert to the standard 32 long guns. I tried re enabling the define for ships init at the beginning of console but that didnt change it.

Also, is the code for the "cursed" effect IE: bad rep, strong sailors for free, cant fast travel correctly - part of the exe or is it located in the files somewhere? right now im just trying to familiarise myself with the layout of everything.
 
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EDIT: oh and this is off topic, but I've been trying to find the code related to the cursed dutchman in the previous release.
I assume you're referring to PotC: New Horizons there?

As far as PotC film stuff is concerned, the unmodded game only had a "Black Pearl" (not THE Black Pearl) that showed skeletons on deck at night.
That is literally everything there was. All other PotC film stuff that you see in the game now has been added by us.
Most of the "special effects" were my work, so if you have any questions on any of that, I can probably tell you quite easily. ;)

I found the cannon modifiers and managed to set it so I can start with the navarones and it works when I begin a new game, but when using the console to give the ship, the cannons revert to the standard 32 long guns. I tried re enabling the define for ships init at the beginning of console but that didnt change it.
You changed the Dutchman's default cannons in ships_init.c? If so, you should press F11 to reinitialize that and make it take effect on an existing game.
Then GiveShip2Character should give you the newly defined cannons instead of the previous default.

But you shouldn't even need to do that, because GiveShip2Character has a "cannont type" input:
Code:
GiveShip2Character(pchar,"CursedDutchman","Flying Dutchman",CANNON_NAVARONE,PIRATE,true,true);
Normally that third argument is "-1", which means "use whatever cannons ae defined by default".
But you can specify a different type of cannon like that instead.

You should double-check PROGRAM\Cannons\cannons.h for the correct code name of those crazy guns.
I am writing this from memory at the moment, so it may be slightly different.

Also, is the code for the "cursed" effect IE: bad rep, strong sailors for free, cant fast travel correctly - part of the exe or is it located in the files somewhere? right now im just trying to familiarise myself with the layout of everything.
That was pretty much all added by me and can be found in the PROGRAM folder. Most of it is in PROGRAM\NK.c .
The tricks here might help you tracking down all sorts of things: Tutorial - Modding Tips & Tricks | PiratesAhoy!

Your reputation shouldn't be affected by being cursed though, though your crew morale certainly would be.
Cursed crew cannot be killed in 3D sailing mode and have extra HP during boardings, but only at night.
Fast travel should work as normal, but since everyone is hostile while you're a skeleton, that might be affecting you.

If you have any ideas for changing that behaviour to be better, I'd be very interested.
But if you don't like it, I'd recommend lifting the curse instead of editing the code. ;)

In any case, feel free to start a new thread on POTC Build Mod | PiratesAhoy! for all your PotC-related questions. :doff
 
Thanks for your help, that cannon modifier is exactly what I was looking for.
In the future I'll post there.

On topic, Ive downloaded unity and I plan to spend the next few days finishing up the tutorials as well as youtube videos on the relevant topics. as per silvers advice. I may not be fully ready to be a lot of help at the moment, but Im a fast learner and I have this entire year free as I dont work. Thanks again for all the support from the admin memebers here. It really helps to feel at ease when joining a new project. I plan to do what I can while Improving in other areas.


EDIT: moved question to correct forumn.
 
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I didnt mean the cursed gold effect, I meant when starting a new game (eg: black flag) and choosing the cursed dutchman as a ship, I recieve a full crew all with 0 cost and at least an 8 in their relevant skill as well as some really nice abilities they shouldnt be able to have yet. the problem is, upon landing in the pirate port as per the tutorial, I was unable to return to my ship. I had -30 to all reputations as per the dutchmans start I assume, and I couldnt fast travel anywhere. I didnt choose davy jones as my character, and I chose a custom start for the 10 points. "I am playing on arcade with skill point distribution as the chosen form of exp) I could however walk around the town and managed to follow some secret passages back to the shore, however i still couldnt fast travel anywhere within the pirate port nor could I travel to my ship. I even tried reloding the save i made straight after disembarking and could see the dutchman moored, but still couldnt travel there. I tried changing my ship via console but that didnt fix it. Also f11 didnt do the trick.
Oh, that sounds like a potential bug with the new "Free Play Custom Start" feature. Probably a mismatch between flag and destination nation.
Can you show a screenshot of the exact Select Storyline settings you used? That should allow me to reproduce it and hopefully fix it.
 
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