• New Horizons on Maelstrom
    Maelstrom New Horizons


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Modding for COAS

Does anyone else feel that it would be better to keep actively modding PotC until Build 14 is done before doing any porting work?
I know some of our modders have been moving to CoAS, but we could very much use the support of those modders for PotC. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
Basically what I'd suggest is to finish Build 14 and then move to CoAS en masse, rather than causing some sort of split in our modding efforts. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Although I haven't played CoAS, I do believe it'll be a good platform to move on to, but if we do that, I'd want to be able to include as much as possible from all the different modpacks.
So we would add all Build mod content that we can, but also Supermod and Secrets of Far Seas.
Since we would be porting at that point anyway, we might as well do it properly, no? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Hello
There are allready new mod to russian version of COAS, but it look like closed mod.
Im not sure but maybe only "Devs" have open version and they only do closed addons, mods.
They like to keep upper hand as Flint told us. But now it is all changed with Playlogic open
English folders. So russians can get English version also and mod it as they like. Or maybe russian version of COAS
will have open folders. So a lot things happening to COAS. I see POTC as something to get parts to port to COAS. Sure Build 14 should be done but how much work it is, how long it will take? who will do it?
I am out of date with POTC new stuff, and trying to catch up with COAS. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I would also agree to finish Build14 properly before moving to COAS, it would be too bad to let this work unachieved, we owe that to ourselfves, to our efforts, to the people playing Build 14 Alphas, expecting the final version and for those still playing POTC, we should put a proper end to all of that before throwing into a new adventure <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=325189:date=Jun 5 2009, 01:55 AM:name=Seb)--><div class='quotetop'>QUOTE (Seb @ Jun 5 2009, 01:55 AM) <a href="index.php?act=findpost&pid=325189"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would also agree to finish Build14 properly before moving to COAS, it would be too bad to let this work unachieved, we owe that to ourselfves, to our efforts, to the people playing Build 14 Alphas, expecting the final version and for those still playing POTC, we should put a proper end to all of that before throwing into a new adventure <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I agree New Horizons is so good and it still isn't finished... I think everyone working on it want it to be really stable and playable and everyone playing it wants to see all the quests finished and bugs sorted.
So I say we do this and then after that sure we can move on COAS as a group (Newer Horizons) <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
I've said all along that we should finish up Build 14 and our other projects prior to porting to CoAS.

I fully support the idea of completing everything else we have started, then a big push to porting everything over to the new engine at that point.

Cap'n Drow
 
ships and whatnot seem to port over fine, character models will load but the arms and animations get messed up to a varying degree i did something or other that got the walk animations working for one or two models but the arms will not bind to the skeletons and the scale seems different.

way out of my league with the character modeling tho period lol, i haven't a clue about it other than opening and stuff.
 
Probably just like when folks first started trying to import AoP models into PotC. We will probably have to do some work with using multiple skeleton files from each of the games so we can use the various NPC and PC models.

Cap'n Drow
 
Putting CoAS characters in PotC can be done; I imagine something should be possible for the other way around too.
But you must make sure the PotC models still use their PotC animation files, otherwise it isn't going to work.
UNLESS you bind all the PotC models to the CoAS skeleton, but that seems quite complicated.
Damski62 has beeen doing the same in reverse: modifying the CoAS models to use the PotC animation.

<!--quoteo(post=325184:date=Jun 4 2009, 05:46 PM:name=Captain Hawk)--><div class='quotetop'>QUOTE (Captain Hawk @ Jun 4 2009, 05:46 PM) <a href="index.php?act=findpost&pid=325184"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I see POTC as something to get parts to port to COAS. Sure Build 14 should be done but how much work it is, how long it will take? who will do it?<!--QuoteEnd--></div><!--QuoteEEnd-->Of course porting ships and stuff like that to CoAS shouldn't be much of a problem,
but porting the more code-based parts of the Build Mod to CoAS should only be done once Build 14 is done.
Reason being... if it's not done, we'll be porting unfinished code, which doesn't seem like a good idea to me. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

How much work is it? The Build 14 Alpha 9 versions have proven fairly playable, but there's still quite a lot of work that has to be done.
I wouldn't be surprised if it took another year to get it truly completed.

Who will do it? Well... we will. The more people help, the less time it takes and the earlier we can all collaborate on modding CoAS.
Most people seem to agree that CoAS is a good base to move on to -something we didn't bother doing with AoP- but we should finish PotC Build 14 first.
 
Will you look at that! CoAS also has a <i>ch.model.animation = "man";</i> line in the character init files. That offers possibilities. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
Try taking the PotC animation file, rename it to "man_old" and assign a PotC model and "man_old" animation to a CoAS character and see what happens.

We may want to try and figure out some sort of plan on what to do with CoAS.
- Most modders on the Build mod are willing to move to CoAS once Build 14 is done
- The more people help with the Build mod, the quicker it will be done and the earlier we can port
- Some people will want to mod CoAS straight away, so we should support those people too
- We need to figure out just exactly what features CoAS has, what features the Build Mod has,
what overlap there is and what unique Build Mod content we'll be wanting to port to CoAS

Especially that last point would be interesting in the planning stage and would require somebody who is familiar with both the Build Mod and CoAS to write up a list.
Of course several people can work together on that. But that could serve as a future to-do list for once we get to porting, right?

<!--quoteo(post=325184:date=Jun 4 2009, 05:46 PM:name=Captain Hawk)--><div class='quotetop'>QUOTE (Captain Hawk @ Jun 4 2009, 05:46 PM) <a href="index.php?act=findpost&pid=325184"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am out of date with POTC new stuff, and trying to catch up with COAS. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->If you have the chance, do try out Build 14 Alpha 9 with applicable patches. There's a lot of incredible new content added.
If you don't have that much time, at least check out the <a href="http://www.moddb.com/mods/new-horizons" target="_blank">New Horizons ModDB Profile</a> and have a look at the feature list, screenshots and video's.
Even if the graphics are by now a bit dated, I think gameplay-wise it can compare to any other good pirate game.

The one thing that got me wondering is that for Build 14,
we've got some required rigging-work on our to-do list and of course your support in that would be most valuable.
 
That is exactly what I was getting at, Pieter. I'd be willing to bet that AoP2 uses almost exactly the same animation set as AoP did. And all we would need to do to bring PotC models over would be to bring in the Animation file and remember to assign them correctly.

Cap'n Drow
 
the coas game has man.an for male towngirl.an for women. those work for the coas models.

man2 works for potc models, but tried various ways to cheat the game to use man2 via the character files and even trying to add another "sex" to the game game will crash outright if you add another "sex" to the file. otherwise the game seems to automatically default to its man.an no matter how i edit the hero animation description, if you swap the man.an file for the potc one the game blackscreens on load.

other than that i am out of my depth when it come to rebinding the potc models to the coas skeletons, or how to even import the coas skeleton to try and match up and rebind the potc models.

any more indepth walkthroughs to be had other than the gm TOOL one?

ahh i well duh did not think to try starting a new game and then the potc an file will load oif you edit the hero describe animation files.

few difference, no overhead super hit, much faster slashing animation with the potc an file, still think it gets the hit bonus tho lol. running is much slower vs the new animation all i got to see in my little test. but yes it does save the hero describe stuff in your save game it seems so no animation edits on the fly.
 
It does work upon starting a new game? Good job! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
Since CoAS doesn't have a console or reinit function, you'd need to start a new game for pretty much every modification, I think.
Somebody should try adding in a console; then you can execute lines of code while in the game. That's incredible useful.
 
Hi folks,

I have allowed all of Coas interesting vessels in a MOD package summary.
I hope that none of the producers have something against.
Some models I have noticed some changes to adapt it to Coas:
- Surprise = replacement for the frigate (adjusting the sails)
- Interceptor = new yacht implemented (enlarged)
- Enterprise = new light Brig implemented (enlarged)
- Edinburg = newly implemented english Barke
- Wappen von Hamburg = replaced Lineship
- The Black Pearl = new light frigate implemented
- Dutchlineship = new Dutch escort vessel implemented
- Damage MOD for four ships is implemented
- Soundmod implemented
All ships are in the ship yard available.
The vessel description is in German!
We must begin a new game!
If interested, I invite him to the FTP?
Sorry for my English.

Greetings pgargon

<b><i>Edit:
Mod is on the FTP - Folder pgargon.
Secure your data or use a mod manager.
Have fun.</i></b> <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
<!--quoteo(post=325445:date=Jun 5 2009, 03:04 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 5 2009, 03:04 AM) <a href="index.php?act=findpost&pid=325445"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It does work upon starting a new game? Good job! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
Since CoAS doesn't have a console or reinit function, you'd need to start a new game for pretty much every modification, I think.
Somebody should try adding in a console; then you can execute lines of code while in the game. That's incredible useful.<!--QuoteEnd--></div><!--QuoteEEnd-->

yep console would be very extremely helpful, what the exact old syntax of the reinit code? i wonder if adding it to dev console function key would work?

and that mod looks good other than the german part lol <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> but nice work. some cool stuff.
 
Check the PotC Build Mod code for the answers to your console/reinit questions.
 
<!--quoteo(post=325464:date=Jun 5 2009, 05:51 AM:name=pgargon)--><div class='quotetop'>QUOTE (pgargon @ Jun 5 2009, 05:51 AM) <a href="index.php?act=findpost&pid=325464"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hi folks,

I have allowed all of Coas interesting vessels in a MOD package summary.
I hope that none of the producers have something against.
Some models I have noticed some changes to adapt it to Coas:
- Surprise = replacement for the frigate (adjusting the sails)
- Interceptor = new yacht implemented (enlarged)
- Enterprise = new light Brig implemented (enlarged)
- Edinburg = newly implemented english Barke
- Wappen von Hamburg = replaced Lineship
- The Black Pearl = new light frigate implemented
- Dutchlineship = new Dutch escort vessel implemented
- Damage MOD for four ships is implemented
- Soundmod implemented
All ships are in the ship yard available.
The vessel description is in German!
We must begin a new game!
If interested, I invite him to the FTP?
Sorry for my English.

Greetings pgargon<!--QuoteEnd--></div><!--QuoteEEnd-->
I say upload it. If nothing else, you will have a permanent storage location for your mod that you can direct other German players to. But I've a feeling we will wind up using your work in any mod that gets done in the future.

Well done, pgargon!

Cap'n Drow
 
I'm no modder, nor can I say that I have any knowledge in modding at all, but what I can say is that I have a high respect for the creativity of those who do mod, and Potc is something that I just got into so naturally I went looking for mods and came to this website. I've also got CoAS and I'm hoping that after all, there will be mods, but from what I've been reading as far as modding goes, it looks pretty slim for CoAS to have the same depth of modding as PoTC. I hope in the future you who do mod will continue to consider modding CoAS especially porting over the really awesome mod you guys made for PoTC. CoAS seems like an amazing base of ideas for modders to work from and it saddens me that even though it has the same engine, only updated, it doesn't allow for the kind of modding like Potc. Anyway I guess this is a plea for you guys who do mod that you'll continue look into the future and find a way to mod the hell of CoAS because I would love to see it. I don't know what I could do as far as contribution for the goal like that. But I am open minded! <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
 
CoAS has an open PROGRAM folder, so there will be a fair amount of modding possible.
To what extent has yet to be seen; we won't find out until we seriously try.
Of course, as has been said many times before, we pretty much decided that we would like to port to CoAS,
but not before PotC Build 14 is finished. So at this point, the best way of getting us to work on CoAS is to help us finish the Build Mod. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Johnny - Modding on CoAS in the west is very possible. The program folder for the western release is unlocked just like PotC, so everything we've done with PotC will eventually be able to be done for CoAS.

The difficulty we've run into is a lot of the most creative existing mods for CoAS are Russian, and the Russian version of the game uses a completely different copy protection system. This in turn makes things difficult because the Russian modding groups are apparently only given access to the Program folder and all the tools to mod with AFTER they have signed a Non-Disclosure Agreement.

This in turn makes the various Russian modding groups loathe to release the code to us unlocked because from what I can tell, according to the NDA if they release the code into the community at large, they can lose their rights to build mods.

Anyhow, we will likely have to go to Akella directly to get permission to get copies of any of the mods we are interested in incorporating into an English language mod.

Cap'n Drow
 
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