There is virtually no difference.Did @Armada make ships for both PotC and CoAS?
Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!
Quick links for Beyond New Horizons
- Download latest version
- Wiki
- FAQ
- Report bugs here
- Bug Tracker on Github
Quick links for Maelstrom
- Download the latest version of Maelstrom
- Download the latest version of ERAS II
- Download the latest version of New Horizons on Maelstrom
Quick links for PotC: New Horizons
- Download latest version
- Wiki
- FAQ
- Report bugs here
Thanks to YOUR votes, GOG.com now sells:
- Sea Dogs
- Sea Dogs: Caribbean Tales
- Sea Dogs: City of Abandoned Ships
Vote now to add Pirates of the Caribbean to the list!
Quick links for AoP2: Gentlemen of Fortune 2
- Downloads and info
- ModDB Profile
- Forums Archive
A Pirate Podcast with Interviews
Music, Comedy and all things Pirate!
- Episode Guide - About - Subscribe -
- Twitter - Facebook - iTunes - Android -
- Youtube - Fill the Coffers -
There is virtually no difference.Did @Armada make ships for both PotC and CoAS?
True, other than the lanterns and a type of rope not supported in PotC.There is virtually no difference.
In the newest version of NH the models are exactly the same, minus the textures.@The Nameless Pirate I meant, that I initialy copied the locater positions from the Wicked Wench to the Black Pearl(s), but they didn't match The two outer lanterns on the Pearl(s) are a bit more inwards in the z-direction
Well, if you are going to do this I would suggest using the ship models from Storm Engine 2.0 NH.Even some added brigs and sloops dont have locators right now, but I will just go through them all and add them where they are missing. The good thing is, as you already said, the locators dont harm the 2.0 engine, so I guess, once I am done with that I could just upload all the edited models for packing them into the build?
Not sure, but if I were you I would just make a list of the models I added locators to.Oh, btw; can I somehow create a log through the console which ship-models are in a location right now, so it will be easier for me to track down models without locators yet?
If you use the latest files then it would indeed not do any harm.My hope would be to get the two versions as close as possible tho, thats why I suggested that. It does no harm for you
The PotC weather code has been quite substantially rewritten since the original game.@Pieter Boelen that code comes from GOF / ERAS II and checks if the new weather condition requires to switch off / on the lanterns while in 3D - right now it only checks on scene load. I guess I could move that piece of code into the NH-Weather-Update code (so the code that reinits the weather after an ingame-hour passes), but I couldnt find it so far
// LDH 17Feb09 -->
int theHour = MakeInt(GetHour());
Trace("** Whr: CreateWeatherEnvironment - iCurWeatherhour = " + iCurWeatherhour + ", theHour = " + theHour);
if (iCurWeatherhour != theHour || gWeatherOvrd || gWeatherInit || CheckAttribute(&WeatherParams, "update"))
{
if (theHour != 0 && iabs(iCurWeatherhour-theHour) > 1 && !gWeatherOvrd)
gWeatherInit = 1; // all new weather if enough time passes
Whr_Generator();
iCurWeatherHour = theHour;
if(CheckAttribute(&WeatherParams, "update")) DeleteAttribute(&WeatherParams, "update"); // screwface
// PB: Slow down game to normal speed when you are caught in irons -->
// But only ONCE after the weather change and not ALL the time
pchar.timescale_reset = true;
// PB: Slow down game to normal speed when you are caught in irons <--
}
// LDH <--
Should be no problem.Even some added brigs and sloops dont have locators right now, but I will just go through them all and add them where they are missing. The good thing is, as you already said, the locators dont harm the 2.0 engine, so I guess, once I am done with that I could just upload all the edited models for packing them into the build?
I could figure out a way. But perhaps you're already helped with some console code that is already there:h, btw; can I somehow create a log through the console which ship-models are in a location right now, so it will be easier for me to track down models without locators yet?
/*
if(!Checkattribute(pchar,"cheatship")) Pchar.cheatship = 0;
int con = sti(Pchar.cheatship);
if(con<SHIP_TYPES_QUANTITY)
{
GiveShip2Character(pchar,ShipsTypes[con].id,"Test Ship",-1,ENGLAND,true,true);
Pchar.cheatship = con +1;
}
TraceAndLog("*************************** Ship : " + ShipsTypes[con].id + " , Index : " + con + " ");
*/
if (b < iNumJettyShips && JettyShip(Characters[i]))
{
iShipsType[locNumShips] = 2;
DeleteAttribute(GetCharacter(i),"sailaway");
// Logit("ship #" + locNumShips + ": Ships Jetty: " + b + " character ID: " + Characters[i].id + " ship type: " + Characters[i].ship.type);
b++
}
else
{
iShipsType[locNumShips] = 1;
// Logit("ship #" + locNumShips + ": Ships Other: " + o + " character ID: " + Characters[i].id + " ship type: " + Characters[i].ship.type);
o++
}
I uploaded the models for use in either game, though I only included ShipsInit entries for PotC as I didn't have access to CoAS at the time.Did @Armada make ships for both PotC and CoAS?
Apart from the aforementioned locators, the SailorsPoints files, the ShipsInit entries and the repainting system... sure, there's no difference.There is virtually no difference.
int theHour = MakeInt(GetHour());
I uploaded the models for use in either game, though I only included ShipsInit entries for PotC as I didn't have access to CoAS at the time.
The Corvette also includes "Sail0" locators on the yards, which as far as I understand are for limiting how far the sail can billow in CoAS and newer, but have no effect in PotC.
Apart from the aforementioned locators, the SailorsPoints files, the ShipsInit entries and the repainting system... sure, there's no difference.
Can't say for sure unfortunately.Like @The Nameless Pirate suggested, I will wait with further locator editing until I got all your updated models. I got until the Fleuts and fleuts of war so far, so I edited the barques, the brigs, the brigantine, the edinbourgh trader and the fleut1+2 and fleut-of-wars .. do you know if you changed those models since 2016?
This should indeed be the case, they get recognized by SE 2.8, so Maelstrom should also recognize them.I am pretty sure the Sailo-locator gets recognized correctly in Maelstrom tho
'GetHour()' just returns the current time.I already thought that this
was the trigger for the update, but wasnt sure. I will try to add the update for the ship lights in this function and see what happens. If I am not completely mistaken, if I merge this right, it should update the weather.lights attribute everytime it updates the weatherCode:int theHour = MakeInt(GetHour());
Probably not...Like @The Nameless Pirate suggested, I will wait with further locator editing until I got all your updated models. I got until the Fleuts and fleuts of war so far, so I edited the barques, the brigs, the brigantine, the edinbourgh trader and the fleut1+2 and fleut-of-wars .. do you know if you changed those models since 2016?
ok thanks for the info @Pieter Boelen , I will try to add the "lights-check" there.
Well I just downloaded the latest build, which means
a) I can soon try to see what happens if I replace the Maelstorm NH version one by one with the current version
b) I will add the loactors in the current files, but I think the models I edited so far should be the very same
I will keep you updated of all the errors that happen when updating the code