I'll try out a storyline or two, and some sidequests, to see how they fare under Storm X.
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cache_mode = 1 ; 0 = off, 1 = check for changes while running, 2 = check for changes during startup
That's very good to know. Indeed we want people to be able to play the game without Visual Studio.I tried to run the new engine and the game crashed at once with the error "The program can't start because MSVCP140.dll is missing from your computer. Try reinstalling the program to fix this problem."
A bit of ducking and going showed that MSVCP140.dll is something to do with Visual C++. I haven't had time to try installing that yet, but it occurs to me that eventually StormX should be available to non-modding users who won't have Visual C++. Would it be possible to include MSVCP140.dll with the StormX package?
So, do you release a new version of StormX at the end of this month?- Fixed worldmap ship encounters not being correct (wrong nation/type)
All the previous engine modifications are now merged into the main version. Fixing the paper map also required a small engine change, and so I will probably wait for that to get merged as well, before updating the engine in this thread.So, do you release a new version of StormX at the end of this month?
Another point, does StormX have a more stable framerate than the Storm engine?
It is possible to include it as a prerequisite in an installer. Didn't PotC also do that in its original installer (though for an older version of VCRedist)?Does anyone here know if the Maelstrom version requires the player to install Visual C++? Judging by a recent error report:
CoAS Malestorm Gentlemen of Fortune: Historical Eras II.
... it's using Visual C++ as that's what generated the error message. The question then is, does the player need to install Visual C++ separately or is it bundled with Maelstrom? And if the latter, could Storm X do the same?
Thank you @Hammie !I've made a standalone installer for New Horizons with new engine. You need to download 2 files for it to work:
- Installer
- Data archive (4.6 GB)
You can install it just about anywhere, and if you skip the Visual Studio runtimes (because you already have them), it does not require admin privileges.
This should be a good starting point for creating the standalone Build 15 we have been discussing before.
My apologies for being so slow on the response. My life still feels like an empty mess.I've made a standalone installer for New Horizons with new engine. You need to download 2 files for it to work:
- Installer
- Data archive (4.6 GB)
You can install it just about anywhere, and if you skip the Visual Studio runtimes (because you already have them), it does not require admin privileges.
This should be a good starting point for creating the standalone Build 15 we have been discussing before.
Thanks for testing!My apologies for being so slow on the response. My life still feels like an empty mess.
But the good news: I did finally download and install your files and at first glance, things seem to be working.
I noticed some small oddities, such as:
- No opening videos (I think this is intentional?)
- No opening loading screen for the Standard Storyline
- Rotating "Loading" cursed coin sometimes doesn't clear previous frames, so it starts to look weird
- Island name for Jamaica not shown on worldmap
The big things are working though; including 3D Sailing Mode and now even the consistent worldmap.
So on the whole, I'm very impressed with everything you managed to do; especially including even the installer itself.
We don't have working source code for the config program. I can add the one from NH, though it still only has very limited options.By the way, where did Config.exe go?
I reckon it should probably be safe to just add the original one from regular NH.
Oh, bugger. That's a bit unfortunate.We don't have working source code for the config program.
All I'd use it for is to set the game resolution to 1600x900.I can add the one from NH, though it still only has very limited options.
You mean all the "penn" locators need to be renamed to "sflag" now?"Special" flags can also be added to models using "sflag" locators, these flags will get the "isSpecialFlag" boolean set to true in "GetRiggingData". I've decided to use these special flags as pennants. So instead of "penn" locators we now need "sflag" locators, which does mean all the models need some more locator updates.
Too bad. So much for my patriotism.- Fixed all forts flying the Dutch flag.
This thread is still a closed area of the forum.But plan is to transition to open beta once the worldmap is fully functional