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    Maelstrom New Horizons


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New Islands Mod

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> Haha, you're probably right Pieter! I keep playing this game and right when I get close to the Black Pearl, I restart again because some new mod comes out that I simply have to try. Its a good problem to have. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> I've played the start so many times I can't even begin to count. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->but with the post 12 and the 12.1 I didn't get any target cursor (It vanished over other ships, friendly and enemy alike) and I don't mean I got a yellow or green one, I didn't get one at all <!--QuoteEnd--></div><!--QuoteEEnd-->

The firing arcs are much narrower in the Build mod... could this be it?... or are you not seeing any aiming reticule at all? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> there, Screwface.

The new small cabin in your latest New Islands update matches up perfectly with the new lugger that I've just transferred over from SLiB and is in the FTP for testing. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> It would seem to have been designed as the particular interior for this ship.

Looking forward to seeing the medium sized cabin in your next update. Keep up the great work.

Cheers, matey <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" /> Love that small cabin! It is so bright.

I wonder if someone could post a list of the new islands the locations on them that are working. I have just started playing with them and I feel like I am wandering around like a tourist looking for a place to stay. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
<!--QuoteBegin-Jack Davidson+Oct 18 2005, 08:44 PM--><div class='quotetop'>QUOTE(Jack Davidson @ Oct 18 2005, 08:44 PM)</div><div class='quotemain'><!--QuoteEBegin--><!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->but with the post 12 and the 12.1 I didn't get any target cursor (It vanished over other ships, friendly and enemy alike) and I don't mean I got a yellow or green one, I didn't get one at all <!--QuoteEnd--></div><!--QuoteEEnd-->

The firing arcs are much narrower in the Build mod... could this be it?... or are you not seeing any aiming reticule at all? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
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I applied the 12.1 then the upgrade then the post 12, might have messed up cannons crosshairs, I installed 12.1 then build 12 then the update and I got my crosshairs back, now I know what you meant about the small arc, is there anyway to make this the way it was, I'm no good with a small arc, and I like to cap off a distance ;D
 
<!--QuoteBegin-Jack Davidson+Oct 19 2005, 06:01 AM--><div class='quotetop'>QUOTE(Jack Davidson @ Oct 19 2005, 06:01 AM)</div><div class='quotemain'><!--QuoteEBegin--><img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />  there, Screwface.

The new small cabin in your latest New Islands update matches up perfectly with the new lugger that I've just transferred over from SLiB and is in the FTP for testing.  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />  It would seem to have been designed as the particular interior for this ship.

Looking forward to seeing the medium sized cabin in your next update. Keep up the great work.

Cheers, matey  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
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I've succeed to integrate the medium cabin model too <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
i will put it in my next update. I think the medium cabin model is most beautiful of all personnaly. i have "dispatched" the 3 models of cabins like this :

All ships of class 1 and some of class 2 (warships and lineships) : large cabin model (original)
All others ships of class 2, some of class 3 and class 4 (pinnaces, galions and fleuts) : medium cabin model
And all other ships have the small cabin model. I think it's the most realistic repartition <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

Jason, the list of the islands where you can go is with the last update :
Hispaniola (tortuga too)
Turks
Cayman
You can go on guadeloupe at the beginning of the game but as soon as you'd go on another island one time, the next approach of guadeloupe will cause a CTD, i wonder if it is not a bug cause by the conflit between the island locators and costraiders generating.
Cuba is reachable but the island is at the beginning and only the town la havana (unfinished) and a beach are reachable.
Some locations have to be finished in all the islands named above (Houses are still missing in some towns and jungles and caves locations have to be finished)

Saint martin and and antigua have no locations so we can't land on theses at this time. The last one has the same bug as guadeloupe.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> Thank you Screwface. This stuff looks great.
 
<!--QuoteBegin-Screwface+Oct 20 2005, 04:40 AM--><div class='quotetop'>QUOTE(Screwface @ Oct 20 2005, 04:40 AM)</div><div class='quotemain'><!--QuoteEBegin-->I've succeed to integrate the medium cabin model too  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
i will put it in my next update. I think the medium cabin model is most beautiful of all personnaly. i have "dispatched" the 3 models of cabins like this :

All ships of class 1 and some of class 2 (warships and lineships) : large cabin model (original)
All others ships of class 2, some of class 3 and class 4 (pinnaces, galions and fleuts) : medium cabin model
And all other ships have the small cabin model. I think it's the most realistic repartition  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

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Nice one, mate. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

I think thats probably the best assignment of cabins to ship class. Looking forward to trying it out.

Cheers, matey <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--QuoteBegin-Aesgaard+Oct 19 2005, 06:52 PM--><div class='quotetop'>QUOTE(Aesgaard @ Oct 19 2005, 06:52 PM)</div><div class='quotemain'><!--QuoteEBegin-->I applied the 12.1 then the upgrade then the post 12, might have messed up cannons crosshairs, I installed 12.1 then build 12 then the update and I got my crosshairs back, now I know what you meant about the small arc, is there anyway to make this the way it was, I'm no good with a small arc, and I like to cap off a distance ;D
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You can increase "FIRE_ANGLE_SCALAR_W" and "FIRE_ANGLE_SCALAR_H" in BuildSettings.h to get a larger arc again.
BTW: Great that you got it to work now. You should indeed first install B12.1, then the Post Build 12 Mods and then the update. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

Question to Screwface: Now that the small ships use a different cabin model, what happened to the tutorial cabin? The tutorial cabin is supposed to be the cabin of your first ship (the lugger), so what happened with that? If it stayed the same, it doesn't seem like the cabin of the first ship anymore and if it doesn't stay the same, does that cause any trouble? And is there a weapon's locker and regular chest in the new cabins? And what happens during boardings? If you board a lugger, will the final deck be a small cabin instead of the default one?
Anyway: Sounds like a great mod to me and I can't wait to try it out! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
 
Seems like you and Maximus both tried to make the same mod at the same time with the cabin models. Now I don't know how to merge everything together anymore. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Please have a look at the BOAL files I uploaded to the public FTP. Those are the files Maximus made changes to. I hope you can figure out how to make everything work together with the best result. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

So much for making a new update today. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
Pieter,

I think the tutorial cabin stays the same, as does the cabin in boarding.
 
pieter, jason is right, the tutorial cabin stay the originale one. That's because of malcolm hatcher who need a "goto2" locator to be loaded and the new cabins have no "goto" locators so the tutorial must keep the original cabin model to work.... and that the same for the bording cabins. Ennemies are generating on locators who do not exist on new cabin models so at this time, we'll have to keep original cabin for boarding.
The new models of cabin have the weapons locker and the regular chest too pieter..

I'm looking in the maximus files to try to see what is different.

Pieter, if you want i can send you a pack with the medium cabin model and texture files and also C files to have it in game too.. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Once you have had a look at Maximus' files and figured how to merge everything in, I'll certainly be looking forward to your new update with the medium cabin model and the C files. I won't be able to make a new update today like I hoped, but I <i>will</i> make a new one Saturday if you've been able to figure something out by then. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
BTW: The regular cabin being used for the tutorial and boardings is fine. Great that you managed to add in the weapon's locker! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
<!--QuoteBegin-Pieter Boelen+Oct 20 2005, 11:40 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 20 2005, 11:40 AM)</div><div class='quotemain'><!--QuoteEBegin-->Seems like you and Maximus both tried to make the same mod at the same time with the cabin models. Now I don't know how to merge everything together anymore. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Please have a look at the BOAL files I uploaded to the public FTP. Those are the files Maximus made changes to. I hope you can figure out how to make everything work together with the best result. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

So much for making a new update today. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
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Pieter, i have checked the boal files you uploaded to the ftp but i think other files are missing to have the maximus files working. Where is the model files who are working with and C files where are declared the new boal_crew.c and boal_deck.c are "declared" and "called" ? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
There are indeed files missing. I only uploaded those three because I thought those are the ones that have something to do with it. When you look at the public FTP, you'll see a file PROGRAM.zip, which contains my entire program folder as I made it for the newest modpack update. I reckon the files you need are in there. Apart from the resource files, but you already have those. Hope that works. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
screwface: Those are the smaller cabin models from the Sea Legends mod right? I have a copy of all those I got months ago and I'm about to start trying once again, like last year, to link all the decks into one single coherent ship interior you can walk around in, interact with your crew, etc. I'll just start with adding some reload locators near the doors and figuring out the floorplan, then I'll see how it might fit with your cabins.

I -hope- I don't have the same problem that stymied me before, where you can't use a reload locator to leave your cabin when you enter it later in the game; I could only get it to work at the very beginning in the cabin with Malcolm.
 
<!--QuoteBegin-alan_smithee+Oct 21 2005, 12:24 AM--><div class='quotetop'>QUOTE(alan_smithee @ Oct 21 2005, 12:24 AM)</div><div class='quotemain'><!--QuoteEBegin-->screwface: Those are the smaller cabin models from the Sea Legends mod right? I have a copy of all those I got months ago and I'm about to start trying once again, like last year, to link all the decks into one single coherent ship interior you can walk around in, interact with your crew, etc. I'll just start with adding some reload locators near the doors and figuring out the floorplan, then I'll see how it might fit with your cabins.

I -hope- I don't have the same problem that stymied me before, where you can't use a reload locator to leave your cabin when you enter it later in the game; I could only get it to work at the very beginning in the cabin with Malcolm.
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Alan, you will probably have the same problem. It is because the cabin works in abordage mod and when you are in abordage mod, all the reload locators are disabled. At the beginning of the game, cabin is loaded as a "normal" location so it works but when you are in sea, if you load the cabin like a normal location, not in abordage mod, game will crash when you exit cabin. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Pieter, did you test the maximus new interior? Did it work for you?
Did you have the weapons locker in the all the cabins and could you go on the other decks by the doors without returning to see ?
 
I see. Do you have a suggestion, or is this something you've already accomplished?

I'm still trying to figure out what the floorplan, er deckplan, should be. I found a nice cutaway illustration of the Surprise and it makes me want to add fun stuff like a manger and head at the fore and a grog room belowdecks... should make for some interesting gameplay...
 
<!--QuoteBegin-Screwface+Oct 21 2005, 10:14 AM--><div class='quotetop'>QUOTE(Screwface @ Oct 21 2005, 10:14 AM)</div><div class='quotemain'><!--QuoteEBegin-->Pieter, did you test the maximus new interior? Did it work for you?
Did you have the weapons locker in the all the cabins and could you go on the other decks by the doors without returning to see ?
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It did work, yes, but you had to return to sea when you would want to go from yuor cabin to, say, the deck or crew's quarters. I have not tested much; I haven't seen a different cabin on higher class ships yet. But I only saw the one on the default lugger. Don't know if there are weapon's lockers in the other ones. There might not be... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--QuoteBegin-alan_smithee+Oct 21 2005, 05:08 PM--><div class='quotetop'>QUOTE(alan_smithee @ Oct 21 2005, 05:08 PM)</div><div class='quotemain'><!--QuoteEBegin-->I see. Do you have a suggestion, or is this something you've already accomplished?

I'm still trying to figure out what the floorplan, er deckplan, should be. I found a nice cutaway illustration of the Surprise and it makes me want to add fun stuff like a manger and head at the fore and a grog room belowdecks... should make for some interesting gameplay...
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Sorry alan but i have no suggestion because i have crash on that too. I have try a lot of possibilities to enable the reload locators on cabin but at this time, nothing is working. If you disabled the abordage mod, you are like at the beginning of the game. you can go on other deck locations you declared but when you return to sea, the game crash on desktop.

pieter, if you analyse the maximus ship.c in folder locations\init\mods, you can see that maximus initialised a lot of locators who do not exist in our models of deck and cabins. And the problem is the same that i said above to alan smithee, the reload locators are disabled in cabin so we can't go on other decks without returning to sea and we can acceed only 3 different decks (cabin, deck and crew) but maximus have created more ship locations in the ship.c file.
 
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