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Mod Release Open Sea Mod and Realism Settings

SHIPS\SIB_STUFF COPY.TGA.tx
SHIPS\50DB.TGA.tx
SHIPS\50DI.TGA.tx
SHIPS\BOUSOLLE.TGA.tx
SHIPS\BORTOUTFRIGAT45.TGA.tx
SHIPS\BLACK.TGA.tx
SHIPS\RSD_1.TGA.tx
SHIPS\RNDC.TGA.tx

We need to know what ship models refer to these files so we can fix them properly. Most of them are deliberately removed and should no longer be used.

Did a quick search and found only files, no instances in text-like files of aforementioned .tx files (according to the search tool)....so if I understand this right, the next step would be to look through each ship folder in \Bethesda Softworks\Pirates of the Caribbean\RESOURCE\MODELS\Ships, and then each .gm file (using a hex editor) to look for the above instances....oof!

Jeff
 
You made it! :onya I didn't know if you would find Grenada or not. I have missed it completely in the past. When one gets to the edge of the map you continue sailing along as long as you want. There is no warning that you are off the map.

That icon on the map is not reliable. It can show you to be far from where you actually are.

That GA is one of the wake graphics. It normally shows along the side and behind the ship when it is moving fast. I have never seen it off to the side like that before.

It is possible to outrun storms. One must pay attention to wind direction, or you could easily be caught in one. Then the next one and the next one. Getting caught in 3 storms has left me with not enough sails to get anywhere and I had to use the worldmap to get to the nearest island for repairs.


Pieter: finding those files could be quite time consuming.

Hello Hylie Pistoff!

WOW about the storms! I've still never run into one....concerning the icon placement, I've noticed the most errors when I get the "land ho" message and then enter the island cell...then, even though my little ship icon might have been fairly close to the island, it sometimes is suddenly whisked to a different place still in the general direction away from the island where I was at, but farther...I have also noticed that it takes much less time for my "little ship icon" to move once in that island cell...also, indeed when I finally do get a visual of the island, the icon then is too far away from the port, usually too far in the direction I was coming....once I go into port 'n such, the icon returns to where it should be....so to me it sounds like a scale problem when in island cells after a "land ho" is received....what I do is take the lookout's advice (when the message shows up that "[Your favorite island] is in sight fine off the starboard bow" or something to that affect....well, I follow that advice and it has not once failed to get me to land! Also, there is a bit of a gfx glitch in that you might have haze 'n such, but you can see the glimmer of the beaches (typically a lighter color like light gray) through the haze before you start to see the actual land graphics....

I will look into the scale of island cells and see if anything can be done...

Hylie Pistoff (and anyone else), if you have experiences where the icon is off, let me know...especially with Cuba, me thinks I will have to do some gfx stretching :)

Regards,

Jeff
 
Did a quick search and found only files, no instances in text-like files of aforementioned .tx files (according to the search tool)....so if I understand this right, the next step would be to look through each ship folder in \Bethesda Softworks\Pirates of the Caribbean\RESOURCE\MODELS\Ships, and then each .gm file (using a hex editor) to look for the above instances....oof!
Yep; that's exactly it. Though we might be able to narrow down the search if we know what ships were in the scene when the missing texture was logged.
Compile.log does contain such a list, though if you play for a long time at once, it does become confusing to figure out what compile.log part corresponds to which part in system.log .
 
SHIPS\SIB_STUFF COPY.TGA.tx
SHIPS\50DB.TGA.tx
SHIPS\50DI.TGA.tx
SHIPS\BOUSOLLE.TGA.tx
SHIPS\BORTOUTFRIGAT45.TGA.tx
SHIPS\BLACK.TGA.tx
SHIPS\RSD_1.TGA.tx
SHIPS\RNDC.TGA.tx

We need to know what ship models refer to these files so we can fix them properly. Most of them are deliberately removed and should no longer be used.

Did a quick search and found only files, no instances in text-like files of aforementioned .tx files (according to the search tool)....so if I understand this right, the next step would be to look through each ship folder in \Bethesda Softworks\Pirates of the Caribbean\RESOURCE\MODELS\Ships, and then each .gm file (using a hex editor) to look for the above instances....oof!


Jeff


Hi Jeff

Use gm viewer to check each ship.........it shows what TX files are used for each part.........it's quicker and easier on the eyes & sanity.

cheers
damski.
 
SHIPS\SIB_STUFF COPY.TGA.tx
SHIPS\50DB.TGA.tx
SHIPS\50DI.TGA.tx
SHIPS\BOUSOLLE.TGA.tx
SHIPS\BORTOUTFRIGAT45.TGA.tx
SHIPS\BLACK.TGA.tx
SHIPS\RSD_1.TGA.tx
SHIPS\RNDC.TGA.tx

We need to know what ship models refer to these files so we can fix them properly. Most of them are deliberately removed and should no longer be used.

Did a quick search and found only files, no instances in text-like files of aforementioned .tx files (according to the search tool)....so if I understand this right, the next step would be to look through each ship folder in \Bethesda Softworks\Pirates of the Caribbean\RESOURCE\MODELS\Ships, and then each .gm file (using a hex editor) to look for the above instances....oof!


Jeff


Hi Jeff

Use gm viewer to check each ship.........it shows what TX files are used for each part.........it's quicker and easier on the eyes & sanity.

cheers
damski.

Hello damski.....thanks much for that tip...I just noticed that tool in the downloads section...

I became superman in last night's episode! Long story short, I was boarded, almost killed, applied bandage roll, and then could not be killed! I hacked my way about twenty or so enemies without nary a scratch.....I can't imagine any thing I've been tinkering with caused this, however, I have changed settings after a saved game, so I do wonder...

Additional anomolies include my cannon crosshair being "jiggly", weather and daily crew status changing about six minutes after the hour, and the game time printed when I save a game being different than my actual in-game game time....

....but Cuba is just over the horizon!

Jeff
 
SHIPS\SIB_STUFF COPY.TGA.tx
SHIPS\50DB.TGA.tx
SHIPS\50DI.TGA.tx
SHIPS\BOUSOLLE.TGA.tx
SHIPS\BORTOUTFRIGAT45.TGA.tx
SHIPS\BLACK.TGA.tx
SHIPS\RSD_1.TGA.tx
SHIPS\RNDC.TGA.tx

We need to know what ship models refer to these files so we can fix them properly. Most of them are deliberately removed and should no longer be used.

Did a quick search and found only files, no instances in text-like files of aforementioned .tx files (according to the search tool)....so if I understand this right, the next step would be to look through each ship folder in \Bethesda Softworks\Pirates of the Caribbean\RESOURCE\MODELS\Ships, and then each .gm file (using a hex editor) to look for the above instances....oof!


Jeff


Hi Jeff

Use gm viewer to check each ship.........it shows what TX files are used for each part.........it's quicker and easier on the eyes & sanity.

cheers
damski.

I had not thought of that and it is true! :2up
 
OK....it is ready for downloading!

OPEN SEA MOD v 0.2!!!!!!!!

Ha ha, I tried really hard to get into the ftp.....my best luck was using the command prompt, but then I had to try to remember my DOS commands! I remembered dir, but I just could not remember how to copy a file, and then I wasn't certain it would get to where it should, so I'm using mediafire for now (jeez, I hope it doesn't go down like megaupload :( )

http://www.mediafire.com/?t4p3h27pjrb3u2k

Also, I will update the downloads section one last time directing folks to the mediafire website....meanwhile, I had better read up on my DOS commands or figure out how to get to the ftp!

:modding

***********************************
* OPEN SEA MOD by stljeffbb *
* *
* Version 0.2 Jan 24 2012 *
***********************************

This mod is designed to utilize the excellent Directsail mod for Pirates of the Caribbean by CouchcaptainCharles...

This is version 0.2, and includes a map that revises the island positions and their labels on the static "Caribbean map" for Build 14, along with the map scale while sailing on the open sea ("sea" mode in the game). In addition, this game also changes how quickly time passes and the distances between the islands to allow for more open sea sailing and the potential for engagements against other ships. Lastly, this mod also drastically reduces how much sailing XP and sailing experience points one earns to better put this in line with the other game skills. Very lastly, this mod changes the sound file that happens when the wind changes direction (every hours in the stock setting of this mod)

INSTALLATION: First, explore the .zip file and see what files will be replaced AND BACK UP ALL ORIGINAL FILES!!! Here is a current list (v. 0.2) of those files for your convenience:

InternalSettings.h
LogInterface.c
worldmap_globals.c
initItems.c
map.c
CCCdirectSail.c
map.tga.tx in Pirates of the Caribbean\RESOURCE\Textures\INTERFACES\Maps
wind_sea4.wav in Pirates of the Caribbean\RESOURCE\Sounds\NATURE

***** Be sure to back up your original files!!!

...once you have backed up, simply unzip to the folder that holds the overarching game folder. EXAMPLE: If your game path is <C:\Program Files\Bethesda Softworks\Pirates of the Caribbean> then you would install to <C:\Program Files\Bethesda Softworks>

---------------------------------------------------------------------------------------

CHANGLOG -

VERSION 0.1
First Build!

VERSION 0.2
-Changed InternalSettings.c

Jan 16 2012 Changed COASTRAIDER_CHANCE to 0.01 to prevent "easy pickings" of pirates for local forts
Jan 16 2012 Changed NAVYRAIDER_CHANCE to 2.0 to allow an actual 0.02 percent chance that the coastal ships will be raiders from a foreign nation (and not pirates)
Jan 23 2012 Changed RANGE_TO_ENEMY to 3500 to reflect longer DIRECTENCOUNTERDISTANCE in Directsail

-Changed CCCdirectSail.c

Jan 19 2012 Changed ENCOUNTERBREAK to 6.0 to reduce number of encounters (because sailing now takes MUCH longer, and we need to reduce this or everyone could become rich as a "garbage trawler" picking up random floating stuff!)
Jan 20 2012 Changed DIRECTENCOUNTERDISTANCE to 2250 to make it easier to escape enemy ships if wanted to (but not always successful)
Jan 21 2012 Changed MINES to 0 because although mines are really cool, we really did not see them until after 1777... :p
Jan 21 2012 Disabled mine dropping and display seaview coordinates. Look for the "BI_ChargeKey9" line in the code, and you will see where I changed things!

-Changed \Bethesda Softworks\Pirates of the Caribbean\RESOURCE\Sounds\NATURE

Jan 21 2012 Changed wind_sea4.wav to a slightly longer, fade out version for better immersion

---------------------------------------------------------------------------------------

THINGS TO DO - VERSION 0.2
-Must eventually tweak some more (better than 0.1 now) the frequency of ship encounters to better reflect "real life"
-Once map is agreed upon, I will clean it up so that it is "pretty"
-The day "Saturday" is messed up on the day counter for some reason
-The "We've been out 'x' days at sea" counter is messed up, but it fixes itself once you get into port
-When entering an island cell, the "little ship icon" on the static map is messed up...not sure I can fix this, but be sure to rely on your lookout's direction when you enter an island cell!


NOTES for 0.2
The map labels are optimized for the "Early Explorers" era...what becomes Nevis and Guadeloupe have good placement for the early timeframe, but when one plays later period mods, Nevis and Guadeloupe are too far to the left, and I must figure out how to fix this....it could require two different files based on preferred era (so that the islands themselves are seen on the map).

In addition, I suggest that any players use either all Directsail or all Worldmap sailing as when a player goes back and forth, the coordinates in game are messed with (for some reason...I have not tracked this down yet)....this will not ultimately break the game (based on hours of testing), however, it may place you in some unexpected places that you will have to sail out of to get back on track. Also, if you as a player end up relying on Worldmap sailing, when you arrive at what you think is the port and select the "sea" (usually by depressing the space key), you might not always end up right in front of the port you want to be at....if this occurs, either use the "Sail to" option, or, for those more adventurous, simply sail until you find the port!

Mines have been disabled for now, but you can find where to change this back above in this readme...once I figure out to write code for this, we will make it so they appear historically in 1777 as they should (or perhaps it will become a game setting in the "Advanced Options" menu)

Any questions? Contact Jeff at http://forum.piratesahoy.net/
Also check out this thread: http://forum.piratesahoy.net/index.php/topic/18384-directsail-timescale/

Many thanks to the folks who have put together the Build Mod and have opened up new horizons for us to experience!

THANKS FOR PLAYING!


Enjoy! Any thoughts or questions just let me know....

:b:

Jeff

EDIT....now it is time for me to try this on a clean install....will be using my Windows 7 computer for testing now....well, I do want to get to Cuba one last time in my old file...lol
 
Got it. :onya

You can not get the FTP working? :j1 Have you read the thread about it? http://forum.pirates...iratesahoy-ftp/ Many of us had trouble but got it working eventually.



EDIT: I installed V2 and am attempting to sail from Grenada to Santiago, Cuba. Missed Curacao completely and am continuing on. That flickering water you mentioned is happening to me too. While I was running in 10x time all was well. Then tried 30x for a bit and noticed that the clock runs slower in 30x time, so went back to 10x time and there it was. Will experiment more.
 
Got it. :onya

You can not get the FTP working? :j1 Have you read the thread about it? http://forum.piratesahoy.net/index.php/topic/10288-piratesahoy-ftp/ Many of us had trouble but got it working eventually.

Hello Hylie Pistoff.....ha ha, I followed your advice to read the "end of the thread", but I think I may have read the wrong one....the one you have provided is the one I should have read in the first place, so now I will and figure it out!

:onya

OK, so I made it to Havana in about fifteen days!!! :) Perhaps it is easier to return the way you came?!? Anyway, I had captured a xebec after becoming "superman" and it is quite a nice ship! can sail almost against the wind and does better with the wind across the bow as opposed to having it...nice!

So, I'm ending my little beta adventure....while in Havana, I tried to divide the plunder, but I could not find a loan shark (lol) :( So I decided to sail to Jamaica (where this long strange trip started in the first place) because I figured it was in the original PotC and would likely have a loanshark (which I believe came from an earlier Build mod)....the xebec FLEW down there and I made it in just over two days...I bought a "good" compass, and I could see that I was averaging about eleven knots..I also had no cargo to speak of, because I'm looking to retire....

This little adventure shows that the Open Sail mod does indeed work...yaay! Of course I need to do much work to fine tune it....still too many flotsam goodies IMHO, but the basic premise is now in place...

:piratesahoy!

Jeff
 
Oh yes, one last thing for now...when you have two ships and one is quite a bit faster than the other it is very easy to leave your companion in the dust! However, a reloading like what the "sail ho" does brings your companion right back to you....not terribly realistic, but at least in a fight you will have your friends close....the only thing I worry about is that big piece of wood when the lookout cries "we're done for cap'n!"....if your companion is a fair bit behind but following you in a straight line, it might go right over it!!!

Jeff
 
I made it! :mi

I had good winds from Grenada to southwest of Jamaica in my European Bark, which can do maybe 8 knots with full holds. Bad winds from there until I got North of Jamaica and then the winds go ok. At times I was sailing south when I wanted to go north. :j1

When I got the "land ho!" call it was 0300 and could see nothing. But when the sun rose there it was. It took about 9 days game time. So this is doable in a fluyt or pinnace. :nerbz

Yes, the Xebec is the all around fastest ship in the game because it can sail very close to the wind. Any ship with lateen sails is desirable. These include the Jackass Bark, the Caraval, the Xebec, the Grand Schooner, and the PO_FastNavy.

The flashing water ended at the "land ho!" call and did not come back. This phenomenon is somehow related to this mod as I have never seen it before.
 
I made it! :mi

I had good winds from Grenada to southwest of Jamaica in my European Bark, which can do maybe 8 knots with full holds. Bad winds from there until I got North of Jamaica and then the winds go ok. At times I was sailing south when I wanted to go north. :j1

When I got the "land ho!" call it was 0300 and could see nothing. But when the sun rose there it was. It took about 9 days game time. So this is doable in a fluyt or pinnace. :nerbz

Yes, the Xebec is the all around fastest ship in the game because it can sail very close to the wind. Any ship with lateen sails is desirable. These include the Jackass Bark, the Caraval, the Xebec, the Grand Schooner, and the PO_FastNavy.

The flashing water ended at the "land ho!" call and did not come back. This phenomenon is somehow related to this mod as I have never seen it before.

Woohoo, congrats! Rather exhilerating, eh? Like a needle trying to find a haystack....

Jeff
 
Yay!!
I made it too.

I sailed from Barbados to Martinique on a course that I knew well, and I think I overshot so turned back but got a CTD on a "sail ho".
Restarted and modified my "known" course a little and after 19 plus GT (game time hours) just over half an hour real time got "Approaching Martinique".
In the pre-sail mod game I would expect "Land Ho" about 15 mins GT later, but in the mod it was 4 hours GT, about 20 mins real time and the note that I had been at sea for 14days. It was night by now and I saw the foam on the beach 4 real time minutes later, so couldn't have been far off.

I "did my stuff" on land then set off for Guadeloupe at 06.20 game time sailed round the south of Martinique and set a course for Guadeloupe.
Martinique was out of site by 08.25 game time (about half an hour real time).
At 10.07 game time i got "Approaching Guadeloupe" and "Land Ho" at 13.04 (sorry forgot to note the number of days) about half an hour real time.

I got some screen flashing (and no it wasn't seagulls) from 09.06 on intermittently all the way through till I landed at Anse Casse-Bois at 19.39 game time.
I will state here that I have been getting this BEFORE I installed this mod.

This mod works well for me.
Well done Jeff. :doff :doff :doff
 
Yay!!
I made it too.

I sailed from Barbados to Martinique on a course that I knew well, and I think I overshot so turned back but got a CTD on a "sail ho".
Restarted and modified my "known" course a little and after 19 plus GT (game time hours) just over half an hour real time got "Approaching Martinique".
In the pre-sail mod game I would expect "Land Ho" about 15 mins GT later, but in the mod it was 4 hours GT, about 20 mins real time and the note that I had been at sea for 14days. It was night by now and I saw the foam on the beach 4 real time minutes later, so couldn't have been far off.

I "did my stuff" on land then set off for Guadeloupe at 06.20 game time sailed round the south of Martinique and set a course for Guadeloupe.
Martinique was out of site by 08.25 game time (about half an hour real time).
At 10.07 game time i got "Approaching Guadeloupe" and "Land Ho" at 13.04 (sorry forgot to note the number of days) about half an hour real time.

I got some screen flashing (and no it wasn't seagulls) from 09.06 on intermittently all the way through till I landed at Anse Casse-Bois at 19.39 game time.
I will state here that I have been getting this BEFORE I installed this mod.

This mod works well for me.
Well done Jeff. :doff :doff :doff

@ Short Jack Gold....thanks for the kudos! :) Glad to see it pretty much works for you!

@ both Short Jack Gold and Hylie Pistoff....yes, that confounded "flashing" as you put it....reminds me of something like bats flying in front of the camera....we should try to get a video of it to show the others...and the "GA" (graphics anomoly) as Hylie Pistoff puts it...I have a hypothesis for that....it seems that certain ships still have some of this extra code that Pieter Boelen mentioned....my hunch is that it gets worse over time and causes those swirling effects seen behind the boat and also the flashing....the other part of my hunch is, as long as you are still being computed in the origin cell (like lets say the "Grenada" cell) but you are sailing to Cuba and you do not stop in between, the ships in the Grenada harbor still call for this code, but it is not there (or something like that), so it causes even more of the graphics anomoly....think of the very last ST:TNG episode about the space-time thingy ("All Good Things...") ..how's THAT for a reference, lol!

spock2.gif


Regards,

Jeff
 
Got it. :onya

You can not get the FTP working? :j1 Have you read the thread about it? http://forum.pirates...iratesahoy-ftp/ Many of us had trouble but got it working eventually.



EDIT: I installed V2 and am attempting to sail from Grenada to Santiago, Cuba. Missed Curacao completely and am continuing on. That flickering water you mentioned is happening to me too. While I was running in 10x time all was well. Then tried 30x for a bit and noticed that the clock runs slower in 30x time, so went back to 10x time and there it was. Will experiment more.

Reply to the edit....yes I have noticed that too! Kinda weird!

Jeff
 
Well, I got a return assignment so completed the circle. Grenada -Santiago-Grenada. I was able to buy a normal compass and a Jackass Bark, so thought this voyage would be a snap. Wrong again! It took 15 days with bad wind more often than not with the wind switching to hit

me head on no matter which way I turned. :rumgone If I had been in a square sail ship I would not have made it.

Suggestions for V3:

Add a little bit more weather. The weather you start with is the weather you get all the way. The only way to change it is to go in and out of the world map.

Very slightly less floating goodies. They seem to be too common.

Is it possible to disable 30X time? The flickering sea only happens to me after I accidentally hit 30X time.
 
The Dreaded Flicker:

When I get it I just look high up in the sky - on the blue bit - and it goes for a while, but does come back later.
I would agree that it appears over time.
In my test I got to Martinique with no flicker but it started about a third of the way through my continued voyage to Guadeloupe.

Re the weather - I like it sunny as there are on average about 350 days of sunshine each year in the Caribbean - a nd when it rains, the showers are usually hard but short.

Re Mines and stuff and following slower companion ships - Mines are 'sneaky' (which I think they are meant to be). I have blown myself up by sailing over one I forgot I had laid during a battle.
Big Logs - In the pre-mod game I had occasion to lead a following ship around one, which I did successfully, but later on changing course due to preparing for a battle, I led him back over it.
I think these are things that the player must learn by experience.
 
In RESOURCE\Textures\INTERFACES\Maps there is some period-dependent island maps; that's required because of the islands changing name.
 
In RESOURCE\Textures\INTERFACES\Maps there is some period-dependent island maps; that's required because of the islands changing name.

Hello Pieter Boelen.....thanks for the info....I do not believe the "little ship icon" shows up in those, do they? I thought those island maps were just for reference, and indeed, having actually not played this game all that much I have actually bought those to know where the heck I was going when sailing to a new island I've never been to before...

Regards,

Jeff
 
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