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Can you create a version based on Build 13 Beta 4.1 from 28th July with the existing post-28th July fixes already in place?These changes have been made to the Build 14 Beta 4 WIP: 2 Apr 2016 version of the code, which is noted in LDH Notes.txt.
Does anyone have anything else to go into this?
@pedrwyth you have anything to include?
I think @Grey Roger was just wondering if you could merge it with the Beta 4.1 WIP base.The version I posted was the last known stable version I have. A week later I started getting CTDs in sea_ai.dll that I can't track down. Because I can't be certain that my code since then isn't either causing them or making them worse, the newer code is not intended for release. What you have should be fine.
Maybe after the Christmas holidays, I can have a look at it and see if anything can be done there.The intermediate scale map is a way to avoid the problems in the normal map, but I wasn't able to figure out how to swap between the normal map and the intermediate scale, so it's not implemented.
That puts it out of the remit of this fixes collection; it would go better into the next experimental update.Directsail is a restructure, almost a rewrite.
Can I have a pack without the Baker rifle mod, please?I have uploaded on the ftp "JRH files 1955 & Baker 16-12-19".
It contains WoodesRogers update, 80 files.
Baker rifle mod, 11 files.
Bugfix Tartane50 mast had a basket in the top, 1 file.
This pack is merged to the latest zip 16-11-26 status.
Yes these are really new files, the ones I have been working on up util tonight.Are those "Woodes Rogers" files later than what already went into the 30th November collection?
I wonder who's ever going to test it though? Unless new stuff is "forced" onto players, new stuff generally doesn't get tested.@Grey Roger Good deal. I doubt there's much in there that's a pure bug fix, and the new stuff would be better off stress tested a bit.
Neither the Baker Rifle nor the DirectSail update fit in with that, and the DirectSail update goes right against the whole point.No experimental new mods are included. What's in:
I've tried to keep out anything related to brainstorms and overhauls featured in the later ZIP updates, though something may have got in if I mistakenly included a bugfix which held code from such an update, or worse, was actually a fix for a bug in said updates.
- Bug fixes, as reported in "Build Mod Bug Tracker" and the fix reported in "New Content: Post Build 14 Beta 4.0 Public Release"
- A few other bug fixes found elsewhere
- Cosmetic changes which do not affect general gameplay
- Storyline and sidequest changes which do not affect gameplay outside their specific stories/quests
What's the problem with the Baker Rifle mod anyway? I seem to be missing something here....Neither the Baker Rifle nor the DirectSail update fit in with that
Perhaps. But it should also serve to fix this long-standing and very annoying bug:and the DirectSail update goes right against the whole point
I suppose that puts some pressure on me to actually release a Beta 4.1 very, VERY soon as I doubt we can afford to remain stuck in a lull for very much longer.The whole purpose of this collection is to be free of any such mods. Partly so that we can release a new version of Beta 4.1 for general use, as stable as possible. And partly to become the fall-back position for if things go horribly wrong as a result of an extensive mod.
Wasn't that the whole reason for adding it?As for the Baker Rifle, what has swung me in favour of including it is that it has a significant price whereas the "LongRifle_C" has a price of 1, which means if you capture a Baker Rifle then you can sell it, or you may even be able to buy it. The same is not true of the "LongRifle_C".
@Jack Rackham: Like before, if you see the chance to replace that section with some less scary code, please do....Warning: in "JRH files 1955 & Baker 16-12-19", "PROGRAM\INTERFACE\itemsbox.c" has a massive "if... else... else... else..." chain. (So does the previous version; this one adds another "else" to it.)
No, the reason was that "Longrifle_C" was the general purpose rifle (as opposed to a couple of other quest-specific type), but someone had the idea to turn that standard, general purpose rifle into an unrealistic short-barrelled version of a Kentucky rifle, a weapon which in reality owed its potency to its long barrel. "Hornblower" needed a more realistic rifle than that, so the "Baker" was introduced. With "initItems.c" restored to its original version, the standard rifle wasn't the oddball type any more, removing the need for the new one for "Hornblower".Wasn't that the whole reason for adding it?
If I recall, Hornblower made heavy use of a custom quest rifle, which was deliberately set up a bit "weird" because of its original "only one exists" situation.
So the "Baker Rifle" was thought up to make for a more "normal" item for the Hornblower storyline and potential regular game use so that the "custom quest rifle" would no longer be necessary.
The "Longrifle_C" was originally intended for exactly one purpose: To be found by the player in the Maltese Knight Abbey.No, the reason was that "Longrifle_C" was the general purpose rifle (as opposed to a couple of other quest-specific type), but someone had the idea to turn that standard, general purpose rifle into an unrealistic short-barrelled version of a Kentucky rifle, a weapon which in reality owed its potency to its long barrel.