• New Horizons on Maelstrom
    Maelstrom New Horizons


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Pre Build 13 Modpack

Thanks to Jason's and Nathan's suggestions, I made some changes to my site in the hope of making it clearer which file contains what. Please comment if it should be changed some more still. I also made some minor changes to the modpacks and am trying to update all files, but there's no real point in using these updates if you were already running the most recent modpack. Basically, the changes are some character switches turned back (I moved temporary/buggy character switches into a seperate file for anyone who wants to test that) and the braces of guns are qualitized again.
<span style='color:red'>Edit:</span> All files were updated, including the full download. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />

To Petros: Thanks a lot for your offer for help. Greatly appreciated. I sent an e-mail to you about it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
BTW: If you're still holding off of the more recent modpack versions because you fear they are unstable: They actually are quite stable with not all-too-many bugs. They seem playable. Just to let you know. You don't <i>have</i> to download the new updates though. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

To Nathan: Thanks a lot for your suggestions for my page. They were a great help. Please check out my page and see if this is any better.

I don't quite understand why the collar shouldn't be working. It <i>was</i> working on Blaze_NB, wasn't it? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
Well... At least the files are smaller. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

About the A&M towns: Good point. We'll save 'em 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" />

I will go and try to add the new ships soon. I'm just a bit reluctant to do it, because it's a lot of dull work. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
I hope you can merge in the new interface (updated original interface), because I have been trying over and over again, but haven't had any luck. Too complicated. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

About the upgrading: What are we to do then? Is there any way in which it is possible to make a Build 12 savegame 12.5 compatible? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--QuoteBegin-NathanKell+Jul 16 2005, 08:21 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 16 2005, 08:21 PM)</div><div class='quotemain'><!--QuoteEBegin-->open program\sea_ai\aiballs.c and find this section
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  PostEvent("CreateParticleSystemPost", 200, "sffffffl", "KNBcancloud", fX, fY, fZ, -fHeightAng, fDirAng, 0.0, 20); // now done as post to not hide fire fx
  PostEvent("CreateParticleSystemPost", 200, "sffffffl", "KNBcancloud2", fX, fY, fZ, -fHeightAng, fDirAng, 0.0, 20); // more smoke :)<!--c2--></div><!--ec2-->

And place // in front of both those lines. Then you won't get the smoke, and things should work better.

Do you have a save from midway through the idols quest you could zip and send me?

Did you wait a long time before quitting the game, when there was the black screen? Because there's no loading screen, so black is exactly what you should see for a minute or two...

When you say "my official", do you mean one of your officers, or a member of your generated boarding crew?

It'd be hard to disable, but you could just not go there. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.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" />
<div align="right">[snapback]124403[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->

Hi NathanKell,

I will try.

Sorry, but I don't have save game in the middle of "Patric Idols quest", I have a save game of the current game where the quest can't be close.

I waited for more than a minute, however the F1 key runs even if I have Black Screen, should not it be disable during loading screen?

With "My official" I mean one of my official hired in the Tavern.

Thanks a lot for your works,
Giuliootto
 
Pieter: Yeah, looks pretty clear now...
Re: collar. Nope, it wasn't. It worked in the GM viewer, but not in the game.
In fact, this is even true for the plumes on the hats--if you look, say, at Hardouin Aufort, you'll see that his plume isn't 'trimmed'--the black is still showing.
I don't know why transparency doesn't work for characters--perhaps the alpha channel isn't assigned to the GM as the opacity channel--but if so, you'd think it wouldn't work in the Viewer either...
The moral of the story is: don't trust the GM Viewer.

For upgrading. Please, everyone, check this thread: <a href="http://forum.piratesahoy.net/index.php?showtopic=5865" target="_blank">http://forum.piratesahoy.net/index.php?showtopic=5865</a>
It should explain.

Giuliootto: Please zip and send that save, then. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
What location specifically were you reloading to when you got the blackscreen?

That's very odd about the officer, because I can't think of why their dialog filename would get changed to have an error in the dialog.
Have you edited enc_officer_dialog.c at all?
 
Once again, the modpack was updated.

Changes made:
- Claire is now sitting properly (and it is really cool indeed!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" /> )
- Citizens sometimes stop again, so you can talk to them
- Several address form changes by High Sea Lass, so people will address you with the proper rank and sex
- BuildSettings.h split into BS.h and InternalSettings.h, the second containing more complicated programming settings.

I have already got some comments on this update:
- All characters might address you, instead of you addressing them. I've had the default town-citizens address me, as well as vags and one of Scheffnow's monks also addressed me. Maybe the adressing might be toned down a bit, so people don't keep addressing you when you're walking through a town. It is cool to have people talk to you too, but it happens a bit frequently. Also: I'm not sure if people can address you while in danger. I recall once talking with a character, while I was being attacked by randomly generated enemies.
- I encountered a random female officer sitting in a tavern!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
- This random female officer had the same voice a male officer of mine had after I turned him into a her. Do all female officers have the same voice? Because the one I heard wasn't the voice I would've liked them to have. Any chance there might be some changes here soon?
- There might still be references to Claire Larousse being a man. Also: Her dialog file has hardly been edited. If anyone would like to change the dialog in a better female-dialog, please do so. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

That's all I can come up with at the moment. Will post more if I find them. Major thanks to everyone contributing!
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter. Your page looks great. Very easy to follow.
 
Pieter, I agree with you that there are too many citizens stoping you and in an earlier version they did it in the middle of an attack. Very serious injury or death results.

Seccnd the coast guard came after me after a trade with the FDF sumugglers and they all looked like Blaze, not French soldiers. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
Pieter:
Turn down the CITIZEN_TALKCHANCE or whatever. That controls the chance of them initing dialog. If you also want to turn down (or up...) the auto-stopping, there's a define right above it.
Plus there's the talk time, the time between auto-addressing.

Note that they will _not_ auto-init dialog if the area is alarmed (i.e. there are hostiles). That was the problem with using patroltype's auto-dialog (what vags were previously given), so I rewrote citizen to have enhanced auto-dialog for that very reason.

The way I handled voice changes is I delete an enc_officer's greeting in kam's selectmodel.c However if you change models via tailor shop, the greeting may not be deleted.

So I'll do the voice-changing as well as the base assignment in enc_officer_dialog.c

Note that you may once get an improper voice clip (or none at all) after changing models or hiring an officer, but each following time it will be correct.

Voices are best guesses for officerly soundclips, assigned based on _the character's_ nation (_not_ the model's!).
Plus there are really very few appropriate female voices (see Text And Voice thread), so I'm using a second Dutch clip as Spa/Por.

But please, whatever voice clips you think best, assign away in enc_officer_dialog.c!
(And if you want a certain nation's clip, hire the officer from a tavern of that nation and then give them whatever clothes you want.)

Jason: As above, they will no longer do that while enemies exist, and you can turn down the chance.
Typo in SelectSoldierModelByLocationNation() that passes the location ID rather than a ref to the location. Fixed now, Pieter will have it up when he gets it.
 
<!--QuoteBegin-Thomas the Terror+Jul 19 2005, 08:33 PM--><div class='quotetop'>QUOTE(Thomas the Terror @ Jul 19 2005, 08:33 PM)</div><div class='quotemain'><!--QuoteEBegin-->ye can`t install build 12.1. error can not connect.
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Are you trying to download using the online installer? That one doesn't seem to work at the moment. I tried it myself a few days ago, couldn't connect either. But you're living in The Netherlands, just like me, so I would expect you to have the same PotC version as me and the online installer didn't work for that one anyway. (Still don't know why; I reckon the ENGINE.exe file missing from the online installer might have something to do with it.
Anyway: You should still be able to get the full installer from <a href="http://www.piratesahoy.net/component/option,com_docman/task,doc_download/gid,24/Itemid,46/lang,/" target="_blank">here</a> (~72 MB). It's a large download, but you will only need to download it once. Hope that works.
 
I`ve got I with drag and drop, but when your are by the 3e deck when boarding it shows a dialogwindow, and the dialogwindow of the tailer shows:"Can`t load tailersdialog.??
 
<!--QuoteBegin-Thomas the Terror+Jul 20 2005, 07:36 PM--><div class='quotetop'>QUOTE(Thomas the Terror @ Jul 20 2005, 07:36 PM)</div><div class='quotemain'><!--QuoteEBegin-->And I downloaded the full installer ( earlier one) but if you install the build still ask for connectoin
<div align="right">[snapback]125197[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
What the BLOODY HECK? It's just a WinZip self-extracting .exe file; it shouldn't need any internet connection for it to run. That is really weird indeed. And I haven't got the slightest idea what's the matter with it. Are you sure the installation file is a 72MB .exe file? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
There is a update thing with it and that you would install before it is working and then it is asking for internet connection. And I really have the full download version
 
You don't need to do anything with the b12update.exe file. I added it to the file in case you'll need to update once. But the full installation already includes all the latest official updates, so you'll only need to use the update file if a new version is released and you're not wanting to download the whole file over again.

To install the game:
1) Install stock PotC
2) Extract the Build 12 full installation on top
3) Install the Post Build 12 mods base version on top
4) Install the Code Only on top

That should work. And you shouldn't need to connect to the internet for anything once you downloaded the required files.
 
I've been away for almost the entire day, so I haven't had much time to do much. However, I will try and make a new update available as soon as I can, hopefully in a few hours. It includes Nathan's most recent work, as well as a modification by CCC that makes sure corpses aren't targeted by guns (hope I didn't leave any code out).

I already made the update, I must only zip it up and upload it. It won't be long, I hope. I've also playtested for a bit and will post my findings while uploading. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Things I found while fighting in the Oxbay dungeons:
- Guns don't shoot at corpses anymore! Great job CCC! The corpse is still shown as being targeted (being highlighted in red), but I suppose this is hardcoded and can't be changed. And that doesn't really matter either, because it already works quite fine.
- Today, I encountered Daniell1 among the enemies! COOL! Now there are sometimes females here too! I was wondering, which female characters can you encounter as enemies? Daniell1 looks like quite a pirate, so she doesn't really feel out-of-place (allthough I do have a moral problem with killing female characters <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> ). I also sometimes feel slightly bad about having to kill Fawk and Sailor7. But I do like the new variety in people you might encounter. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
- Sometimes, after you loot a corpse, you will see the corpse dying again while fading away. It's no big deal, but looks slightly odd.
<span style='color:red'>Edit:</span> I forgot to mention that I finally saw a gun on a random locator, so that bug has been properly fixed. Thanks Nathan!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

Anyway: The corpse mod is working absolutely excellent. There might be a few very minor imperfections left, but it really is a great mod!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
 
The new version is available now. Hope it works... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
Oh, your bit on modeltypes reminded me:
BIG THING. You need to reinit after installing today's update, because I rewrote how modeltypes works--now using a big object array (Thanks, Inez!) rather than an attribute lookup table. Well, each type+nation gets an object (i.e. 7 objects per type), with the models for both, man, and woman sexes tree'd under it.
That means there's no half-second pause when you kill a respawning character.
 
Yeah, though I'd kinda rather prefer you doing the reinit--that way you can say if something goes wrong on next save, and we can maybe know more about what kind of changes break continuity...
But newgame is certainly ok.
Oh, that reminds me. Can't remember if I ever mentioned this, but there are some functions I added a ways back to aid in quickly getting up and running.
If you want a quickstart level10 state, find:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->/*pchar.quest.Tut_BuySpyGlass.win_condition.l1.item = "bladeX4";<!--c2--></div><!--ec2-->
near the top of the console and remove the /*
Save, start, and hit F12. Presto, you get a bunch of officers and items.
The code below that can easily be customized to give you whatever ships and officers you need, as well as rank.

Also, at the top of the console, are various single reinit blocks. So if just the models array changed, you can remove the /* by reinit models, and hit F12 rather than I. Much quicker.
(same for stores, items, etc. But note that the wdmap/fleets stuff doesn't work because there's no fleets backend in the pack)
 
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