• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Pre Build 13 Modpack

<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" /> Nathan, I breifly played a new game and things look great with the corpses etc. You, CCC or someone seems to have also solved the problen of my dead crew dropping all kinds of weapons now only once each! Way to go. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />

I will play a reinit tomorrow.
 
I have a question, i have downloaded and installed Build 12.1 full. What should i download next. Is that Modpack still up and working?
 
Yep. The modpack is still up and working. Even better: I just updated it again a few minutes ago! <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 get it working, go to <a href="http://pieter.piratesahoy.net" target="_blank">Pieter's Pirates Page</a>, download and extract the Current Base Version (55,2 MB) on top of your PotC-installation. After that, also download and extract the Code Only (752 KB) update on top. You will need to start a new game after doing this, but I reckon you will find that it is worth it. There have been a lot of new features and bugfixes since Build 12.1. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Oh, also, totally forgot.
I did some pretty major changes to the availability of low-quality items for high-quality traders, and made a special override for weapons with quality (so if the Good or Fine version is available, the versons of lesser qual than that will be far less likely).
That should fix the "q10 traders have a gazillion items" problem.
 
That's GREAT, Nathan! It is quite annoying to scroll through so many items, so thanks a lot! I'll test that next time I have the chance. Will be fun bothering Gregor Samsa. <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" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Mates,

I've just download and installed the last update, I fear that a bug was introduced in the last days.
Tailor shop mod didn't work. When I try to talk with the Tailor he says:

I can't open my dialog <Tailor_dialog.c> file.
And I force to Exit from the dialog interface.

I think that this problem is introduces with the yesterday update (before of it the mod worked).

Bye,
Giuliootto
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Nathan, Pieter, etal.

Just played the verision from? Tues. not the most recent, and and found a proelm. Hitting the space bar in boarding wihile facing and officer brings up audio, plus his pic, plus a dialogue bar with <invalid text> and evern thoough his pic sometimes go away the boxes stay form scene to scent.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
 
Jason: Were you in or out of fightmode at the time?
I can't do dlg while in fightmode, and when out, there's no invalid text error for me...

giuliootto: Tailors fixed.
Don't give up on me re: your save, too. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--QuoteBegin-Pieter Boelen+Jul 20 2005, 08:32 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 20 2005, 08:32 PM)</div><div class='quotemain'><!--QuoteEBegin-->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. <div align="right">[snapback]125235[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Right <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> . Great to hear that it works apart from that.


The new gunnery looks and sounds much better to me, the direct fire is like I imagine Age-of-Sail gunnery to be <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> . Seeing balls coming straight for you and loosing a cannon now and then really makes me feel like SUFFERING battledamage <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> . However, in first person view I was hardly able to aim, cause the narrow arc of fire lets the aiming cursor to disappear after every slight mouse/ship movement. Therefor I made traversing tweakable by adding the FIRE_ANGLE_SCALAR to the horizontal arc as well (ships_init.c):


if(USE_REAL_CANNONS)
{
cannonf.FireZone = Degree2Radian(20.0) * FIRE_ANGLE_SCALAR; // ccc scalar added
cannonf.FireDir = Degree2Radian(0.0);
cannonf.FireAngMin = Degree2Radian(-2.5) * FIRE_ANGLE_SCALAR;
cannonf.FireAngMax = Degree2Radian(5.0) * FIRE_ANGLE_SCALAR;

cannonr.FireZone = Degree2Radian(30.0) * FIRE_ANGLE_SCALAR; // ccc scalar added
cannonr.FireDir = Degree2Radian(90.0);
cannonr.FireAngMin = Degree2Radian(-2.5) * FIRE_ANGLE_SCALAR;
cannonr.FireAngMax = Degree2Radian(5.0) * FIRE_ANGLE_SCALAR;

cannonb.FireZone = Degree2Radian(20.0) * FIRE_ANGLE_SCALAR; // ccc scalar added
cannonb.FireDir = Degree2Radian(180.0);
cannonb.FireAngMin = Degree2Radian(-2.5) * FIRE_ANGLE_SCALAR;
cannonb.FireAngMax = Degree2Radian(5.0) * FIRE_ANGLE_SCALAR;

cannonl.FireZone = Degree2Radian(30.0) * FIRE_ANGLE_SCALAR; // ccc scalar added
cannonl.FireDir = Degree2Radian(270.0);
cannonl.FireAngMin = Degree2Radian(-2.5) * FIRE_ANGLE_SCALAR;
cannonl.FireAngMax = Degree2Radian(5.0) * FIRE_ANGLE_SCALAR;
}





While you are reorganizing the Buildsettings you could delete my "contactadress":

//Contact: the "PotC mods" forum at www.thelib.com

I am hardly there anymore.


On the worldmap , at the start of a new day, the game freezes for about 20 secs and I get lots of these errorreports:

RUNTIME ERROR - file: kam_shipberthing_ship.c; line: 753
null ap
RUNTIME ERROR - file: kam_shipberthing_ship.c; line: 753
null ap
RUNTIME ERROR - file: kam_shipberthing_ship.c; line: 753
null ap
RUNTIME ERROR - file: kam_shipberthing_ship.c; line: 753
no rAP data

Does the shipberthing mod miss some data cause I sailed directly after the tutorial?
 
<!--QuoteBegin-Jason+Jul 21 2005, 03:30 AM--><div class='quotetop'>QUOTE(Jason @ Jul 21 2005, 03:30 AM)</div><div class='quotemain'><!--QuoteEBegin--><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" />  Nathan, I breifly played a new game and things look great with the corpses etc.  You, CCC or someone seems to have also  solved the problen of my dead crew dropping all kinds of weapons now only once each! <div align="right">[snapback]125313[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Nathan is the one who solves problems here, I am the one who creates them <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" />
 
Nathan, I had just finished looting the dead and was moving to the next deck. I think that means I was in fight mode.
 
<!--QuoteBegin-Jason+Jul 22 2005, 02:02 AM--><div class='quotetop'>QUOTE(Jason @ Jul 22 2005, 02:02 AM)</div><div class='quotemain'><!--QuoteEBegin-->Just played the verision from? Tues.  not the most recent, and and found a proelm.  Hitting the space bar in boarding wihile facing and officer brings up audio, plus his pic, plus a dialogue bar with <invalid text> and evern thoough his pic sometimes go away the boxes stay form scene to scent.
<div align="right">[snapback]125465[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
That sounds sort-of similar to what I experienced a few days ago. I don't exactly recall what happened, but it was real weird. I was in Oxbay (after quitting the tutorial) and went to the store. When I talked to the store owner, and quitted the dialog, the dialog interface stayed open, but the dialog was gone. I could do almost everything I should be able to do; I could walk and move out of the store again, but the talk-interace remained open and when talking to anyone else, the dialog couldn't be opened. That was rather weird. I hope this doesn't occur all too often... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
To CCC: The change you're making to the realistic cannons is already in the modpack. I believe Nathan added something like that in some time ago, so you have a width and a heigth scalar for the cannons. Are you running the most recent modpack version? If so: Check out the BuildSettings.h file. It should be in there.
I'll have the "contact" removed in the next version which I'll try to upload later today.
I recall these error messages too some time ago, only I got them when opening the F2 --> Character screen. I believe Nathan fixed that recently as well...
 
<!--QuoteBegin-Pieter Boelen+Jul 17 2005, 10:16 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 17 2005, 10:16 PM)</div><div class='quotemain'><!--QuoteEBegin-->> The Pirat_11_A*.gm skins have got a slightly lighter cloth colour than the original Pirat_11.gm file. I doubt anyone would notice this, but I'd still like it fixed. Petros? Could you help on this? And if you would, could you make an imagine file containing just the armor and leaving the rest of the character skin out? With a bit of luck, I would then be able to make armored versions of a <i>lot</i> of other character skins and I would really like it if the armor would show on more character skins

<div align="right">[snapback]124504[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->

<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!

Just got around to this!
On the armored Pirate_11_As (pirate01-03) aside from the lighter clothing as compared to Pirate 11 which has black clothes and hair, do you realize that they also use a face similar to 50grey1's?
Do you want them to look that gray?

About the armor only image, do you have photoshop?
 
<!--QuoteBegin-Petros+Jul 22 2005, 08:02 PM--><div class='quotetop'>QUOTE(Petros @ Jul 22 2005, 08:02 PM)</div><div class='quotemain'><!--QuoteEBegin-->Just got around to this!
On the armored Pirate_11_As (pirate01-03) aside from the lighter clothing as compared to Pirate 11 which has black clothes and hair, do you realize that they also use 50grey1's face?
Do you want them to look that gray?
<div align="right">[snapback]125581[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
I took the armored models straight from the A&M Mod, but the Pirate11 skins don't match up. I would want the armored Pirat11 skins to be exactly the same as the default Pirat11 skin, only with armor. So, if possible, with the same face and hair colour, not the gray that is on the armored skins. Thanks in advance for doing this! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

<!--QuoteBegin-Petros+Jul 22 2005, 08:02 PM--><div class='quotetop'>QUOTE(Petros @ Jul 22 2005, 08:02 PM)</div><div class='quotemain'><!--QuoteEBegin-->About the armor only image, do you have photoshop?
<div align="right">[snapback]125581[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Nope. I do have Paint Shop pro 7, though. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
A new version was made available again. New features include keyboard input! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
Also: The sidestep has been changed so that you'll need to hold down the key to sidestep and the tailor's shop bug has been fixed. I also assigned Alan Smithee's character models to some categories, but I'm not sure if I actually assigned them to the right ones (Nathan, can you please check it) and I can't test it either, because unfortunately, there is a major new bug: <b>Apparently all randomly created characters look like Nathaniel Hawk</b>. This really needs to be fixed as soon as possible. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
Also: Nathan says you'll defenitely need to reset the controls to default before playing.

<!--QuoteBegin-"E-Mail from Nathan Kell"+--><div class='quotetop'>QUOTE("E-Mail from Nathan Kell")</div><div class='quotemain'><!--QuoteEBegin-->Keyboard input works like this:

Open ship or character sheet.
Click on the name. You will hear a notebook-ding.
Delete however much of the old name you want to delete, then start typing.
Note that for now, there is no cursor support—you can only add or remove from the end of the string.
Hit enter to confirm, or Esc to cancel.

Note if you change KB_STARTBLANK you will start with a blank line, not the old string.<!--QuoteEnd--></div><!--QuoteEEnd-->

My comments on the new keyboard input mod:
- Really great mod! I hated to have to click on every character to rename characters and ships. So thanks a lot, 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" />
- If you press Esc to cancel, not only do you cancel the name-changing, you also cancel the opened screen. If possible, could it be made so that you do cancel the name-typing, but the open interface screen remains open?
- It is not really possible to see when the name-typing is open or not. Could it be made so that when you are in type-mode, the background of the name flashes? It used to do that in the old "type-mode"... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
- Where is the KB_STARTBLANK define? I didn't find it in BuildSettings.h, nor in InternalSettings.h... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Wow, fast reply.
As I still have all those files open I can get right on it!

<!--QuoteBegin-Pieter Boelen+Jul 23 2005, 02:11 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 23 2005, 02:11 AM)</div><div class='quotemain'><!--QuoteEBegin-->I took the armored models straight from the A&M Mod, but the Pirate11 skins don't match up.<!--QuoteEnd--></div><!--QuoteEEnd-->

Spoke too soon. Took a good look at the faces and see that they
did their own version. Like minds think alike!
Anyway, i'll use the original Pirate11 face for the armored Pirate11

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Nope. I do have Paint Shop pro 7, though. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<div align="right">[snapback]125582[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->

Can that read Photoshop files with layers?
If not, I can just make a jpg file with a blue background you can "select inverse" on to get the armor.
 
Photoshop files with layers? Are those .tga or .psd files or something like that? I reckon Paint Shop Pro should be able to open them. I'd prefer you not sending the files in .jpg, because the .jpg compression would cause the white or blue-ness of the image to not be uniform anymore, so I can't remove it with one click. I might sound a bit confusing here, but I hope you understand me anyway. I have only the slightest knowledge of image-editing. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
CCC: Those errors mean that reinit didn't complete successfully the first time. Per Pieter, the newer versions should fix that.

"Nathan is the one who solves problems here, I am the one who creates them."
Not bloody likely. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
We do our share of each. <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" />

Jason, Pieter, re: dialog.
That's weird indeed. And that was before I started messing with input, too.
I can't seem to find a match for "invalid text" anywhere in the scripts.
The next time that or something like it happens, can you immediately hit ALT-F4 and zip and mail me the three logs (or two, if there's no error.log), that may give me a lead...

It wasn't the standard "I can't load dialog file XXXX" though, was it?

PSP7 should read some PSDs, though I don't know if it'll read PS CS/8 or whatever...

Pieter, re: modeltypes/default-to-blaze. I really, really, <i>hate</i> typos. I passed true rather than isstart at the bottom of reinit, and thus modeltypes never got init'd on new game...
Re: KB. My pleasure. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Now--what else should it get linked to?
Re: Esc: I'll try to disable Esc--I thought I had, but I guess not. POTC is weird about controls--technically Esc is unmapped period--must be some ghost of the previous mapping hanging around.

Re: see enabled. That's why I added the sounds. I can't offhand think of a nice way to do it--the flashing would be nice, but I don't want to make the text less visible, and I don't really understand interfaces enough to do the flashing...
I was thinking implementing a flashing cursor--that way we could also allow using the arrow keys to change insertion point.

I must have for some reason not included my actual current codebase, but one from, oh, 10min earlier, which didn't have KB_STARTBLANK. That'll be in what I send tonight.
 
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