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    Maelstrom New Horizons


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Pre Build 13 Modpack

<!--quoteo(post=153597:date=Jul 3 2006, 04:19 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 3 2006, 04:19 PM) [snapback]153597[/snapback]</div><div class='quotemain'><!--quotec-->
I don't know if I'm insane already, but I will be if I keep going on like this. I've got so much different stuff I really can't figure out anymore what should be in and what shouldn't be. I'll be VERY happy as soon as we can release Build 13. I really am becoming fed up with all this. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
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You do great work <img src="style_emoticons/<#EMO_DIR#>/wavarr.gif" style="vertical-align:middle" emoid=":warr" border="0" alt="wavarr.gif" /> and I really hope, you don't go insane <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> .

I agree with IncredibleHat: Let's work on getting build 13 stable (which in my opinion is the same as post build 12 mod, isn't it <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> ) and stop adding new features by now. Let's concentrate on bugfixing (hoping, my small fixes are counted as fixes at all). And maybe let's add in those additions, you mentioned, if you're decision is, they're stable enough.

Afterwards we start Post Build 13

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=153621:date=Jul 3 2006, 08:27 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jul 3 2006, 08:27 PM) [snapback]153621[/snapback]</div><div class='quotemain'><!--quotec-->
Is there anything I can do to MAKE the game use more ram than it does? I have 2gig... it uses like 88mb...
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Don't think so. A program uses exactly that amount of RAM, that it needs. So using mor RAM wouldn't help.
 
WOOT Pieter PMT update 2 july.06 nice. Glad to see the space bar back <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" /> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
I presume you're talking about using the space bar for dialogue confirm.

I think it was Hook who posted last week what to change to fix that.
 
<!--quoteo(post=153636:date=Jul 3 2006, 10:57 PM:name=SuoiveD)--><div class='quotetop'>QUOTE(SuoiveD @ Jul 3 2006, 10:57 PM) [snapback]153636[/snapback]</div><div class='quotemain'><!--quotec-->
I presume you're talking about using the space bar for dialogue confirm.

I think it was Hook who posted last week what to change to fix that.
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Umm it's sorterd in the new update. Was saying nice to see it's back. Did not like useing return button. lolz
 
lol... I changed it back to the Space Bar last week.

What else is in the Update besides that.
 
<!--quoteo(post=153374:date=Jul 2 2006, 06:33 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 2 2006, 06:33 AM) [snapback]153374[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=153366:date=Jul 1 2006, 02:44 PM:name=SuoiveD)--><div class='quotetop'>QUOTE(SuoiveD @ Jul 1 2006, 02:44 PM) [snapback]153366[/snapback]</div><div class='quotemain'><!--quotec-->
How do I change the setting back to the Space Bar from the Return key for the dialogue affirm ?
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In the init_pc.c file, change...
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->CI_CreateAndSetControls( "DialogControls", "DlgAction", CI_GetKeyCode("VK_RETURN"), 0, false );<!--c2--></div><!--ec2-->
...to...
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->CI_CreateAndSetControls( "DialogControls", "DlgAction", CI_GetKeyCode("VK_SPACE"), 0, false );<!--c2--></div><!--ec2-->

Hook
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Found it, it was back on Page 82 when Hook mentioned it.
 
<img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />

Pieter, these two major addons your discussing, were here quite some time ago, and we were holding off on them because we "saw" a stable build 13 approaching.....now it seems that we are even talking about stripping away surplus stuff that we dont need, and making changes to stuff we do need (I think!, and actually I am not sure of that anymore) The Santos Mateus quest is "window dressing" as it is more along the lines of a Facial for Santos and his Hired Henchmen, and as for the new Islands, most of the stuff for Islands is just cloning and should work fine with the possible exceptions of locators and that can be fixed pretty easily. Go for it! add it, and clear your plate, we "Sure" wont be any farther away for it, and it is just causing more problems for you. Streamline your work and combine your mod packs and then you will be "much more useful" looking for code differences and bugs in the one mod.

I do like the suggestion about making the corpses, just random dummies, so as to streamline this mod as well.....but I suppose this makes this hard because everyone in the game needs an identity right?

To be honest, I haven't played this in weeks......got to depressing trying to start a new game with those terrible gamestoping Crew losses.....Taverns didnt have enough manpower to sail ship...A ship surrenders to you and they had more crew left all shot up than I did.....I didnt mind helping to try out all the tutorials and kept testing them to make sure they worked every update, I have done them a hundred times at least anyway, and thats no eggsageration.....I didnt mind helping test new games continually for weeks on end looking for those CTD's, but we were active in trying to find them, and had willing help looking through code to "fix" them....I see a lot of empty berths around the Port here abouts lately, and I hope it is only the Summer weather.....but not sure of that either. I guess right now a couple of new Islands might make it a little interesting for a bit, but if those last major bugs dont get squashed soon, the mod is gonna wither away
 
Wow Mr. Negativity! Think Positive! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

It will certainly be a time for celebratin when Build 13 hits stable release!
I think it is pretty durn close.

That spacebar/return thing was my fault. I had been cleaning up and fixing the controls system, and was 'trying out' how it would be to use return for dialogs (since the arrows keys are right there next to the return). I didn't intend for that to end up in the mod. Glad pieter put it back.

Right now, I am using a new setup (for my own use, not uploading), where dialog is all done with the 'w' 's' and spacebar. I got tired of moving ANY hand all the way over to the blastid arrow keys. Ditto with the quickmenus.

Hook and I were going over some things trying to find out the hiccup issue with my install. We got nowhere ... 1) I couldn't make mine stop (other than killing the surrender code with gratuitous commenting), and 2) he couldnt get his to do it... no matter what, Hook has no issues, so its basically a blathering bastard of a bug for me. Since NO ONE else has confirmed this, I can't help but wonder why I have this trouble with bad hiccups on a machine (and two others) that should handle this 3 year old game. I just cant nail it.
 
I'm wondering about the July 2 update. The first thing I see in changed files is AIShip.c where ENABLE_FIREDRILL checks have been removed. Several other files have reverted to their previous state with took_item.wav removed. A bunch of Captured_Colony stuff was removed. I'm wondering if this is intentional. There are a few changes in various files that appear correct, and a few files that did not exist before.

My dialog fix for disappearing corpses didn't make it into the update, but that's downloadable elsewhere for those that want it. The Tobias fix WAS there, and shouldn't have been. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> And there were over 1400 files that had no changes. I guess there were a lot of previous changes that were included as well.

Hook
 
There was a REASON why I didn't make a post about that update on the forum. As soon as I had uploaded it, a lot of new fixes and stuff were posted, so this update wasn't really entirely right. I is also a clear example of me being confused about what should be in and what shouldn't be. I will try to make the next update a PROPER good update. <img src="style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />

<!--quoteo(post=153613:date=Jul 3 2006, 06:37 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 3 2006, 06:37 PM) [snapback]153613[/snapback]</div><div class='quotemain'><!--quotec-->
I don't mean any offense, but the fact that you think this would work is why you probably shouldn't do it. The whole thing is a major can of worms and there will be code written to deal with different corpse settings in places that never use the word corpse. Unless you wrote the corpse changes yourself, it's best not to mess with it. Or hold off until after build 13. Yeah, it's broken, but is it broken enough to need fixing? An attempt to redefine it is likely to break it even more.
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I was only suggesting to change the way BuildSettings.h handles the corpsemode. Right now, it's two toggles for the loot mod and the corpse mod. I was suggesting combining these into one setting. If I search for LOOT_DEAD and CORPSEMODE in the code, I will find all places where the BS.h toggle is used. Then I would be sure to change everything. But I suppose it's not important enough to do right now.

<!--quoteo(post=153613:date=Jul 3 2006, 06:37 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 3 2006, 06:37 PM) [snapback]153613[/snapback]</div><div class='quotemain'><!--quotec-->
That was the fix for the Danielle dialog. It looks like Friedrich needs Diag instead.
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You are right. I didn't know how to discover if it needed Diag or Dialog or whatever. Maximus explained it to me now. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo(post=153613:date=Jul 3 2006, 06:37 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 3 2006, 06:37 PM) [snapback]153613[/snapback]</div><div class='quotemain'><!--quotec-->
I don't understand about having to visit a store to know what the prices are. We already have to do that. Were you considering randomining the base price for all goods? And by "more space" do you mean the screen will show more items at once, or you're adding more trade goods? If you're rearranging the screen so we don't have to scroll so much, add it. If you're making it so we have to scroll more, hold off. I've seen the SLiB trade screen and I'm not sure I like it.
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This mod only changes the TradeBook interface. After you visited a store, the store's prices will appear in the TradeBook interface. If you don't visit the store, the prices won't appear. And if you don't visit the store for a long time, the prices in the TradeBook might be out-of-date. The screen is rearranged so that the scrollbar with islands occupies less screenspace, so that there are more than 4 trade goods that can be added onto the screen. I am not adding new goods, even though I do have a mod that adds them. What does the SLiB trade screen look like?

<!--quoteo(post=153613:date=Jul 3 2006, 06:37 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 3 2006, 06:37 PM) [snapback]153613[/snapback]</div><div class='quotemain'><!--quotec-->
You shouldn't be working on two versions at once anyway. Either combine them or tell the modder to resubmit the updated mod after build 13. And decide at what point a new feature can be added, and when it needs to be held off. For example, a couple of new towns and a rewritten quest might be good candidates for waiting, altho I don't mind having them added before build 13. They are, of course, totally bug free, right? <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
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I don't dare say they are TOTALLY bugfree, but they have been tested and it seems to all work fine.

<!--quoteo(post=153621:date=Jul 3 2006, 08:27 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jul 3 2006, 08:27 PM) [snapback]153621[/snapback]</div><div class='quotemain'><!--quotec-->
We don't need more trade goods. There are too many already... for a system that barely makes you any money or fame.
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I do have a mod that adds more trade goods, but I am not going to add them into Build 13.

<!--quoteo(post=153621:date=Jul 3 2006, 08:27 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jul 3 2006, 08:27 PM) [snapback]153621[/snapback]</div><div class='quotemain'><!--quotec-->
So long as the new quest does not do anything that affects other quests, I don't see that it would really cause any serious issues, so I vote to go ahead with adding that.
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It shouldn't influence any other quest.

<!--quoteo(post=153621:date=Jul 3 2006, 08:27 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jul 3 2006, 08:27 PM) [snapback]153621[/snapback]</div><div class='quotemain'><!--quotec-->
Towns, they dont exist now, right? So, adding them shouldnt really affect anything but themselves. If they are broken or buggy, people would just stear clear of them (like some of those extra islands that serve no purpose yet).
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I mean the AoP towns to replace Point a Pitre and Tortuga. I tested these towns myself and they work fine. Only some reload locators don't lead anywhere, but if you press Space at such a locator, you aren't teleported anyway, so it's no big problem.

<!--quoteo(post=153621:date=Jul 3 2006, 08:27 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jul 3 2006, 08:27 PM) [snapback]153621[/snapback]</div><div class='quotemain'><!--quotec-->
I must be missing something, or my CD is installing a corrupt file maybe? Was there a patch that I must apply between "Stock" and "Build Mod 12.1 Full" ?
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No, there is no such patch. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />

<!--quoteo(post=153621:date=Jul 3 2006, 08:27 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jul 3 2006, 08:27 PM) [snapback]153621[/snapback]</div><div class='quotemain'><!--quotec-->
I cannot take screenshots, my Apple keyboard has no "Print Screen" key.
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You can use the F9 button. It will make a .tga screenshot in your main PotC folder.
 
I know it might take some time but it be nice if we had info with update on what's been change or added to update.
That way we can test that part of game to so we can just make sure there no bug's even if there should not be.
 
I will make info as soon as soon as I have the time. But I'll make the next update first. But it'll take a couple of days before I'll be done... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=153736:date=Jul 4 2006, 02:38 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 4 2006, 02:38 PM) [snapback]153736[/snapback]</div><div class='quotemain'><!--quotec-->
I will make info as soon as soon as I have the time. But I'll make the next update first. But it'll take a couple of days before I'll be done... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
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OK COOL
 
The "Change Log" on the Bug Tracker, normally would display all the new fixes in the update. That is, if people would submit those bugs/issues to the tracker, and then they are marked as "Fixed/Resolved" for the specific upcoming update.

That is how that works. And it works great, and keeps track of all that, but only if the public submits their bugs!!!

By not taking screenshots, I meant outside of the game... hehe... like of the task manager, or some directory layout, or something else maybe helpful. I need to find some sort of 3rd party screencapture application for winblows.
 
This is on the update of 2 july 06.

On way from Redmound to oxbury flying the english flag.

Hollland attack me (ok fine as England at war with Holland). I am in my light frigate, 42 gun's so should be ok and only ship with no officer.

Then sea combat scrren come's up. OMG 8 Holland ship v me. Is this fair if I can have no more then 4 ship's.

So yes I run but all ship but 1 are keeping up with me. So I turn for battle and I am shooting at them and there shooting me. I loss some gun's and getting hit bad. Lucky for me 5 ship's surrender to me, I board all 5 ship's, only having to fight on one. 3 of the captain's would not be my officer but I let them go free with there ship's. 1 ship captain was dead. The 5th ship captain said he will be my officer. Cool. So while I went off to board another ship, I seen that he did not show up as in my fleet and he did have a English flag up.

I left battle screen and he still was not in fleet.

So there my problem.
He said he be my officer yet he did not join my fleet. bug or not ?.

I still say it be nice to have more then 4 ship's in your fleet.
 
<!--quoteo(post=153781:date=Jul 4 2006, 11:19 PM:name=SuoiveD)--><div class='quotetop'>QUOTE(SuoiveD @ Jul 4 2006, 11:19 PM) [snapback]153781[/snapback]</div><div class='quotemain'><!--quotec-->
How was the morale of the crew ?
There couldve been a mutiny.
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Which on my ship or other ship. On my ship all was fine I only just got new crew, got food and rum on ship. I give more crew to other ship beliving she was my ship now, if I remember she had about 52 crew member's when I give her more she had a full crew of 112. So morale would have gone up on other ship and I made sure she had food and rum.
 
You said here that .......

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The 5th ship captain said he will be my officer. Cool. So while I went off to board another ship, I seen that he did not show up as in my fleet and he did have a English flag up.

I left battle screen and he still was not in fleet.<!--QuoteEnd--></div><!--QuoteEEnd-->

How was the morale of the crew ?
There couldve been a mutiny, especially if his crew's morale was Treacherous.
 
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