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    Maelstrom New Horizons


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Pre Build 13 Modpack

Yes, I would. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Methinks i will wait fer the "final" Build13... <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />

You guys are however doin' a more then great job ere, all hail! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>New modpack update:</b><!--sizec--></span><!--/sizec-->
I have been working hard on making a new modpack update and, although several annoying bugs still persist, I think this update is certainly an improvement over the previous update. Among the persisting bugs is the <i><a href="http://www.piratesahoy.com/forum/index.php?showtopic=8011&hl=" target="_blank">Ghost Ships</a></i> bug. If anybody wants to look at that, please do, because it's a really annoying one.

The new update is available <a href="http://www.s31clan.com/pietersmods/pre_b13_upd_16-8-06.zip" target="_blank">here</a> (16,9 MB). Note: A new game is required.
Comments are appreciated. Positive comments as well. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<b>New stuff since the August 5 update:</b>
- Gameplay fix: Enemies will not draw blades while you're talking
- White sails mod: Using the new DEFAULT_SAILS settings in BuildSettings.h, you can choose the sails that are used in the game
- Some small fixes to prevent error.log entries
- New AoP compass: Can be enabled with the ONSEA_COMPASS setting in BuildSettings.h
- Artois Voysey/Nigel Blythe dialog bug should now FINALLY be fixed. I fixed and tested it myself and it seems to work fine now
- New setting: MAXIMUS_CAPTIVES_HIRE. Set to 0 to re-enable the ransoming of captives through the Passengers interface
- Floating above the water during boarding should be fixed now
- Bladedamage mod slightly improved:<blockquote>Breakchance decreased
Breakchance on first hit decreased
Minlevel influence has been set so that no matter the BASE and RAND settings, the average % influence remains the same</blockquote>- Automatic looting on boardings:<blockquote>Instead of lootable corpses, the looting is handled automatically now. This prevents the corpses from blocking your way.
Note: You only get the enemy's items if you personally kill the enemy. Otherwise the items are lost.</blockquote>- <i>Two Hornpipes (Tortuga)</i> from Pirates of the Caribbean: Dead Man's Chest has been added as tavern music
- Config.exe has been given a new icon
- ENGINE.exe has been given a new icon and a new loading screen
- New cursor has been added from AoP
- Several slight improvements using AoP textures
- Opium_dialog.h files have been added (these were accidentally missing from the previous update)
 
Well done Pieter , any bug that is fixed is good jop <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> , did u manage to fix the ships bug on battle screen ( ships doesn't appear on radar but still open fire ) ??
 
Ok, I just upgraded from June 28 to Aug 16 and found a couple of problems.

First of all, I can't seem to turn the weapons mod off. I've got ENABLE_WEAPONSMOD set to zero and ENABLE_BLACKSMITHMOD set to zero as well, but I have weapons of various qualities. I'd prefer not to have my itemlists clogged with extra weapons. One of each is enough. Any way to turn this off?

The new corpse code doesn't seem to remove the flashing red icon when all the bad guys are dead. Which means you can't use fast travel. I have LOOTDEAD_ON set to 1 and CORPSEMODE set to zero. Corpses accumulate, but you can at least walk through them now. These were the settings in my previous version of the game, so I know they worked.

Hook
 
<!--quoteo(post=158310:date=Aug 16 2006, 06:10 PM:name=0wl)--><div class='quotetop'>QUOTE(0wl @ Aug 16 2006, 06:10 PM) [snapback]158310[/snapback]</div><div class='quotemain'><!--quotec-->
So when is the final 'n complete Build ready?!
<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know. It'll be released as soon as all the bad bugs are fixed, but that can take a long time because we don't have many coders left. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

<!--quoteo(post=158333:date=Aug 16 2006, 09:24 PM:name=PirateSam)--><div class='quotetop'>QUOTE(PirateSam @ Aug 16 2006, 09:24 PM) [snapback]158333[/snapback]</div><div class='quotemain'><!--quotec-->
Well done Pieter , any bug that is fixed is good jop <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> , did u manage to fix the ships bug on battle screen ( ships doesn't appear on radar but still open fire ) ??
<!--QuoteEnd--></div><!--QuoteEEnd-->
Nope; That one's not fixed yet. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

To Hook: If you disable the weapons mod, make sure you start a new game afterwards. Judging by the code, it should work, though I have not tested it myself. If it really can't be turned off, it must have been caused by IncredibleHat's rewriting on the initItems.c file.

I will check out the problem with CORPSEMODE 0 that you mention. It worked fine on boardings, but I didn't test it thoroughly on land. The code hasn't been changed much, really, so it should be easy to fix.
 
I found the ENABLE_WEAPONSMOD problems. It turns out when IncredibleHat changed all the swords to use InitBlades in inititems.c he did not make a version to init the blades without a quality setting. I'll be fixing that shortly.

Hook


<!--quoteo(post=158398:date=Aug 17 2006, 06:21 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Aug 17 2006, 06:21 AM) [snapback]158398[/snapback]</div><div class='quotemain'><!--quotec-->
To Hook: If you disable the weapons mod, make sure you start a new game afterwards. Judging by the code, it should work, though I have not tested it myself. If it really can't be turned off, it must have been caused by IncredibleHat's rewriting on the initItems.c file.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Now Pieter, you KNOW that I've had that particular problem in the past! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> The first thing I did was change BuildSettings.h to disable wepaons mod, and the new build requires starting a new game. I was hoping someone would tell me to start a new game so I could reply, "If you have a method to allow using a saved game from several builds back, I'll be eternally in your debt." <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Anyway, I've found the problem and will be fixing it. I'm surprised Hat missed it, as he didn't like the weapons mod either.

Hook
 
That's weird. IncredibleHat DID work on coding in the non-weapons mod stuff:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    //  scheffnow - weaponsmod -->
    if (ENABLE_WEAPONSMOD != 1 )
    {
        //-----------------------------------------------------------------------------------------------------------------------------
        // NON Weapons-Mod Blades
        //-----------------------------------------------------------------------------------------------------------------------------
        // BLADES:    ItemIndex                      picIndex         Price            Piercing   Nation (-1 for general)
        //               |bladeID   modelID              | rare              |  minDamage        |Blocking|
        //                    |  |               | picTexture   |  |   MinLevel |   | maxDamage  |   |    |  Disarm // PB: Added to enable disarming
        //------------|--|----------|----------|---|--|------|-----|---|-----|------|---|----|--|--------------------------------------
        n = InitBlade(n, "blade5",  "blade5",  6,  9, 0.90,  0,   250,  6.0, 15.0, 35,  0,  "", 0); // Dagger
        n = InitBlade(n, "blade1",  "blade1",  6, 11, 0.90,  1,   500, 10.0, 15.0, 10, 10,  "", 0); // Saber
        n = InitBlade(n, "blade2",  "blade2",  6, 10, 0.90,  1,   500, 10.0, 15.0, 15, 10,  "", 0); // Rapier
        n = InitBlade(n, "blade3",  "blade3",  6,  8, 0.90,  2,   500, 12.0, 16.0, 10,  5,  "", 1); // Badelaire
        n = InitBlade(n, "blade4",  "blade4",  6,  7, 0.90,  2,   500, 14.0, 19.0, 10,  0,  "", 1); // Cutlass
        n = InitBlade(n, "blade6",  "blade6",  6, 12, 0.50,  3,  1000, 12.0, 19.0, 15, 15,  "", 1); // Schiavona (pirate?)
        n = InitBlade(n, "blade7",  "blade7",  6, 13, 0.50,  3,  1000, 15.0, 20.0, 15,  5,  "", 1); // Yataghan
        n = InitBlade(n, "blade8",  "blade8",  3,  1, 0.50,  4,  1000, 18.0, 23.0, 15, 10,  "", 1); // Maltese Knight
        n = InitBlade(n, "blade10", "blade10", 3,  3, 0.37,  6,  1500, 21.0, 26.0, 20, 10,  "", 1); // Piranha
        n = InitBlade(n, "blade11", "blade11", 3,  4, 0.37,  6,  1500, 18.0, 22.0, 20, 15,  "", 3); // Highlander
        n = InitBlade(n, "blade12", "blade12", 3,  5, 0.37,  7,  1500, 16.0, 21.0, 20, 20,  "", 1); // Dragon's Tongue (spain?)
        n = InitBlade(n, "blade13", "blade13", 3,  6, 0.37,  7,  1500, 16.0, 18.0, 25, 20,  "", 1); // Needle<!--c2--></div><!--ec2-->

I noticed that this code is executed using the initBlade function. Maybe it should be replaced with the InitStdBlade function? I'll try.
 
I tried using the InitStdBlade function, but now the picture of the blades are missing in the game and I have seen no blades for sale at the merchants at all. Weird.
Correction: Stores DO sell blades, but the pictures are still missing.
Edit: I found the code and I fixed it. See the fix attached to my post below.

I confirmed the CORPSEMODE 0 problem.
Edit: And I fixed it. See the fix attached to my post below.
 
To Jason: That has been fixed since the August 5 update. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

To Hook (and others): Both the weaponsmod off and corpsemode off bugs are fixed in attached file. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I have restored the corpsemode off code to the stock code. The corpses are now removed from the location after a while and as soon as they're removed after 10 seconds, the Fast Travel works again. If you find the delay too long, you can change it in LAi_events.c:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if(CORPSEMODE == 0)     PostEvent("LAi_event_Character_Dead", 10000, "i", chr); // PB: Original code if CORPSEMODE off<!--c2--></div><!--ec2-->Change 10000 to a lower value. Note: This value is the stock game value.
 
I found and fixed the same problems with the blades as you did. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> You just got it uploaded faster than I did, as I wanted to test the game a bit first and got my new character to Redmond before saving.

It's odd seeing piles of corpses in the game. But fun. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

EDIT: shouldn't that 10000 be CORPSE_AUTODISAPPEAR, which you can set in BuildSettings.h?

Hook
 
<!--quoteo(post=158430:date=Aug 17 2006, 03:04 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Aug 17 2006, 03:04 PM) [snapback]158430[/snapback]</div><div class='quotemain'><!--quotec-->
I found and fixed the same problems with the blades as you did. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> You just got it uploaded faster than I did, as I wanted to test the game a bit first and got my new character to Redmond before saving.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Hehe. I did test it myself as well. Very quickly. Did you also manage to find the problem with the images not showing up? I fixed that one as well. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=158430:date=Aug 17 2006, 03:04 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Aug 17 2006, 03:04 PM) [snapback]158430[/snapback]</div><div class='quotemain'><!--quotec-->
I found and fixed the same problems with the blades as you did. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> You just got it uploaded faster than I did, EDIT: shouldn't that 10000 be CORPSE_AUTODISAPPEAR, which you can set in BuildSettings.h?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I set it to 10000 on purpose. CORPSE_AUTODISAPPEAR is set to 90000 at the moment, which equals 1,5 minutes. The Fast Travel icons won't work until the delay has passed, which means that it would take 1,5 minutes before the Fast Travel would work again on the default setting with the delay set to CORPSE_AUTODISAPPEAR. 10000 is the value this delay had in the stock game, which means that with CORPSEMODE 0, everything now works exactly as it did in the stock game. I could replace it with CORPSE_AUTODISAPPEAR, but the following problem occurs then:
- If CORPSEMODE is on, you want a long delay to have the time to loot the corpses manually
- If CORPSEMODE is off, you want a short delay so that Fast Travel will be enabled quickly again

These are two completely conflicting things, which means that we cannot choose one default setting that would work well for both CORPSEMODE on and off.

Note: If CORPSEMODE is on, then CORPSE_AUTODISAPPEAR is still used. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Small new bugfix</b><!--sizec--></span><!--/sizec-->
I have uploaded a small bugfix to my site. You don't need to use this unless:
1) You want to have the weapons mod off
2) You want to have the corpsemode off
3) You get stuck on the second boarding deck

After installing, you can press I to reinitialize your savegame. A new game should not be required.

Note: If neither of the above three things applies to you, you won't need this update. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I found the missing blade icon problem too. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I did make one more change than you did: I fixed the header spacing above where InitStdBlades was changed. The fixed file is uploaded to the ftp under Hook/InitItems.c with correct spacing.

I guess we can go with the 10 second corpse timeout easily enough.

Hook
 
Good point about the spacing! Forgot about that. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--quoteo(post=158437:date=Aug 17 2006, 03:23 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Aug 17 2006, 03:23 PM) [snapback]158437[/snapback]</div><div class='quotemain'><!--quotec-->
I guess we can go with the 10 second corpse timeout easily enough.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I think so. Unless you want it shorter than that. Anyway: The delay can easily be changed in LAi_events.c. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I had no problems looting the Corpses and "then they" would disappear......Is this still possible ?

And as for the Ammo mod, can I still go to the Store In Redmond and get Ammo for my Ship and Officers ?

What settings do I pick to enable these ?
 
<!--quoteo(post=158449:date=Aug 17 2006, 04:16 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Aug 17 2006, 04:16 PM) [snapback]158449[/snapback]</div><div class='quotemain'><!--quotec-->
I had no problems looting the Corpses and "then they" would disappear......Is this still possible ?
<!--QuoteEnd--></div><!--QuoteEEnd-->
It still works exactly like that by default. The only difference is during boarding: We now have automatic looting there, to prevent the corpses from blocking your way. If anyone would prefer having manual looting on boardings too, I can add a toggle for that. Should be really easy.

There is also a difference when the corpsemode is set off: Now it works exactly the same as in the stock game again. But by default, the corpsemode is on.

<!--quoteo(post=158449:date=Aug 17 2006, 04:16 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Aug 17 2006, 04:16 PM) [snapback]158449[/snapback]</div><div class='quotemain'><!--quotec-->
And as for the Ammo mod, can I still go to the Store In Redmond and get Ammo for my Ship and Officers ?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I never tried it myself, but that feature has not been removed, so it should still work. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Pieter ,
Just downloaded the 16th Aug update and started a new game . Got the old boarding bug at my 2nd boarding attempt . First borading was fine but thw 2nd I ended up at the main deck with no options , hit space and nothing !! Did that happen with u ??
 
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