• 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

guys, i found that, when i fire, the smoke comes out of the cannons, stays a while, then suddenly vanishes along with the music, its like that thing for the firedrill cancelling out the music.
i think their somehow related, since the fire also vanishes suddenly along with the music.
its not a bug, i think it was because people were complaining about the big cloud of smoke around their ships.
but was that the only option?
TIA
 
I've noticed this bug too ! That's because another ship around the island execute a firedrill. All the smoke diseapper and the music and the sea sound shut down suddenly. i think this bug was fixed in the past, perhaps by swindler or jack davidson but i'm not sure. It seems this bug has been back in the last modpack...
 
i hope it can be fixed soon, i don't like the idea of complete silence, and i dont want to just start the songs on the desktop, because it would sound wrong, like tavern or governor's mansion song in the heat of battle and vice versa
 
While this bug is not fixed, when it happens, just enter in the cabin or deck and go out right away, the sound will be restored as normal <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo(post=140137:date=Feb 19 2006, 06:42 PM:name=Screwface)--><div class='quotetop'>QUOTE(Screwface @ Feb 19 2006, 06:42 PM) [snapback]140137[/snapback]</div><div class='quotemain'><!--quotec-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

After updating with all the recent modpacks who have been realized (thanks to winmerge), i have done and uploaded the crewmembers on shore mod update i promised. But i suppose i have uploaded it on the old FTP server <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
This is a beta version with futur more stuffs to come and the pack contains all the stuffs who actually work fine.

Here is the list of the stuff who have been created or improved in the pack :

- if a crewmember is killed on land, he's not reincarned on the next location.
- In jungles or shores, you can wait for night or day by talking with a crewmember.
- in towns and taverns there are sailors you can directly hire for you ship by talking with them. You can hire them and they can follow you directly if you want. Like that you can increase the number of crew men who follow you on land without returning in crew quarters. But sailors can refuse to work for you if you are in an ennemy town, they can attack you.
- There are soldiers patrol in towns led by an officer who can reconise and attack you if you are a pirate or an ennemy of their nation.
- You can also meet some compact pirates groups in towns and talk with them could be dangerous !
- As during this period, some local governors accepted to buy goods to pirates (ex : Edward teach), i have added this possibility too. In taverns, you can meet some captains. They can propose you to sell your smuggling goods to their colony with a cheap price. In exchange of that, you can increase your relation with their crown. But they can also recognized you as an enemy and wait for you on sea..
Reactions of other groups is based on the good pirate_KK relation mod as in sea mod...
With all theses new peoples, citizens are more important in towns and taverns !
You can also said to one crewmember only to return to ship. Like that you can decrease the number of crewmembers who are following you without disabling the mod.
If you disabled the crewmember on shore mod (by talking with a crewmember and said all the men must return to ship), all the stuffs who are described above are disabled too and the game is stock game.
- I have also wrote a method to generate items traders in free merchant locators. Like that, there are item traders on new islands town but the method doesn't work in every new towns because of the name of the locators....
- Now, you have smugglers in all islands but they walk in towns or in taverns. Antigua is also added for smuggling.

This update is made for last pieter modpack and update !

The modpack is on the Ftp and named "Screwface - Crewmember on shore mod update 19 Feb 2006.rar" ! I hope you will enjoy it ! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

I've no extra bugs on my computer with this update and i hope i didn't a file in the pack <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Screwface,

I have no word to define your work, just FANTASTIC, GREAT, A MUST <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />

Yesterday I played two hours and have to force me to quit the game (And I haven't seen all that you have included) <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />

Your mod is quite perfect as is, just a note some new characters have Blaze skin.
In FdF during a fight the Command of the Guard is died (the stock one) so I can't finish the "Patrick Idol quest" but this I don't think is related to your mod <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

THANK YOU!!!!!!!!!!!!!!!!

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Bye, bye,
giuliootto
 
To Beasty Boy: What do you mean with "the old chestnut of the fire drill and potion issue is back again". What were these bugs again? I can't remember... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=140343:date=Feb 22 2006, 11:26 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Feb 22 2006, 11:26 AM) [snapback]140343[/snapback]</div><div class='quotemain'><!--quotec-->
To Beasty Boy: What do you mean with "the old chestnut of the fire drill and potion issue is back again". What were these bugs again? I can't remember... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter

When I'm in 1st Person Sailing mode, when I carry out a fire drill, it doesn't execute a fire drill it uses a potion instead.

BB

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
This has probably come up before, but I can't think of way of checking easily.

On infrequent ocassions whilst in battle, the canon sound effects are absent, in that the canons fire, but without any corresponding 'boom'. Generally this isn't the case, and the sounds are very good, but every once in a while they fall silent. I'm not sure whether is the game as such or too much going on at one time for my laptop to process.
Additionally at times when some guns have been destroyed as per NKs mod, the guns still work and appear to fire, just without any canon balls being launched. It appears similar to the misfire in the pistols. Perhaps this is intentional, but I'd have though a canon being destroyed can't be used at all.
 
The sound stopping is a known bug that is caused by a ship executing a firedrill. For some reason, that stops all sounds.

The cannons and guns appearing to work, even though in reality they don't. is unfortunately a limitation of the mod. There's nothing we can do about it really. So it's either a nice mod that doesn't work 100% right, or it is no mod at all. So I'm afraid we'll have to put up with the guns appearing to work, even though they don't... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Mates

Today I've another crash <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

The last logs talks about sound so I decide to investigate and I found a potential bug (not sure about this but for what I know it better to fix):

In;
C:\giochi\Pirates of the Caribbean\PROGRAM\sound.c

In this session;

// added by MAXIMUS -->

// added by MAXIMUS -->
case "ship":
if (Whr_IsStorm())
{
SetSoundScheme("sea_weather_storm");
<!--coloro:#CC0000--><span style="color:#CC0000"><!--/coloro--> int rainSoundID <!--colorc--></span><!--/colorc--> = PlayStereoSoundLooped_JustCache("rain_storm");
SendMessage(Sound,"llf",MSG_SOUND_SET_VOLUME, rainSoundID, 0.5);
SendMessage(Sound,"lll",MSG_SOUND_RESUME, rainSoundID, 0);
<!--coloro:#CC0000--><span style="color:#CC0000"><!--/coloro-->int windSoundID <!--colorc--></span><!--/colorc--> = PlayStereoSoundLooped_JustCache("water_sea_storm");
SendMessage(Sound,"llf",MSG_SOUND_SET_VOLUME, windSoundID, 0.45);
SendMessage(Sound,"lll",MSG_SOUND_RESUME, windSoundID, 0);
SetMusicAlarm("music_storm");
}
else
{
SetMusicAlarm("music_spokplavanie");
if (Whr_IsRain())
{
SetSoundScheme("sea_weather_rain");
PlayStereoSoundLooped("rain");
<!--coloro:#CC0000--><span style="color:#CC0000"><!--/coloro--> int waterSoundID <!--colorc--></span><!--/colorc--> = PlayStereoSoundLooped_JustCache("water_sea");
SendMessage(Sound,"llf",MSG_SOUND_SET_VOLUME, waterSoundID, 0.6);
SendMessage(Sound,"lll",MSG_SOUND_RESUME, waterSoundID, 0);
}
else
{
SetSoundScheme("sea_weather");
<!--coloro:#CC0000--><span style="color:#CC0000"><!--/coloro--> int water2SoundID <!--colorc--></span><!--/colorc--> = PlayStereoSoundLooped_JustCache("water_sea");
SendMessage(Sound,"llf",MSG_SOUND_SET_VOLUME, water2SoundID, 0.35);
SendMessage(Sound,"lll",MSG_SOUND_RESUME, water2SoundID, 0);
}
}
break;
case "crew":
SetSoundScheme("tavern");
if (Whr_IsStorm())
{
<!--coloro:#CC0000--><span style="color:#CC0000"><!--/coloro--> rainSoundID <!--colorc--></span><!--/colorc--> = PlayStereoSoundLooped_JustCache("rain_storm");
SendMessage(Sound,"llf",MSG_SOUND_SET_VOLUME, rainSoundID, 0.5);
SendMessage(Sound,"lll",MSG_SOUND_RESUME, rainSoundID, 0);
<!--coloro:#CC0000--><span style="color:#CC0000"><!--/coloro--> windSoundID <!--colorc--></span><!--/colorc--> = PlayStereoSoundLooped_JustCache("water_sea_storm");
SendMessage(Sound,"llf",MSG_SOUND_SET_VOLUME, windSoundID, 0.45);
SendMessage(Sound,"lll",MSG_SOUND_RESUME, windSoundID, 0);
}
else
{
if (Whr_IsRain())
{
PlayStereoSoundLooped("rain");
<!--coloro:#CC0000--><span style="color:#CC0000"><!--/coloro--> waterSoundID <!--colorc--></span><!--/colorc--> = PlayStereoSoundLooped_JustCache("water_sea");
SendMessage(Sound,"llf",MSG_SOUND_SET_VOLUME, waterSoundID, 0.6);
SendMessage(Sound,"lll",MSG_SOUND_RESUME, waterSoundID, 0);
}
else
{
<!--coloro:#CC0000--><span style="color:#CC0000"><!--/coloro--> water2SoundID <!--colorc--></span><!--/colorc--> = PlayStereoSoundLooped_JustCache("water_sea");
SendMessage(Sound,"llf",MSG_SOUND_SET_VOLUME, water2SoundID, 0.35);
SendMessage(Sound,"lll",MSG_SOUND_RESUME, water2SoundID, 0);
}
}
break;
// added by MAXIMUS <--


There are some variable (red marked) that are declared inside a Case session and this could be a problem if Case where are not declared occurs.

I declared all these variables outside the case session;

void SetSchemeForLocation (ref loc)
{
//GO <---
int rainSoundID=0;
int windSoundID=0;
int waterSoundID=0;
int water2SoundID=0;
//GO --->

if(CheckAttribute(loc,"type"))
{
ResetSoundScheme();
switch (loc.type)
{
case "port":
SetSoundScheme("port");
SetTimeScheme("land");
SetWeatherScheme("seashore_weather");




Repeat, I can't say that this have cause last my crash but should be better don't declare variables inside a check condition and use the same variable inside another contition, what do you think about?

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Bye,bye,
giuliootto
 
To giuliootto : Thank you very much for your appreciation <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> I hope this update don't add new extra bugs in your game. It seems that's not the case for me. Thanks again ! <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

For the blaze skin, I think that's because the blaze skin has been added in "Upper_citizen" or "Middle_citizen" category but i didn't found exactly where in the program. Tell me if you notice there are too much characters with this skin in the same time when you are in towns.

Cheers.
 
<!--quoteo(post=140463:date=Feb 23 2006, 04:51 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Feb 23 2006, 04:51 PM) [snapback]140463[/snapback]</div><div class='quotemain'><!--quotec-->
The sound stopping is a known bug that is caused by a ship executing a firedrill. For some reason, that stops all sounds.
The cannons and guns appearing to work, even though in reality they don't. is unfortunately a limitation of the mod. There's nothing we can do about it really. So it's either a nice mod that doesn't work 100% right, or it is no mod at all. So I'm afraid we'll have to put up with the guns appearing to work, even though they don't... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

Ahh, that explains it. Well, I don't mind, the game is infinitely better with the cannon mods than without them (as with all the mods produced.) Maybe I just have a really daft gunner trying to fire cannons with knackered barrels...well that's what I'll tell myself.
 
<!--quoteo(post=140518:date=Feb 24 2006, 11:37 AM:name=Screwface)--><div class='quotetop'>QUOTE(Screwface @ Feb 24 2006, 11:37 AM) [snapback]140518[/snapback]</div><div class='quotemain'><!--quotec-->
To giuliootto : Thank you very much for your appreciation <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> I hope this update don't add new extra bugs in your game. It seems that's not the case for me. Thanks again ! <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

For the blaze skin, I think that's because the blaze skin has been added in "Upper_citizen" or "Middle_citizen" category but i didn't found exactly where in the program. Tell me if you notice there are too much characters with this skin in the same time when you are in towns.

Cheers.
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Screwface,

I didn't encounter new bug related to your mod, it's quite perfect <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Just two thing I think could be improved:
1) Number of new charaters in Tavern, there are too much an sometime are in the same place one over another.

2) When a enemy captain discover you and wait for attack at sea, It would be nice if a new entry is write in the quest book <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

There isn't too many charater with the same skin, also with Blaze skin sometime there are just one or two in the same location or nothing at all.


I really hope that this mod will be added in the next Build13, else I think I will continue to play the last ModPack <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Bye,bye,
giuliootto
 
I've noticed a few problems so far in Oxbay during the opening of game:
<ol type='1'><li>Walked up to entrance to sewer and entered without pressing action button.</li><li>If you die and open restore window and the resurrection cutscene begins; you are trapped in that screen and must close and restart game. Your save games disappear from the screen and the exit button and escape key do not work.</li><li>After resurrection, if you die with weapon drawn, you spawn with fists at ready.</li><li>After I killed the female pickpocket that you have to get alone I saved the game. When I restored at that point (I had not looted her) she is alive and everyone is coming after me.</li></ol>
As soon as I find where to change flags I can move on in the game and look for more bugs.
 
RE:2: try pressing f1 again, it should open the main menu, then you can load a new game, though im not sure you'll be able to continue with the current one.
and the flags are at the 'relations' button.
hope it helps. <img src="style_emoticons/<#EMO_DIR#>/jackhat.gif" style="vertical-align:middle" emoid=":j2" border="0" alt="jackhat.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

I have finally gotten back to playing POTC and am using the new build. I have noticed a few things.

1. Lots of new stuff one of my favorites is Hawk's personal colors <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> .

2. A lot of people have mentioned the crew boarding problem. I am playing at level 35, with three officers a full crew at excellent or above morale. as a journeyman.

a. normally in the old build you were always accompanied by 3 officers and two crew, now even though the screen says crewman ___________, equipped a bosun's choice from the weaponns locker only the three officers are presnt with me nearly all of the time. On a few occaisions I get the full compliment.

b. the decks I get appear to be random, line ship on xebec, old deck on corvette.

3. The waves don't look right, lines etc. not as realistic as the old build.

4. Love the new ships on the map. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> Who did those?

5. When dividing the plunder you no longer get the screen showing the careend ship.

Great job all <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
<img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />
 
<!--quoteo(post=140698:date=Feb 26 2006, 05:47 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Feb 26 2006, 05:47 AM) [snapback]140698[/snapback]</div><div class='quotemain'><!--quotec-->
a. normally in the old build you were always accompanied by 3 officers and two crew, now even though the screen says crewman ___________, equipped a bosun's choice from the weaponns locker only the three officers are presnt with me nearly all of the time. On a few occaisions I get the full compliment.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Could you have a look if it has anything to do with the time you fire your cannons? I recall that when you fire your guns, the morale temporarily drops. So if you board right after firing your guns, you won't have many crew with you. However, if you don't fire your guns right before boarding, you should have the full crew with you. I don't know if this actually is the cause though.

<!--quoteo(post=140698:date=Feb 26 2006, 05:47 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Feb 26 2006, 05:47 AM) [snapback]140698[/snapback]</div><div class='quotemain'><!--quotec-->
b. the decks I get appear to be random, line ship on xebec, old deck on corvette.
<!--QuoteEnd--></div><!--QuoteEEnd-->The decks are not random. The decks are defined in PROGRAM\Locations\init\boarding.c for all ship types. Somebody improved the assignments of these decks recently (I believe it was giuliootto), but I don't think I added that file into the the large download file yet. It should be in <a href="http://pieter.piratesahoy.org/download/update_09-02-2006.zip" target="_blank">this</a> update file though.

<!--quoteo(post=140698:date=Feb 26 2006, 05:47 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Feb 26 2006, 05:47 AM) [snapback]140698[/snapback]</div><div class='quotemain'><!--quotec-->
3. The waves don't look right, lines etc. not as realistic as the old build.
<!--QuoteEnd--></div><!--QuoteEEnd-->
You can turn off the realistic wave mod in BuildSettings.h; that should set the waves back to what it was previously.

<!--quoteo(post=140698:date=Feb 26 2006, 05:47 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Feb 26 2006, 05:47 AM) [snapback]140698[/snapback]</div><div class='quotemain'><!--quotec-->
4. Love the new ships on the map. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> Who did those?
<!--QuoteEnd--></div><!--QuoteEEnd-->
That was indeed CouchcaptainCharles' work. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=140698:date=Feb 26 2006, 05:47 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Feb 26 2006, 05:47 AM) [snapback]140698[/snapback]</div><div class='quotemain'><!--quotec-->
5. When dividing the plunder you no longer get the screen showing the careend ship.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I suppose that is yet another translation mess-up. If I can find the code that makes that loading screen appear, I'll have it fixed next time. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Back
Top