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Thanks, @QARownsBP! :cheers I'll try adding that into my own game. If I can get it to work, it goes into the update, and you'll be credited for it.
 
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One final edit, I attempted to un-cursify the bow/jaw:

EDIT: Did a bit more experimenting after this post and used the ornaments from under the cabin of the lovely Wicked Wench model. I think I'll leave it at this point.
 

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Have you re-uploaded the new files in one of your previous posts? If not, could you upload the files with these improvements?

I've already put your files into my game and changed the entry in "Ships_init.c" to match the new model, and it works - thanks! :cheers The interface picture is not sharp enough to show the differences so it will not need to be changed.
 
Have you re-uploaded the new files in one of your previous posts? If not, could you upload the files with these improvements?

I've already put your files into my game and changed the entry in "Ships_init.c" to match the new model, and it works - thanks! :cheers The interface picture is not sharp enough to show the differences so it will not need to be changed.
Here's the new files:
 

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Thanks again, @QARownsBP! :cheers

Here's my version of "Ships_init.c" with most of the data for "FlyingDutchman" copied from "CursedDutchman" as this is basically the same ship model with a new texture. Both ships are now properly credited in the comments. And the 'refShip.Model = "Dutchman"' lines are reactivated for both ships. Originally you could take either ship into a shipyard and repaint it into the other, but the lines had to be commented out when the improved "CursedDutchman" was added as it had different stats. As the stats are no longer different, you can once more add or remove the curse effects in a shipyard. (Provided you can get to a shipyard, that is - Davy Jones is stuck with the curse!)
 

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After the next update, when you go to rescue your crew at the beginning of "Ardent", this is where you'll be doing it:
mine_entrance.jpg

That's just the tip of the proverbial icebergs, although icebergs normally stick up, whereas this one goes down:
mine_overview.jpg

There's a valley leading out of the area in the opposite direction:
mine_valley.jpg

"Ardent" won't be using that, but if anyone else wants to use the location, there's already a "reload" locator ready to be linked to somewhere else.
 
After the next update, when you go to rescue your crew at the beginning of "Ardent", this is where you'll be doing it:
View attachment 43706

That's just the tip of the proverbial icebergs, although icebergs normally stick up, whereas this one goes down:
View attachment 43707

There's a valley leading out of the area in the opposite direction:
View attachment 43708

"Ardent" won't be using that, but if anyone else wants to use the location, there's already a "reload" locator ready to be linked to somewhere else.
Oh, this is a location from Caribbean Legend! There are still many new locations and taverns, some similar ones could be updated.
 
Oh, this is a location from Caribbean Legend! There are still many new locations and taverns, some similar ones could be updated.
Actually its from "Damned Destiny", though maybe that got it in turn from "Caribbean Legend". It needed a bit of work for lighting, locators and one missing texture file for some ropes, but now it's fully operational.
 
Actually its from "Damned Destiny", though maybe that got it in turn from "Caribbean Legend".
More likely the other way around.
Caribbean Legend isn't released yet.
Damned Destiny was from... I dunno.
But must be years back.
 
This is how flowers in the jungle look at the moment:
flowers_old.jpg

Flowers should be bright. They want to be seen. It's nothing to do with romantic gestures for humans, it's to attract insects which will spread the plant's pollen. So, a simple change to "RESOURCE\Textures\leafPalms.tga.tx" to brighten up the part for the flower did this:
flowers_new.jpg

There are also localised versions of "leafPalms.tga.tx" in subfolders of "RESOURCE\Textures\Locations". So I'm going to try both brightening and recolouring their flowers, partly to add a bit of variety and partly to see where those local textures are used.
 
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There are also localised versions of "leafPalms.tga.tx" in subfolders of "RESOURCE\Textures\Locations". So I'm going to try both brightening and recolouring their flowers, partly to add a bit of variety and partly to see where those local textures are used.
For example, while most jungle locations use the default file in "RESOURCE\Textures", some use a version in subfolder "Locations\JUNGLES", where I've turned the flower bright pink. And the version in "Locations\ENGLAND" is now blue.
flower_jungle.jpg flower_england.jpg
 
I've no idea. It depends on whether the folks responsible for maintaining them copy these updates into BNH or MNH. Besides, this is mere cosmetics - there are far more significant changes in the currently available update, so see if you can find any of these:
. FreePlay character Aveline de Grandpré;
. Can you find "RESOURCE\MODELS\Ships\Salamander1"? If not, you're probably also missing the new "Night Craft" quest for "Tales of a Sea Hawk";
. Sail to Hispaniola, land at Cape Francos, go into the jungle and turn right. If you've done it right, you should be at a pyramid temple. If it looks the same as the one on Cozumel, the game doesn't have B14's new pyramid.
 
I've no idea. It depends on whether the folks responsible for maintaining them copy these updates into BNH or MNH. Besides, this is mere cosmetics - there are far more significant changes in the currently available update, so see if you can find any of these:
. FreePlay character Aveline de Grandpré;
. Can you find "RESOURCE\MODELS\Ships\Salamander1"? If not, you're probably also missing the new "Night Craft" quest for "Tales of a Sea Hawk";
. Sail to Hispaniola, land at Cape Francos, go into the jungle and turn right. If you've done it right, you should be at a pyramid temple. If it looks the same as the one on Cozumel, the game doesn't have B14's new pyramid.
I don't have any version installed right now, so I can't check, sorry. It was more of a general question.

This furthers my worries about growing content discrepancies between the 3 versions, though. If we don't have any kind of overall supervision of updates like the changelog was in the past, in a couple years we'll have a hard time figuring out what is and isn't included in each version.
 
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