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Sea Dogs: To Each His Own - final DLC announcement & voting charts

You sound very optimistic. The question is if a complete big TEHO mod will be legal with a locked program folder. That is what makes me worry all the time. Or don´t you give a damn on that?
Modding often has a shady legal status.
Whether it is a big or a small mod probably doesn't make much difference.
 
I thought that till now the mods for TEHO were only happening outside the games program folder or do they already happen in the locked scripts?
 
You sound very optimistic. The question is if a complete big TEHO mod will be legal with a locked program folder. That is what makes me worry all the time. Or don´t you give a damn on that?
There is no unequivocal answer. However, one can say it's legal until you don't damage sales ecosystem

I thought that till now the mods for TEHO were only happening outside the games program folder or do they already happen in the locked scripts?
For almost a year already
Guide - TEHO modding (tehomod and scripts are here)
 
As far as i know that were russians (seaward.ru) only.

You mentioned the Gentlemen of Fortune mod. That was made using COAS by people from Pirates Ahoy.

You sound very optimistic. The question is if a complete big TEHO mod will be legal with a locked program folder. That is what makes me worry all the time. Or don´t you give a damn on that?

"Frankly my dear..." -- Rhett Butler in "Gone With the Wind". Famous movie quote. In other words, I'm not worried about it.

I don't know how much complaining they might do. They've already used some of my bug fixes and translations in the game, and I think the ESC menu graphic is the one I made to replace the Russian version.

You can see what I've done so far in the readme file in the Hookmod thread.
 
Good to know that the voting results don´t have any influence on modding the whole game then. My biggest wish at the moment would be propper english for the whole game. Maybe one or more modder would like to work on it by the time. :)
 
My biggest wish at the moment would be propper english for the whole game. Maybe one or more modder would like to work on it by the time.

Feel free. :) This is something that doesn't take any programming knowledge. You just have to search the various files for the string that you wish to change.

I personally use Code::Blocks for this. It's a programmer's editor and is easy enough to set up. Once you've got all the files imported, just select "find in files" and type in your string. A list comes up of every file where that string appears, and you can click on the list to edit the file. Then make a copy of the file somewhere so you don't lose it.

Here's an example from Common_Portman.c:

Code:
//   pchar.questTemp.WPU.Current.Add = "сводку цен для хозяина магазина";
       pchar.questTemp.WPU.Current.Add = "a price list for the store owner";     // LDH 23Jan17 translated

Hook
 
Thanks for the manual. Beginning of 2018 i will see how far i can get with it. For shure i will need help again if i´m able to finish a big part, for creating a setup to also be able to install it after the main game because copy and paste would not satisfy me after all.
 
If you get me the translations, I'll make the necessary setup files to install them. I don't need them all at once and it's easier if I only have a few at a time anyway. Having the path to the file will help, but I can work without it if necessary. In my example the path would be "dialogs\russian\Common_Portman.c" and the best way to do this is to include the folder structure with PROGRAM at the top level.

Notice in my example that I put my initials at the end of the line in a comment: "// LDH 23Jan17 translated". If you do the same with your initials (or whatever short unique identifying mark you wish) it will be easy to find all your changes. My example also has the original line commented out with "//" at the beginning so anyone seeing the changes can compare easily.

Also, the developers used some of my translations and bug fixes from Hookmod, so we can also submit the changes to the studio and get them officially included in the game. The two translations of mine they used still have my initials in the official code. :D

Hook
 
Looks like they are appreciating every useful help and therefore don´t mind if people use their locked scripts for it. That would be really tolerant.

Let´s see how far we can get together next year and thanks for offering your assistance to me. This will be the first time in my life that i´m starting translations and because of that i will have to ask a lot of questions to you. We should open an extra thread for it then.

Till now i was only writing many walkthroughs for adventure and role playing games over the years which i stopped already because of too much work for my age. But playing games still works and some translations should be ok for me too.

The most annoying sentense for me in the game is: "Did you need an officer captain" instead of "Do you need an officer captain". There must have been one translator that always talked in past when it´s present because you can find that in many conversations.
 
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The most annoying sentense for me in the game is: "Did you need an officer captain" instead of "Do you need an officer captain".

That's a regional variation on English. "Do you need..." is better, but "Did you need..." is sometimes used.

If you read very much historical fiction you'll see much much worse. :D

Hook
 
I principly can´t stand conversations in the past form when the present is meant. :facepalm And because one of the TEHO translators did that during the whole main plot, there is waiting a lot of work for me. :facepalm Happy new year! xD
 
Maybe but in this case my first thought was a lack of knowledge because of all the other mistranslations nearby. Anyway i will have to roll up my sleeves once more. ;)
 
Although I have not posted in this forums in a LONG time, it is still possible to mod some parts of SDTEHO and do quite a bit with what is available regarding scripts.
Most of the tricks that worked with COAS still work with the Storm Engine 2.9 such as replacing ships, sounds, graphics, and so on.
For example, I replaced one of the Frigates with the USS Constitution model, textures, and sailorpoints, if you want to sail that ship instead of the others.
That is possible without much work, and will not break the game.
That is direct, simple example.

It is unfortunate, I cannot do full "modding magic" with some of the features, because the full availability is not unlocked without the full PROGRAM folder. It just makes it harder due to not being able to test full consistency with unpredictable results.

I still have my MASSIVE custom 35 GB COAS (GOF 2.0 + Eras + custom graphics/quests/added features/music/sound/voicework) game on my backup hard drive with most of the HD upgrades that I finished years ago, if the game ever went into "abandonware" status.
Checking I had 175 unique ship models in my version of the game, about 3/4+ with sailorpoints.
I could not post it publically until that time.
It brought a whole new level to the game for enjoyment, although the Storm Engine 2.8 never was fully optimized to run at resolutions properly above 1080p, although you could override the settings and get incredible performance with some file compression.
The main problem was the way that the engine loads files, which could cause crashes in very large sea battles.

TEHO Mod did allow me to add MORE ships back to the game, using overridden scripts, however this still requires a new game, or the game will crash, just as COAS did. A lot more fun with more choices at the shipyards. I probably could do anything I wanted, but I do not know how it might impact ship specific quests.

There is no current way to modify the Vert- resolution problem in SDTHEO EXCEPT to restructure the graphics to play at these type of resolutions fully which I did with my HD modding on COAS.

I did see recently based on my interest in the final DLC (Hero of the Nation) that the designers did update the dialogue files so they are not so humorous and disjointed from the original Russian translation. Those are also viewable since those are not locked away.
 

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There is no current way to modify the Vert- resolution problem in SDTHEO EXCEPT to restructure the graphics to play at these type of resolutions fully which I did with my HD modding on COAS.

I would be very glad for any help that you could give me for changing the Vert- deficiency values to get the correct zooming out on land and sea as well as the correct Aspect Ratio values for my 32 inch monitor with 2560 x 1440 resolution.

Please let me know how to do it as soon as you found a way to do it for TEHO because a perfect graphic is one of the most important things for me in my favourite games.
 
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I still have my MASSIVE custom 35 GB COAS (GOF 2.0 + Eras + custom graphics/quests/added features/music/sound/voicework) game on my backup hard drive with most of the HD upgrades that I finished years ago, if the game ever went into "abandonware" status.
Checking I had 175 unique ship models in my version of the game, about 3/4+ with sailorpoints.
I could not post it publically until that time.
It brought a whole new level to the game for enjoyment, although the Storm Engine 2.8 never was fully optimized to run at resolutions properly above 1080p, although you could override the settings and get incredible performance with some file compression.
The main problem was the way that the engine loads files, which could cause crashes in very large sea battles.

Ah, but that was 'then' and this is now...your ERAS experience is now outdated.

ERAS is now 18.7 gb, but with far more content than two years ago, as all texture files have been compressed with a tool I wrote to accomplish this. New music, plus the music schemes from COAS, GOF, POTC, Caribbean Tales are bundled and can be selected.

214 Ships, but with an expansion made to increase the number of hull directories that can be achieved per ship, beyond 3, and there are actually 763 different ship variations.

FMOD for sound is now the latest 12/6/2017 release and a feature to randomly revolve song tracks, instead of looping the same one, over and over.

The large battle crashing is no longer a problem and really had nothing to do with file sizes, but rather involved the vertex reads from the baked models that were sometimes not handled well if they differed from the expected model node traversals. Memory fragmentation also led to poor performance and sometimes crashing, and that has been greatly mitigated with a new memory allocation scheme in the engine.

ERAS is now faster, more efficient and does not crash like COAS or GOF. It is available in the original DirectX 8 (though all the aforementioned bugs fixed within the engine, of course), same as COAS was out-of-the-box, but was also upgraded to DirectX 9. We also have a 64 bit version, but only 2 people have so far been granted that version.
 
Announcement of the final DLC for the original storyline:

Steam Community :: Group Announcements :: Sea Dogs: To Each His Own

I can hardly believe that only 25% have voted for open scripts because i was watching people voting for modding from the beginning of the so called Community Survey and nearly everyone wanted to see it allowed.

Even after publishing the final results, the devs don´t tell if or when they will allow modding or not.

I would be very surprised if they ever will.
I totally agree with you!! :thumbs1
 
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