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    Maelstrom New Horizons


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Guide TEHO modding (tehomod and scripts are here)

It seems that scripts have errors, but even if you fix them they could be incompatible
At least try to check lines specified in error log
 
If someone is able to move together with the resources of the "City of Lost Ships" on the Storm 2.9 please give the instructions. I also want to say this: if someone can also open Seadogs Dead Man Chest, I would be very grateful. There's a lot of new locations. I do not know if this game came out in the west, but if you want I will give power to the torrent. Crack it not, you need to emulate a disk image.

Screenshot from Seadogs Dead Man Chest: корсары сундук мертвеца - Поиск в Google

And some video:

 
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Just loaded COAS 1.3.2AT on a first try under Storm 2.9... Still errors in log, but I don't think this couldn't be fixed
 
How do I see the error you have progressed beyond me. You have the rest of the captains of the counted in the game, I have not. But the reports are not visible, you could play a game or you got the same mistake as me.
 
1.5.1 scripts uploaded(Russian)
Since DX9 is no longer used(xD), you don't have to rename d3d8 to d3d9 to use it with 1.5.1

UPD
tehomod 0.5:
fixed init error
correct offsets for future updates
 
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tehomod 0.6:
added keybindings feature(see description in tehomod.ini)
small fixes
 
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Uploaded new 1.5.1 Russian scripts(from 4.02.2017)

tehomod 0.7:
added the ability to specify game version for loading custom scripts
 
tehomod 0.8:
Added the ability to make mod-specific configs. this won't allow you to use different mods that include same files without merging them, but makes mod managing simple without tweaking tehomod.ini. Also provides separate version checking.
Config should be named "tehomod_yourmodname.txt". It loads automatically
Example of config: name - tehomod_testmod.txt
Contents:
; Example of custom config
; Title, ReqVersion and Scripts fields are necessary only if you need version checking
[Mod]
Title="Test"
Enabled=1
BindsEnabled=1
ReqVersion=ver. 1.4.1 ENG
Scripts=test1.c
 test/test2.c
 interface/test3.c

[Binds]
LOGF1.0x70=Log_Info("F1 Pressed");
 
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Hello I'm new here. This message is my first message :D . I need help I can't install this mod my SDTEHO ver.1.3 EN 1Dlc. I used this game but I want to This mod Pleas mod install progress help. I want to mod install video. Thanks...
 
Hello I'm new here. This message is my first message :D . I need help I can't install this mod my SDTEHO ver.1.3 EN 1Dlc. I used this game but I want to This mod Pleas mod install progress help. I want to mod install video. Thanks...
The installation is so simple that the video would only complicate it =) You only need to unpack zip file into your game folder
Note that ver. 1.3 is too outdated, Hook's Mod doesn't support it and I have no scripts from this version
 
I have a silly question:
Did anyone noticed some differences between Storm Engine 2.8 and Storm Engine 2.9, other than the latter is upgraded to DX 9?

PS. Thank you very much for unlocked scripts.
BTW, I'm looking in dialogs folder and wondering, what kind of idiot made such localization, far worse even from that of PoTC Build 13? Here, you can have only one language and edit code files to make a translation… Poorly done!
 
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I'm looking in dialogs folder and wondering, what kind of idiot made such localization, far worse even from that of PoTC Build 13?
Obviously the PotC localisation support was pretty good, even if we never managed to fully put it to use.
You made it, so of course it was good. ;)
 
I have a silly question:
Did anyone noticed some differences between Storm Engine 2.8 and Storm Engine 2.9, other than the latter is upgraded to DX 9?
All that I have noticed:
messages.h:
#define MSG_SHIP_SET_HEEL_XZ 50330 // ugeen 29.11.10
#define MSG_LOCATION_VIEWSTATEBARS 30156 // "ll" отображение состояния противника (HP, энергия) <-- ugeen 24.05.12
locations.c (cuz they are implemented in Location.dll, LOL)
native int SetAchievement(string id);
native int GetAchievement(string id);
native int SetStat(string id, int value);
native int GetStat(string id);
native int StoreStats();
native int ClearAchievement(string id);
native int ResetStats(int bAchievementsToo);

BTW, DX9 was already reverted to DX8 due to instability.

BTW, I'm looking in dialogs folder and wondering, what kind of idiot made such localization, far worse even from that of PoTC Build 13? Here, you can have only one language and edit code files to make a translation… Poorly done!
I fully agree with you. I had to use language files with postfixes and version string parsing to overcome this ugliness.
Many strings are also hardcoded in scripts which makes impossible to translate them if scripts are packed. Release of 1.5 English version was scheduled for January, but still there is no news, and even if community would translate script par, I bet BMS will ignore them just like they ignored and deleted Hook's fixes from their forum. Absurd
 
All that I have noticed:
messages.h:

locations.c (cuz they are implemented in Location.dll, LOL)


BTW, DX9 was already reverted to DX8 due to instability.
It's basically SE 2.8 then. I wonder, upgrading it to DX9 was really that hard? That's true, I didn't do it yet, but my aim is to rewrite a code to allow support for various rendering libraries, both DirectX and OpenGL. Other thing is, that despite trying of various ways to achieve that, I didn't succeeded yet. :(

I fully agree with you. I had to use language files with postfixes and version string parsing to overcome this ugliness.
Many strings are also hardcoded in scripts which makes impossible to translate them if scripts are packed. Release of 1.5 English version was scheduled for January, but still there is no news, and even if community would translate script par, I bet BMS will ignore them just like they ignored and deleted Hook's fixes from their forum. Absurd
They probably want to permanently lock scripts and BMS doesn't want anybody to mess with their product. Good thing, Akella and Seaward.ru weren't so “nasty”. :D
 
Obviously the PotC localisation support was pretty good, even if we never managed to fully put it to use.
You made it, so of course it was good. ;)
With all due respect, localization in PoTC B13 created someone else. I indeed made a localization for AoP: CoAS.
 
With all due respect, localization in PoTC B13 created someone else. I indeed made a localization for AoP: CoAS.
Oh, you're right; Maximus worked on it for Build 13.
Pretty sure you did a large amount of the stuff for Build 14 though. Right....?
 
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