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Mod Release Three new locations in Colombia (including Gambling House)

Ah I misunderstood you first. no problem. I will take a look at changing the locations file so the mansion is relocated. Thanks for the locators.
And ill make sure the lighting is done and the background is fixed.

Is there anyone with experience in fixing pathfiles? There is a problem in the path file for the cartegena town where one of the stairs doesn't connect halfway so you get blocked.
 
There is a problem in the path file for the cartegena town where one of the stairs doesn't connect halfway so you get blocked.
Yes that's one of the problems I noticed. I have never been able to fix that other than either a workaround or adding a fence indicating that it's out of use.
You can move around points in the walkpaths but it's easy to make it even worse.
 
Ah I misunderstood you first. no problem. I will take a look at changing the locations file so the mansion is relocated. Thanks for the locators.
And ill make sure the lighting is done and the background is fixed.
I've already amended the locations file to include the mansion, Chima's house, and the trade office. (The entry for "CdC_Office" will change when I've finished the new interior.) Then I started a FreePlay game as a Spanish character, sailed from San Juan to Cartagena, and visited all three new locations. And that's when I found that I had to change the label for the trade office to "Casa de Contratacion", without the accent over the "o", because "ó" does not display correctly in the door label. It does show correctly in the dialog, though. It's also how I found out about the lighting in the mansion. Chima's house is fine, as is she.
 

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  • Colombia.c
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Yes that's one of the problems I noticed. I have never been able to fix that other than either a workaround or adding a fence indicating that it's out of use.
You can move around points in the walkpaths but it's easy to make it even worse.
yeah the points dont seem to be on the same height, and I haven't figured out yet how you can manually enter coördinates for the points in TOOL.
 
This is how the Casa de Contratación looks now:
residence_cdc1.jpg

The pinkish tone is not due to lighting. I found an image of some coloured marble, used it to retexture some parts, and colour-shifted the rest to match. The floor is also textured from another image of marble tiles which I found. The carpet is also different to the original in the Santiago town hall.

And this is the guy who'll sell you the Spanish merchant licence:
cdc_officer.jpg

The room uses the standard Port Royale background, not that it matters because the only windows in the room are at the back. Outside the building, you can't see what's behind it, so the window view could be anything.
 
British merchants can buy their licence from the East India Company in Port Royale. Dutch merchants can get theirs from the Dutch West India Company in Willemstad. Spanish merchants currently have nowhere to buy a licence, and that big building in the location near the port is the perfect home for the local office of the Casa de Contratación.
Fair point. :onya

I'd reckon that Cartagena town centre needs at most three backgrounds. One for the area near the gate (shipyard, loanshark, and whatever you have planned for "reload13"). One for the area near the church (tailor and your mansion). And possibly one for the area with the store, blacksmith and second tavern, though they might get away with the shipyard/loanshark background. Bear in mind that unless you go right next to a window with the specific intent of seeing whether the view matches what you see when you leave the building, you don't see much through the window anyway.

And then there are other locations which could do with new backgrounds - Havana, Santiago, Santo Domingo, Turks Island... :p
Nobody ever complained about backgrounds not matching their locations in the mod, so clearly it's not something that stands out very much.

Yes that's one of the problems I noticed. I have never been able to fix that other than either a workaround or adding a fence indicating that it's out of use.
You can move around points in the walkpaths but it's easy to make it even worse.
If you want fancy things done, maybe that's something that could be asked on the Discord?
I don't think any of you use that, but there's quite a bit of activity there these days!
And that includes people from BlackMark Studios, other official developers, and also a bunch of people doing work on the Storm Engine Source Code.
I believe they have the source code for the various Akella TOOLS too, which means they might have a better idea of how those binary files can be read and perhaps modified.
 
I'm checking if I can fix the patch for cartagena but just moving the dots isn't enough. I actually managed to used a hex editor to make sure the dots would be on the same place (TOOL has some problem loading it in a way you can edit it) but I think a triangle has to be added. Do we have any tools for this? If not does anyone know what the second row of numbers for the triangles mean?
triangles.png

The first 3 numbers are the points between where lines have to be drawn. The number after the - is the normal for the triangle. but the numbers after the -> I can't seem to figure out what they mean. Does anyone know this?
 
I'm checking if I can fix the patch for cartagena but just moving the dots isn't enough. I actually managed to used a hex editor to make sure the dots would be on the same place (TOOL has some problem loading it in a way you can edit it) but I think a triangle has to be added. Do we have any tools for this?
Probably Maya.
Lemme ask on the Discord...
 
HA! managed to fix the stairs in cartagena kind off. They are serviceable. Idealy the normal should be fixed or some more triangles should be added. You now get a slight graphic glitch if you walk up/down but probably only noticable if I tell you this. And it's still better then suddenly being blocked.
I don't wanna look into it more now but maybe later I can fix that too. Not in the mood to figure out how the normals work exactly.
In the end I fixed it by doing this:

I opened the patch file in a hex editor (HxD is what I use) and figured out that the triangles section start at 4c and the points section start at 27AC (I determined this by first checking where the first value started so where the file header was finished and then determining how much one entry is is. Triangles take up 16 bytes and points take up 12 bytes so by checking how many triangles there are I could figure this out, else I could have also gotten it from the file header maybe. There seems to be some kind of size data in the file header too but didn't need to check that now.

I use this site to convert hex value into numbers Online Hex Converter - Bytes, Ints, Floats, Significance, Endians - SCADACore
for the points it uses "Float - Little Endian (DCBA)" for the triangles it uses "INT16 - Little Endian (BA)"

I first went to point 393 (starts at 3A18) and copied it's valued (all 12 bytes), then I went to point 399 (start at 3A60) and pasted them there.
After that I went to the triangles. I first looked up 622 (starts at 272C) and added the value "625" in byte 12 and 13 (so that would be "71 02" in hex because it is reversed). This value means that the vertices between the 3rd and first point of the triangle is attached to triangle 625. I then went to triangle 625 (starts at 275C) and there added "622" in byte 8 and 9 because the vertices between point 1 and 2 connects to triangle 622.

This means that the triangles now connect and are also attached to each other.

Edit: I was curious and indeed in the header it shows the length of different sections start at address 18 there are 4 bytes values in the type "UINT32 - Little Endian (DCBA)" which define the length of different sections
 

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  • cartTown_pd.zip
    40.6 KB · Views: 149
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That's very good news!
I saw another place where you could walk to far, right into a building. That's easier
to fix I think and I'll give it a try continuing on your patch file.
 
That's very good news!
I saw another place where you could walk to far, right into a building. That's easier
to fix I think and I'll give it a try continuing on your patch file.
is it the location close to the hotel? I believe I've seen that one too where you can walk to the door and the slightly clip trough the geomertry
 
oh @Jack Rackham and @Grey Roger I also just found out how the game determines which sound is played if you walk on the patch, so if you ever need some help with that let me know. it might give you some fun options for quests
 
Alright, I'm curious - how does it work?
In the patch file at the botom it has sound files defined. And in the triangles the last two bytes specify which sound file is associated with those triangles. in TOOL these triangles will also be coloured differently
 
Still need to do more stuff with lighting etc and need to retexture the table. But finally getting there :). The patch is also edited so the table has collision detection etc :) .
This will be in the upstair area above the loanshark in the cartegana town.
Oh and the roulette board rotates :D now also checking if I can make it go faster/slower ingame so if you do a bet it will spin fast and then stop spinning :p .
 

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  • casinoWIP.png
    casinoWIP.png
    3.7 MB · Views: 221
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