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Solved Updating the Worldmap

Here is a system.log with the Conceicao Vboxcenter error.
 

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  • system.log
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You have to move the Islands[ISLANDS_QUANTITY] code into PROGRAM\ISLANDS\Islands_init.c for that.
And then we're going to have to put the locations from InitColombia(int n) into its own location init file too.
But I can easily do that when the time comes. :yes

Here is a system.log with the Conceicao Vboxcenter error.
I've seen that too; not sure where it comes from. That isn't a worldmap issue though.
Try deleting the "Conceicao_port.ini" and "Conceicao_port.tga.zap" in RESOURCE\foam\locations\town_Conceicao\port .
That will cause the game to generate new ones next time you get into port, which hopefully will not cause errors.
 
Armada, before you try to update the map coordinates in initItems.c as well, I wanted to let you know I'll be trying to make that use the M-key version instead.
That'd save you at least that trouble...
 
And some more information, Armada: I've just about got Cartagena working properly in the game without using the separate initialization code.
Immediate effect: We've got Coast Raiders there now. Better, I do believe! :cheeky

Edit: Yep, all seems to be working fine. And I fixed the Colonies/Tradebook interface to display properly for islands without a store on them too.
 
I've seen that too; not sure where it comes from. That isn't a worldmap issue though.
Try deleting the "Conceicao_port.ini" and "Conceicao_port.tga.zap" in RESOURCE\foam\locations\town_Conceicao\port .
That will cause the game to generate new ones next time you get into port, which hopefully will not cause errors.
It no longer causes CTDs for me but might for those with marginal hardware.
 
You have to move the Islands[ISLANDS_QUANTITY] code into PROGRAM\ISLANDS\Islands_init.c for that.
And then we're going to have to put the locations from InitColombia(int n) into its own location init file too.
But I can easily do that when the time comes. :yes

In that case, I might as well give you everything I've done so far, so you can merge it with your files and finish the finer details.
The only things missing are the arrow models which I haven't done yet, but I'll upload them once they're finished.
See here for the files: NewWorldMap.7z

Armada, before you try to update the map coordinates in initItems.c as well, I wanted to let you know I'll be trying to make that use the M-key version instead.
That'd save you at least that trouble...

Thank goodness I haven't started that yet; this sounds like a much better solution. :onya

And some more information, Armada: I've just about got Cartagena working properly in the game without using the separate initialization code.
Immediate effect: We've got Coast Raiders there now. Better, I do believe! :cheeky

Edit: Yep, all seems to be working fine. And I fixed the Colonies/Tradebook interface to display properly for islands without a store on them too.

Cool! I'm sure we'll be wanting to add a store to Cartagena at some point, of course.
 
Brilliant, thanks a lot! :bow
Did you do a updated Map.tga and Map_scaled.tga texture files? We will be needing those one way or another.
Anyway, I'll get onto it. :doff

Cool! I'm sure we'll be wanting to add a store to Cartagena at some point, of course.
Naturally! Right now it is "half" a real town, but we'll get there.
 
So how's this for an updated version of the normal Archipelago Map:
Archipelago_map_NEW.jpg
I'm very pleased with the replicated effects surrounding the islands, but I'm not so sure what to do about the far left edge of the mainland. It seems like an awkward cut-off point.
I guess the ideal solution would be to flip the map background (except for the text) and have the mainland meet the edge of the texture, but that would probably mess things up in-game.
Any thoughts?

EDIT: And how should we deal with an Open Sea version of the map? Scaling the islands and leaving the mainland as-is?
 
So how's this for an updated version of the normal Archipelago Map:
Eeeexcellent! I had just done a pathetic placeholder version for myself and it does match up quite perfectly in the game.

I guess the ideal solution would be to flip the map background (except for the text) and have the mainland meet the edge of the texture, but that would probably mess things up in-game.
Any thoughts?
You mean to move the whole island area to the left? I do believe we can do that. :yes

EDIT: And how should we deal with an Open Sea version of the map? Scaling the islands and leaving the mainland as-is?
That's the only reasonable solution I can think of. Scaling the mainland will be.... weird. :shock
 
Extract attached to PROGRAM\ISLANDS . That should get Cartagena to work.
However, there DOES seem to be a quite massive problem with that and I think it is related to you having to rotate that worldmap 180 degrees.
Because the Cartagena "island" model is NOT rotated 180 degrees. So when you think you exit 3D sailing mode at sea, you end up in the LAND.
And when you sail away, you're heading SOUTH. :shock

Edit: By the way, do you know if that new archipelago map matches up properly with the previous one's positioning?
I made my place-holder by taking the OLD sea.tga and putting that on the original map to ensure it matched up.
Then I placed the new sea.tga exactly on top so it'd match up with the old one. However, when I check yours against mine, this is what I see:
Archipelago_overlay.jpg

So which one is right...? :confused:
 

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  • Islands_init.zip
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I'll upload everything I've accumulated over the past week as soon as I've got a few more things done.
Next up: Simplifying the code for the Maps. I'll be removing the whole "selection" thing in the Map menu itself; you can do that in the Inventory screen just fine. :whipa
 
hm I only have two exams left in this week, so I maybe will take my first step into modding (I had a bit java and actionscript in this semester, I hope this helps me a bit^^). I already did some simple copy-and-paste stuff, like creating new cannons ;)
So if you have some easy work to get done, I'm willing to help ;)
 
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