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WIP City of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod

The constant mouse problem has driven me to set this mod aside for now. :( The music pack is outstanding! I wish I knew how to port it over to GOF2.
 
This mouse problem of yours really is strange, I have been trying to think of what it might be, but I am really lost as to what exactly could be causing it. The fact that it only shows up when playing the mod is quite strange.

Just to make sure we have tried everything, what USB port is your mouse plugged in to? Is it plugged in to the motherboard directly, or is it plugged in to an external connector on the front of your computer? Have you tried changing USB ports?
 
Yes the mouse and keyboard are plugged into the back motherboard ports. I have been playing GOF2 all morning with no problems at all.

I prefer this mod just for the music packs and have been slowly deleting the GOF2 music I don't like. Wish I knew how to port the music controller over too.
 
It's strange that no one else has reported this issue, I am starting to become suspicious of the mod. I have some time off coming up, I will take a look at it and see if I can figure out what is going on. @Modder01 has been pretty silent the past couple of weeks.
 
Well, I decided to dig around and look at usb drivers and such and found one unknown device that was not polling correctly. So I pulled the mouse and keyboard and plugged them into different ports. This cleared up that bad usb device. Maybe there is a bad usb port in the motherboard.

Also, since I have been swapping motherboards in and out quite a bit lately I thought about looking for possible usb driver conflicts. Deleted 2 folders and things got better yet.

Then I played this mod for a few hours, and it is much much better. It still has an occasional catch in the mouse action, but it is rare and mild.

So I'm back to playing this mod again. Compared to GOF2 the music pack with 4 different packages is a winner, big time. Plus it seems to get better frame rates too. Other than that I can't tell the difference between them.
 
That is excellent news mate! Glad you finally tracked it down! :onya

It may not be a bad USB port, it may be a simple conflict of resources. Sometimes during bootup, the BIOS can get a bit confused when assigning addresses, especially if there are a lot of addon cards. I do not have much experience with the new UEFI BIOS's though, they may handle things a bit differently. One thing you might try is a setting in your BIOS called "Force ESCD Reset" or something similar, there should be an option for reset one or reset every boot. What that does is reset all the address assignments, and forces your motherboard to reassign them on the next boot. Sometimes this can also fix glitches like you have experienced. It doesn't slow the boot process at all, at least on Pre-UEFI BIOS's/
 
It seems that the hitch in the game is made worse when the in game sound volume is turned up. That is when the spinning and hangups are worst. With the sound turned down the hitch still happens, but not very often and does not cause any problems.
 
It works fine for me, but it may be because I never seem to make it past the first ship combat...... Sorry it took so long to come back. I have been off doing other things, namely trying to start work with a friend on an actual VRMMO (called - Sword Art Online: New Aincrad). I'm debating on developing the game from storm engine 2.5 AOP1 or developing it from scratch using Unreal Engine 3, but I've put it on the back burner for now.

For the new GOF version in your previous posts the only stuff I put in was purely cosmetic and increased functionality based, I didn't even touch anything related to the mouse. Maybe the file was fragmented. Every week I seem to get a heavily fragmented hard drive from hours of hardcore gameplay. I do not know why this issue is happening, but it should be fine.
 
I would heartily recommend you avoid the obsolete Storm engine and use a modern engine as your base. The game will look better and work better.

I have been studying it and it seems there is a slight hitch at the quadrants and when it catches and the mouse keeps moving it springs loose and spins like it has no self centering action. The hitch is there in other games like POTC but does not cause any problems. If I knew which files to import I would just use the ones from other games.
 
I just played this for a while again and while the music still has a rhythmic static issue the mouse is nice and smooth. This game is playable again! :keith
 
I reinstalled the mouse drivers and so far it plays very smoothly and has nice music. If it stays smooth this might be the best version of GOF.
 
Well that is music to my ears Hylie! The only systems I touched were sound events for cannons and put the AOP1 music scheme changer into the AOP2 directory and reprogrammed the default and other sound schemes to match AOP2's form.

On another front (AOP1) I discovered that I had edited the music interface and added music to put the same music for AOP1 as I did for AOP2 since I was intending to finish the Dutchman Quest the way I intended it. However, since I do not think AOP becoming stable is possible without a conversion to SOFS, or partial sharing of source from the SOFS team, I believe I can release this "update" as a micropatch until the day comes when SOFS merges with this mod to become the "best of both worlds" improvement for AOP1. Allowing to make it stable enough and easy enough to mod so that we do not stab in the dark each time we want a quest or other event to happen in the game. As the Russians know AOP1 not only due to their source knowledge of the game, but also able to update it without any errors quickly, I believe we should ask that modding team to share with us the knowledge (and maybe source code?) so those who want both games to become stable and easy to mod will get their wish. Also int he meantime someone should take the time to translate SOFS to English including comments in lines of code so that way we have a backup plan if the Russians say "no" to giving us at least partial source code to work with and sharing near secret knowledge with us.
 
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Speaking of music, the overall sound system has a bug on my system. I use a Creative X-FI just so you know. There is static and crackling in the sound. It comes in waves like RRRR RRrr Rrrr rrrr. Constantly. Also in battles when the cannons fire it pops and crackles. Kinda distracting. BUT! It is not consistent and there are periods when there is no static at all. This is a real shame because I really like the music in this game.

As to game play, it runs great at 60fps. I got into a 3 on 3 battle and in typical COAS fashion while I was busily boarding and sinking one of their ships they were happily boarding and sinking one of my ships. :bird:
 
Does anyone here understand hex editing? I am trying to learn how as a small change to the engine.exe in POTC seems to have helped that game. I want to make that same change in COAS but the start.exe is different.
 
Tonight I played this a little more, but this time before I started I turned on Turboboost which turned off 11 processes. Not only did I get a solid 60fps even at 8X speed but the music was crisp and clear.

Gotta remember to do this every time from now on.
 
Ayup! I use their Advanced System care 8 which includes Turboboost. There are other similar programs around like Enditall.
 
Now that this mod is working well I have come across an irritant. The sounds do not have enough distance. By that I mean that unless I am right next to a ship I can not hear its cannons firing. It bothers me to see smoke and flame but no roar. Forts are the same way as you have to be right next to them to hear them.

Does anyone know where the files that control distance are located?
 
Can you explain the following code to me?
in RPGUtilite.c:
Code:
{
case "Dep0":
    pchar.Ship.Type = GenerateShip(SHIP_BlackPearl, true);
   pchar.money = 22000;
break;
case "will":
   pchar.Ship.Type = GenerateShip(SHIP_CursedDutchman, true);
   pchar.money = 30000;
break;
case "luckyjack":
    pchar.Ship.Type = GenerateShip(SHIP_Sophie, true);
    pchar.money = 6000
break;
case "Norrington":
    pchar.Ship.Type = GenerateShip(SHIP_Interceptor, true);
    pchar.money = 6000
break;
case "Pitt":
    pchar.Ship.Type = GenerateShip(SHIP_SCHOONER, true);
    pchar.money = 12000;
break;
case "Alexander":
    pchar.Ship.Type = GenerateShip(SHIP_BARQUE, true);
    pchar.money = 12000
break;
case "Pat_0":
    pchar.Ship.Type = GenerateShip(SHIP_SLOOP, true);
    pchar.money = 15000
break;
case "Barbossa_P2":
    pchar.Ship.Type = GenerateShip(SHIP_Surprise, true);
   pchar.money = 25000;
break;
case "Resc_0":  //Nicolaas van Hoorn
    pchar.Ship.Type = GenerateShip(SHIP_FLEUT, true);
   pchar.money = 9000;
break;
case "Espinosa":  //Diego Espinoza
    pchar.Ship.Type = GenerateShip(SHIP_PDN, true);
   pchar.money = 11000;
break;
case "officer_14":  //Michiel Andrieszoon
    pchar.Ship.Type = GenerateShip(SHIP_EMPRESS, true);
   pchar.money = 10000;
break;
case "beltrop":  //Lawrence beltrop
    pchar.Ship.Type = GenerateShip(SHIP_NEPTUNUS, true);
   pchar.money = 17000;
break;
case "Angelica":  //Angelica
    pchar.Ship.Type = GenerateShip(SHIP_QueenAnnesRevenge, true);
   pchar.money = 25000;
break;

     if(!REALISTIC_SHIP_PURCHASE) // = If Realistic Ship Purchase is NOT enabled
{
   pchar.Ship.Type = GenerateShip((SHIP_BOUNTY + rand(3) - 1), 0);

   }
       else // = If Realistic SHIP PURCHASE IS enabled
     {

   pchar.Ship.Type = GenerateShip((SHIP_KETCH + rand(2) - 1), 0);
   }
}
   SetBaseShipData(pchar);
   pchar.Ship.Name = xiDStr("StartShip");
   // коцаем корабль
   pchar.ship.SP = sti(pchar.ship.SP) - 10;
   pchar.ship.HP = sti(pchar.ship.HP) - makeint(sti(pchar.ship.HP)/2);
   SetCrewQuantity(pchar, GetMinCrewQuantity(pchar));
   SetCharacterGoods(pchar, GOOD_LEATHER,125)
   SetCharacterGoods(pchar, GOOD_CHOCOLATE,100)

I want to make it so that realistic ship purchasing doesn't have to do with the characters generation starting ship.

Also where is the Peter Blood story quest located? I want to change the spanish frigate to a brig or a sloop of war so that the gunner will be more effective in combat.

A little late but the more realistic code above just means that if your playing with the more realistic ship purchase on your starting ship will be one of the following ships (in less you pick a player who has been defined a starting ship).

Realistic ship enabled

Tartane
War Tartane
Lugger
Bermsloop
Hannah
Ketch

With realistic ship purchase disabled
Tartane
War Tartane
Lugger
Bermsloop
Hannah
Ketch
Bounty

All this can be found in programs/ships = ships.H. The game takes the name of the ship from the following line of code and all ships listed in order up to that ship can be generated as your starting ship. Realistic ship purchase was added to A) stop large ships like Man Of War, Galleons from been available to purchase at the ship yard and B) to reduce the likelihood of them been generated to early in game at sea so you had a feeling of progression rather than oh there's a big ship wham bam thankyou mam now I have a big ship and I'm indestructible. But for those who didn't want that they could switch it off and play it the way vanilla was setup.

Code:
  if(!REALISTIC_SHIP_PURCHASE) // = If Realistic Ship Purchase is NOT enabled
{
  pchar.Ship.Type = GenerateShip((SHIP_BOUNTY + rand(3) - 1), 0);

  }
  else // = If Realistic SHIP PURCHASE IS enabled
  {

  pchar.Ship.Type = GenerateShip((SHIP_KETCH + rand(2) - 1), 0);
  }
}
 
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