• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. Ellaface

    Mod Release AOP COAS Rougher Sea's/Rolling Waves Release

    Done :) the files are on the main post , i figure it cant hurt to leave all the variables up to give people more of a choice , I cant say i noticed the lack of vision from on deck, i tend to fire in 3rd person, albeit i wait till im sat atop a wave or can actually see xD. Port shouldn't be...
  2. Ellaface

    Mod Release AOP COAS Rougher Sea's/Rolling Waves Release

    If you like the general motion of the sea and speed it moves but it is solely the height of the waves that's your biggest bugbear the line of code you are looking for is : Weathers[n].Sea2.Amp1 = By default i think this is set to 6 , in Dramatic its set to 60, in Less Dramatic its 30. As ive...
  3. Ellaface

    Mod Release AOP COAS Rougher Sea's/Rolling Waves Release

    Made an update to the main post , a less dramatic version is also attached to it now with a video coming shortly :)
  4. Ellaface

    Mod Release AOP COAS Rougher Sea's/Rolling Waves Release

    I think id best link the thread to my friend haha , im about as code literate as "potato" but thanks :)
  5. Ellaface

    Mod Release AOP COAS Rougher Sea's/Rolling Waves Release

    One of my friends who knows code starting talking to me about being able to add random variables and such , as it stands its just theoretical but im thinking between us we may be able to code it so the main wave amplitude / ripple amplitude takes a value between 30-60 and ripples between say 2-6...
  6. Ellaface

    Solved Sea / Sea Edits COAS

    Made an actual release thread now here , please use the following if you have any questions or issues http://www.piratesahoy.net/threads/aop-coas-rougher-seas-rolling-waves-release.25224/ Feel free to close & or delete this one Hylie , and thanks again for helping me test it out :)
  7. Ellaface

    Mod Release AOP COAS Rougher Sea's/Rolling Waves Release

    An edit to all the times of day weather files to make the sea a lot more rolling & grand + increase the distance of the bow wave. This doesn't affect Port , or any other moor-able locations in the game. The waves are quite large, default to that of the storm so clipping on smaller ships will...
  8. Ellaface

    Solved Sea / Sea Edits COAS

    Fiiinally got it i think , all weathers covered , fixed that stupid one that you found ~.~ it was missing a single decimal 0 >.> If you try this PLEASE back up your weathers found in Program/weathers/init.
  9. Ellaface

    Solved Sea / Sea Edits COAS

    aaah im using GOF 2.0 , although i do have that ridiculously god awful wave thing in one of my weathers , which is good sign cos it means a made a boo somewhere in code xD also the sea doesnt rough up either in port / close to land , ill amend that tomorrow, if you could map sail out for me ...
  10. Ellaface

    Solved Sea / Sea Edits COAS

    Here you go :3
  11. Ellaface

    Solved Sea / Sea Edits COAS

    whoooah , that shouldnt happen o.o hrm im gonna video it an show you what it should be like, do you use GOF or anthing else that may edit weather? im wondering if my c files have some extra / different lines
  12. Ellaface

    Solved Sea / Sea Edits COAS

    try mapmode out of port/near a moorable bay :3 might be that it doesnt work there :/
  13. Ellaface

    Solved Sea / Sea Edits COAS

    After a while of playing ive managed to mimic the storm sea wave pattern & pace, I have about 2 weather files left to edit and will be putting them up later if all goes well :) Ill probably play with the sea colour at a later date too but as it stands its like the below image :3
  14. Ellaface

    Solved Sea / Sea Edits COAS

    the only way ive found to get rid of the mechanical manner lurch you speak of is to slow the wave speed down which is this line in the weather files: Weathers[n].Sea2.AnimSpeed1 that way its giving the ship more a substantially bigger time lapse before it needs to "adjust" its position on the...
  15. Ellaface

    Solved Sea / Sea Edits COAS

    As the title pretty much says ive been playing around with the sea files quite a bit lately , i figured out these lines so far : Weathers[n].Sea2.Amp1 - wave amplitude , aka height Weathers[n].Sea2.AnimSpeed1 - speed at which the waves move, works better lower if you set the waves larger...
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