• New Horizons on Maelstrom
    Maelstrom New Horizons


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    Key Assignment text with mines and DS toggle

    A small addition: here is an updated version of the Documentation\Default Key Assignment.txt file. It now mentions that at sea Key 0 toggles Directsail and Key 9 launches a mine. IMHO this makes sense cause otherwise many new players will ever realize that these functions exist. :mm The Build...
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    Thank you for this sequel !!

    Hi all :gday I want to thank everybody who took part in the creation of New Horizon. Wonderful work :god2 Some years ago I quit PotC and PotC modding because - apart form a lack of sparetime - I had modded and playtested this game so much that I just couldn't stand it anymore. The fun was...
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    Mooring ships at the jetty

    Pieter had the idea of placing the ship of some questcharacter directly beside the pier/jetty in Redmond. Basically that is no problem: You can put someone's ship into a port (land)location by means of the command SetCharacterShipLocation(CharacterFromID("Barbossa"), "Redmond_Port"); That one...
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    Location & island remodeling campaign

    By means of Inez Diaz fabulous tool for converting GM models you -yes, YOU- can easily change models by removing and/or adding model components. That way you -yes, YOU- can create landlocations and islands that look completely different from the stock ones. Unfortunately the tool comes with...
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    Location Remodeling with Inez Tool

    By means of Inez Diaz fabulous tool for converting GM models you -yes, YOU- can easily change models by removing and/or adding model components. That way you -yes, YOU- can create landlocations and islands that look completely different from the stock ones. (see picture in <a...
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    Direct, continuous sailing

    People who want a fast actiongame and use time compression to get to the next port faster will NOT care for this. But many people who enjoy the sailing in seaview have already asked for a feature that lets you sail to another island without the map. Here is an EXPERIMENTAL! mod that COULD one...
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    House texture appears speckled

    In Build 13 the interior walls of the buidlingset "house" appear speckled grey. Strange thing is that all looks perfect on an old (march06) PotC installation. In the GM viewer B_house02.gm looks fine as well. The model and the texture of the house have NOT been changed, and even if I copy those...
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    Sail texture question

    I would like to change this Buildsetting.h description: <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define DEFAULT_SAILS    2     // 1: Age of Pirates: All ships AoP white sails     // 2: Pirates of the Burning Sea: All ships PotBS white...
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    Anonymous codechanges

    Sorry, I have to drag this one into the public, as it is not the first of such incidents: <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Bug Tracker report 0000187: Ctd in saint martin Description: i had a CTD when i wanted to sleep in the tavern hall of...
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    Bug Tracker registration

    The Bug Tracker looks like an excellent tool to orginize a common debugging effort, so I thought I'd register there and tackle some of the reports. Did that yesterday but haven't received the necessary confirmation mail yet. Does anyone know if that is a normal delay? Or has anyone here access...
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    Revival locations for new islands

    (Read a question about this somewhere, but can't find the thread again, so made a new one) Re: Awakening on QC after "almost" dying on new islands: QC is the default resurrection point for all locations which are not near one of the original taverns. Reasoning: QC as piratehideout is just the...
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    What needs to be done next ?

    I have some sparetime this month, and instead of starting some new modproject I thought I'd better try to close gaps in the Modpack. IMHO we have made good progress there lately (correct me if I'm wrong): transfer bug fixed, ammo mod and flagraising work fine, thanks to JRH and KK. So what do...
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    Shipmodels for the worldmap

    One thing I don't like about the PotC worldmap is that the ships remind me of toddler toyships, especially in contrast to the beautiful ships of the seaview. So I cobbled new shipmodels for the map together, by combining the nice seaview hull models with a rig made of "Inez Tool" elements <img...
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    Solved The Building Set for PotC

    The negative aspects first: The looks of the buildings that this mod adds to the game are sometimes a bit odd. I am rather ignorant of modelling, only thanks to Ines Diaz' Tool could I cobble new building models together (from other model(part)s ), and often that shows through. The buildings...
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    What is dialogDisable good for ?

    Recently I noticed that I couldn't open the looting dialog anymore in the Greenford abbey crypt, pressing the "Open dialog" key simply caused no reaction. This happened only if I entered the location through certain entries. Petros had the same problem in Oxbay canyon, and IIRC we had in the...
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    Anyone translating RandSwear() ??

    The function " RandSwear() " puts random, more or less funny swearing into a dialog. That is.. it DID once, before I installed the latest modpack. Once the function looked like this: <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->string RandSwear() {     int RandS =...
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    Debugging New Oxbay locations

    Finally <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":(o)" border="0" alt="whistling.gif" /> found the time to check out the version of my Greater Oxbay mod that is in Pieter's great pack. Here is fix #1 for one of the...
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    Ingame Building Kit

    The Building Kit mod enables you to build houses, fortifications and other architecture elements during the running game, i.e. as gameplayfeature. Those buildings can be erected anywhere you like them, and they can perform some gameplay function. Here is a simple example: The screenshot shows...
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    Flooding the Oxbay Sewer

    Thanks to Inez' always-improving Tool we can now flood locations at a certain level so that it has a real effect on the gameplay. I'd like to flood Oxbay dungeon/sewer so that you (and the smugglers) have to swim at the very lowest level (the "halls") and wade and fight in breastdeep water in...
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    A Midsummer Night's Greeting

    Hi fellow modders <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> I just want to let you know that despite my long absence I am still alive and (more important <img...
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