• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

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  1. W

    F2 SHIP PICTURE

    Well The battleinterface code did fix some things but only the little picture that appears for your ship when your at sea, not the little one that appears when you buy a ship. Guess I will have to keep looking.
  2. W

    F2 SHIP PICTURE

    <!--quoteo(post=168588:date=Oct 23 2006, 03:59 PM:name=Phaser)--><div class='quotetop'>QUOTE(Phaser @ Oct 23 2006, 03:59 PM) 168588</div><div class='quotemain'><!--quotec--> the ship pic in sea mode is auto generated by the game, custom pics will "NOT" show up without a new code and new...
  3. W

    F2 SHIP PICTURE

    <!--quoteo(post=168379:date=Oct 21 2006, 09:33 AM:name=Phaser)--><div class='quotetop'>QUOTE(Phaser @ Oct 21 2006, 09:33 AM) 168379</div><div class='quotemain'><!--quotec--> Hiyas, Ok this is how you get your custom ship picture to show when you click F2/ships ingame: once you have converted...
  4. W

    Adding Ships

    <!--quoteo(post=168063:date=Oct 18 2006, 01:45 PM:name=Hawkeye)--><div class='quotetop'>QUOTE(Hawkeye @ Oct 18 2006, 01:45 PM) 168063</div><div class='quotemain'><!--quotec--> Hmm, there're quite a lot things missing in the Ships_Init.c section, aren't there? Just copy and paste from the ship...
  5. W

    Amount of cannons

    <!--quoteo(post=167584:date=Oct 14 2006, 09:18 PM:name=McBierle)--><div class='quotetop'>QUOTE(McBierle @ Oct 14 2006, 09:18 PM) 167584</div><div class='quotemain'><!--quotec--> Well yep, you have to edit the .gm files. Tried it and it worked, my lugger now fires 3 rounds backwards. One is...
  6. W

    Adding Ships

    Here is the guide I wrote to add new ships. The only thing missing when done is the 64*64 portraits and the computer can't tell the proper ship for the side bar, but otherwise I can buy the ship from the yard and sail them with no problems and I have reorganized the brig_rn, pinnace, and added 5...
  7. W

    mod: female officers

    Well Holy Crack! The corrected code fixed the issues! Thanks dengo! To all those interested I supply the whole section needed to add female officers. Replace an officer model you don't like with a modified female model. Make sure the textures to go with it is also replaced, including the...
  8. W

    mod: female officers

    <!--quoteo(post=167768:date=Oct 16 2006, 06:56 AM:name=dengo)--><div class='quotetop'>QUOTE(dengo @ Oct 16 2006, 06:56 AM) 167768</div><div class='quotemain'><!--quotec--> hi, sorry, for the late reply... i'm not playing the game right now and don't have the time to mod. it seems you are really...
  9. W

    mod: female officers

    <!--quoteo(post=167317:date=Oct 13 2006, 11:04 AM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Oct 13 2006, 11:04 AM) 167317</div><div class='quotemain'><!--quotec--> Nice Work windwolf7...really getting into this stuff arent you!, and thats good...wish I could be so...
  10. W

    Officer Flushing

    <!--quoteo(post=167173:date=Oct 12 2006, 04:53 PM:name=Stone-D)--><div class='quotetop'>QUOTE(Stone-D @ Oct 12 2006, 04:53 PM) 167173</div><div class='quotemain'><!--quotec--> Yeah, I've found a couple of bugs that showed up during surrendering. Game tries to identify what the surrendering...
  11. W

    Officer Flushing

    This is an interesting quirk I found. I had to reinstall and recopy the supermod because after I installed the flushing fix I was getting stack errors in the utils.c. So Anyway fresh load except changed recharge time on officers to zero. Everything seems to work out but the bug I found was in...
  12. W

    mod: female officers

    Okay I finally figured out how to get the game to generate female oficers without crash but now the problem is that it generates the female officers right but screws up the men. Here is the situation. I replaced 3 officers with female skins 4,6,10: Then added this code to officers.c just after...
  13. W

    Can we INITIALIZE the game, like POTC

    Yeah I see that there reinit file contains all POTC stuff but all its seems to be doing is calling up all the necessary init files and running them. This might work for most tests so long as it avoids the character_init.c so your character doesn't get reset. Maybe if we follow the pattern we...
  14. W

    mod: female officers

    Okay I figured out that the model portraits are referenced in characterutilie.c. Model textures can be changes using xvi32. I remade the models as officer_21/22 but the duplicate reference error is still there. I found the officer model creation refs in util.c: void CreateModel(int iChar...
  15. W

    Quiet On The AOP Front!!

    Yeah I posted a set of ideas to get started right again but I'll leave it to the more experienced crew to make decisions. I would like to join the mod team however to do what I can. I am currently attempting to document changes made to certain files so we can keep track of whats added and changed.
  16. W

    Mod Release AOP Super MOD

    Well it is true that we do need a mod team and some explanation on the main page to keep new people straight. I myself have been having to go through and winmerge the code changes into the code already being used so that we aren't just replacing files wily nilly. As I do, I have been annotating...
  17. W

    Mod Release AOP Super MOD

    Adding Ships Update! So to review, to enter a new ship we know: Ships_init.c under \Program\ships - Enter new ships specs here in order you want. So you can keep classes of ships together. Ships.h under \Program\ships - Enter the new ship refs here, same order as ships_init. Correct the count...
  18. W

    SuperMod Fixes

    <!--quoteo(post=166847:date=Oct 10 2006, 06:56 PM:name=Meximaster)--><div class='quotetop'>QUOTE(Meximaster @ Oct 10 2006, 06:56 PM) 166847</div><div class='quotemain'><!--quotec--> OFFICERS FLUSH : - Added proper officers flushing so they return to their island when their ship is sink or...
  19. W

    Officer Flushing

    <!--quoteo(post=166750:date=Oct 10 2006, 08:05 AM:name=Meximaster)--><div class='quotetop'>QUOTE(Meximaster @ Oct 10 2006, 08:05 AM) 166750</div><div class='quotemain'><!--quotec--> Its done finally, now the Officers reload properly and they dont get lost in time. Seems working good but needs...
  20. W

    Mod Release AOP Super MOD

    <!--quoteo(post=166802:date=Oct 10 2006, 02:07 PM:name=Heretik)--><div class='quotetop'>QUOTE(Heretik @ Oct 10 2006, 02:07 PM) 166802</div><div class='quotemain'><!--quotec--> I really like the ideas pertaining to the cabins - being able to rest (or just do something useful) in your cabin...
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