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Age of Pirates II ... only for the original version ... from de Zee Roovers « german Team »

Jan, is it possible to change the look of the smoke particle? The original one looks ugly in my opinion, and the smoke is too grey. I like the one from New Horizons, I think it's more realistic...

Untitled.jpg
 
Jan, is it possible to change the look of the smoke particle?
Looks from acceptable. Matter of taste.
Yes, it is. But I also said that I will make no fine tuning.
Nevertheless, I can help a little in this connection.

So it looks at us from.

020.jpg


Increase the brightness. But caution. Just slide the upper and lower regulator slightly to the right. Not too much
The Brightness slider be left unchallenged.

030.jpg
 
Ok next ..
The weather ... a drama ... based on ... A

first ..we delete a file : Rain.c

path: Age of Pirates 2\Program\Weather\init

Now open the file: WhrInit.c

the original code
Code:
#include "Weather\Init\Common.c"
#include "Weather\Init\Day.c"
#include "Weather\Init\Evening.c"
#include "Weather\Init\Morning.c"
#include "Weather\Init\Night.c"
#include "Weather\Init\DayStorm.c"
#include "Weather\Init\Special.c"
#include "Weather\Init\Rain.c" //navy

int InitWeather()
{
    int n = 0;

    n = Whr_InitNight(n);
    n = Whr_InitMorning(n);
    n = Whr_InitDay(n);
    n = Whr_InitEvening(n);
    n = Whr_InitDayStorm(n);
    n = Whr_InitSpecial(n);
    //n = Whr_InitRain(n);

    Whr_InitCommon();

    Trace("Init weathers complete. " + n + " weathers found.");

    for (int i=0; i<n; i++)
    {
        if (!CheckAttribute(&Weathers[i], "Stars.Enable")) { Weathers[i].Stars.Enable = false; }
        if (!CheckAttribute(&Weathers[i], "Planets.Enable")) { Weathers[i].Planets.Enable = false; }
        if (!CheckAttribute(&Weathers[i], "Sun.Reflection.Enable")) { Weathers[i].Sun.Reflection.Enable = false; }
        if (!CheckAttribute(&Weathers[i], "Sounds.Sea.Postfix")) { Weathers[i].Sounds.Sea.Postfix = ""; }
        if (!CheckAttribute(&Weathers[i], "Sun.Moon")) { Weathers[i].Sun.Moon = false; }

        if (!CheckAttribute(&Weathers[i], "Rain.DropsNearNum")) { Weathers[i].Rain.DropsNearNum = 0; };
        if (!CheckAttribute(&Weathers[i], "Rain.DropsFarNum")) { Weathers[i].Rain.DropsFarNum = 0; };
        if (!CheckAttribute(&Weathers[i], "Rain.DropsNearRadius")) { Weathers[i].Rain.DropsNearRadius = 12.0; };
        if (!CheckAttribute(&Weathers[i], "Rain.DropsFarRadius")) { Weathers[i].Rain.DropsFarRadius = 55.0; };
        if (!CheckAttribute(&Weathers[i], "Rain.DropsLifeTime")) { Weathers[i].Rain.DropsLifeTime = 0.25; };
        if (!CheckAttribute(&Weathers[i], "Rain.DropsSize")) { Weathers[i].Rain.DropsSize = 0.07; };
        if (!CheckAttribute(&Weathers[i], "Rain.DropsTexture")) { Weathers[i].Rain.DropsTexture = "weather\rain_drops.tga"; };
        if (!CheckAttribute(&Weathers[i], "Rain.DropsColor")) { Weathers[i].Rain.DropsColor = argb(63, 255, 255, 255); };

        if (!CheckAttribute(&Weathers[i], "Sea2.FoamK")) { Weathers[i].Sea2.FoamK = 0.0; };
        if (!CheckAttribute(&Weathers[i], "Sea2.FoamV")) { Weathers[i].Sea2.FoamV = 3.0; };
        if (!CheckAttribute(&Weathers[i], "Sea2.FoamUV")) { Weathers[i].Sea2.FoamUV = 3.0; };
        if (!CheckAttribute(&Weathers[i], "Sea2.FoamTexDisturb")) { Weathers[i].Sea2.FoamTexDisturb = 0.7; };
    }

    return n;
}

and so it has to look

Code:
#include "Weather\Init\Common.c"
#include "Weather\Init\Day.c"
#include "Weather\Init\Evening.c"
#include "Weather\Init\Morning.c"
#include "Weather\Init\Night.c"
#include "Weather\Init\DayStorm.c"
#include "Weather\Init\Special.c"

int InitWeather()
{
    int n = 0;

    n = Whr_InitNight(n);
    n = Whr_InitMorning(n);
    n = Whr_InitDay(n);
    n = Whr_InitEvening(n);
    n = Whr_InitDayStorm(n);
    n = Whr_InitSpecial(n);

    Whr_InitCommon();

    Trace("Init weathers complete. " + n + " weathers found.");

    for (int i=0; i<n; i++)
    {
        if (!CheckAttribute(&Weathers[i], "Stars.Enable")) { Weathers[i].Stars.Enable = false; }
        if (!CheckAttribute(&Weathers[i], "Planets.Enable")) { Weathers[i].Planets.Enable = false; }
        if (!CheckAttribute(&Weathers[i], "Sun.Reflection.Enable")) { Weathers[i].Sun.Reflection.Enable = false; }
        if (!CheckAttribute(&Weathers[i], "Sounds.Sea.Postfix")) { Weathers[i].Sounds.Sea.Postfix = ""; }
        if (!CheckAttribute(&Weathers[i], "Sun.Moon")) { Weathers[i].Sun.Moon = false; }

        if (!CheckAttribute(&Weathers[i], "Rain.DropsNearNum")) { Weathers[i].Rain.DropsNearNum = 0; }
        if (!CheckAttribute(&Weathers[i], "Rain.DropsFarNum")) { Weathers[i].Rain.DropsFarNum = 0; }
        if (!CheckAttribute(&Weathers[i], "Rain.DropsNearRadius")) { Weathers[i].Rain.DropsNearRadius = 12.0; }
        if (!CheckAttribute(&Weathers[i], "Rain.DropsFarRadius")) { Weathers[i].Rain.DropsFarRadius = 55.0; }
        if (!CheckAttribute(&Weathers[i], "Rain.DropsLifeTime")) { Weathers[i].Rain.DropsLifeTime = 0.25; }
        if (!CheckAttribute(&Weathers[i], "Rain.DropsSize")) { Weathers[i].Rain.DropsSize = 0.07; }
        if (!CheckAttribute(&Weathers[i], "Rain.DropsTexture")) { Weathers[i].Rain.DropsTexture = "weather\rain_drops.tga.tx"; }
        if (!CheckAttribute(&Weathers[i], "Rain.DropsColor")) { Weathers[i].Rain.DropsColor = argb(63, 255, 255, 255); }

        if (!CheckAttribute(&Weathers[i], "Sea2.FoamK")) { Weathers[i].Sea2.FoamK = 0.0; }
        if (!CheckAttribute(&Weathers[i], "Sea2.FoamV")) { Weathers[i].Sea2.FoamV = 3.0; }
        if (!CheckAttribute(&Weathers[i], "Sea2.FoamUV")) { Weathers[i].Sea2.FoamUV = 3.0; }
        if (!CheckAttribute(&Weathers[i], "Sea2.FoamTexDisturb")) { Weathers[i].Sea2.FoamTexDisturb = 0.7; }
    }

    return n;
}
 
open it the file: WhrSky.c

line 65
Code:
sDir = "weather\skies\Storm01\";
change to
Code:
sDir = "weather\skies\Storm01\\";
 
open it the file: WhrWeather.c

from line 328 to 332
Code:
if (GetTime() >= 6.0 && GetTime() < 10.0) Islands[iCurLocation].QuestlockWeather = "Storm01";
if (GetTime() >= 10.0 && GetTime() < 18.0) Islands[iCurLocation].QuestlockWeather = "Storm02";
if (GetTime() >= 18.0 && GetTime() < 22.0) Islands[iCurLocation].QuestlockWeather = "Storm03";
if (GetTime() >= 22.0 && GetTime() <= 23.99) Islands[iCurLocation].QuestlockWeather = "Storm04";
if (GetTime() >= 0 && GetTime() < 6.0) Islands[iCurLocation].QuestlockWeather = "Storm04";
change to
Code:
if (GetTime() >= 6.00000 && GetTime() < 9.59999) Islands[iCurLocation].QuestlockWeather = "Storm01";
if (GetTime() >= 10.00000 && GetTime() < 17.59999) Islands[iCurLocation].QuestlockWeather = "Storm02";
if (GetTime() >= 18.00000 && GetTime() < 21.59999) Islands[iCurLocation].QuestlockWeather = "Storm03";
if (GetTime() >= 22.00000 && GetTime() <= 5.59999) Islands[iCurLocation].QuestlockWeather = "Storm04";
 
Why do we remove this line:
if (GetTime() >= 0 && GetTime() < 6.0) Islands[iCurLocation].QuestlockWeather = "Storm04";

What does it change?
 
double Defines
Islands[iCurLocation].QuestlockWeather = "Storm04";

which the times should I take ... asks the game
if (GetTime() >= 22.0 && GetTime() <= 23.99) ...or ... if (GetTime() >= 0 && GetTime() < 6.0)
 
I think that last line should be || .
A number can never be smaller than 6 and greater than 22 at the same time.
 
double Defines
Islands[iCurLocation].QuestlockWeather = "Storm04";

which the times should I take ... asks the game
if (GetTime() >= 22.0 && GetTime() <= 23.99) ...or ... if (GetTime() >= 0 && GetTime() < 6.0)

Oh, yes, I can see it now. Ok, so we have done everything that was needed to be modyfied?
 
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