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Build 14 Alpha 6 Update

Don't you just love it? My site's back up and the installation order is right there at <a href="http://www.s31clan.com/privateftps/pietersmods/b14_alpha.htm" target="_blank">this</a> page. Apart from Alpha 6 Update 2, but you just need to extract that on top last and it should be good. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

LOL @ Petros. <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />
 
<!--quoteo(post=226047:date=Dec 15 2007, 06:25 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 15 2007, 06:25 PM) [snapback]226047[/snapback]</div><div class='quotemain'><!--quotec-->Yes, it's to be installed on top of Alpha 6. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
And running RunMe.bat again can't hurt, though it shouldn't be nescessary either. Makes no difference either way. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

The runme from the original build 14.6?
 
The RunMe.bat that is in your game folder after installation in the correct order. So that would indeed be the one from Alpha 6. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=233882:date=Jan 12 2008, 10:40 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 12 2008, 10:40 PM) [snapback]233882[/snapback]</div><div class='quotemain'><!--quotec-->The RunMe.bat that is in your game folder after installation in the correct order. So that would indeed be the one from Alpha 6. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Pieter,

I played for a while with POTCBuild14A6.2 without any problem....until now:
I just start Bartolomeo o Portoghese quest (I know that is not write so but I hope you understand) and something goes wrong.
In my previous Build14A6 (WIP by myself) the Havana was clone from Isla Muelle and I can complete the quest successfully.
In this Build14A6.2 Havana is close from Douwesen and after kill spanish on fist Cuba shore I can't continue the quest.

Another little issue: New shutgun riffle is a little too powerfull and out of context, but this is not the problem. The problem is just that the item menu picture is missed.

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye, bye,
giuliootto
 
I recall that Havana was changed at some point by Thomas the Terror and the Bartolomeu quest was also updated for that some time later. So I think that problem should be fixed in the next game version.

The shotgun interface pictures are missing for all but average quality. This can be easily solved by making it a non-qualitized weapon instead. I think we should do that anyway. Also in the next game version, the shotgun will only be available as an easter egg, but not actually be used by enemies at random anymore. So that way it shouldn't matter anymore that it's overpowered.
 
The Amsterdam in my game doesn't have a deck or cannon texture.
I at the textures in the Gm viewer and it uses Amsterdam.tga and dcbl.tga?
Some help would be nice.
 
What game version do you use? Probably I forgot to include that file. In any case, find it attached.
 
Well now i'm using the Amsterdam of build 14 alpha 6 so it's ok. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
hey mates, Nelson here.

i've been playing with the Build 14 Alpha 6 Update 2 for a few days now [finally got me a ship i can really enjoy....The Victory is finally mine! <img src="style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" /> ]

but not all is well with The Victory [or rather, Endeavour]. you see, the bow and stern chaser guns, dispite the game saying they're there, are not. while that in itself isn't much of a problem, it is kind of annoying to be told that there ARE bow and stern guns, and being charged money to change the caliber for those guns, while not actually ACHIEVING the firepower you're supposed to get out of that upgrade. Also, with the broadsides, the game says there are 49 guns on either broadside, however, when counted, i see 45. to add to that, not all of them are working. so the game says 49, i see 45 and the game USES even less! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

other than that, i'm having a blast. though one odd thing i noticed was that, while randomly sailing past Redmond, i came across an RN 3rd rate under French Colours as a coast raider...

as for quests, the main quest currently has one bug i know of so far, and that is the Albion quest. you can't get past the part where the soldiers arrive at Gray Rock Bay Shore. after the fight, the spy doesn't come to talk to you, and can't be talked to. in the end, i was forced to reload and run the Albion over...[not that that in itself was all that unsatisfying when sailing The Dutchman... <img src="style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" /> ]

so this is my report for now. i'll update when i experience the game further. besides the aforementioned flaws, i must say this is the most pleasurable version of the mod i've played in a LONG time...cheers to your efforts, mates. if you need a hand with any kind of sound clips or just want to lighten the load with init file modding [ship_init in particular, since i'm most capable of doing that], chuck a few things my way and i'll do my best to help out <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
If you want to help modding, GOOD especially when you want to do something with the ship.init file: <a href="http://forum.piratesahoy.net//index.php?showtopic=11098&st=300&start=300" target="_blank">http://forum.piratesahoy.net//index.php?sh...0&start=300</a>
 
i had exactly the same thing with the coastraiders. remind me, what was it again with those soundtracks that we had going on? it's so long ago that i completely forgot.
 
<!--quoteo(post=244230:date=Mar 12 2008, 04:30 PM:name=Lord Nelson)--><div class='quotetop'>QUOTE (Lord Nelson @ Mar 12 2008, 04:30 PM) <a href="index.php?act=findpost&pid=244230"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->but not all is well with The Victory [or rather, Endeavour]. you see, the bow and stern chaser guns, dispite the game saying they're there, are not. while that in itself isn't much of a problem, it is kind of annoying to be told that there ARE bow and stern guns, and being charged money to change the caliber for those guns, while not actually ACHIEVING the firepower you're supposed to get out of that upgrade. Also, with the broadsides, the game says there are 49 guns on either broadside, however, when counted, i see 45. to add to that, not all of them are working. so the game says 49, i see 45 and the game USES even less! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->The Endeavour doesn't have any bow/stern chasers modeled and doesn't have any locators for them either. However, she DOES have <i>refShip.Cannons.Borts.cannonf.qty = 2;</i> and <i>refShip.Cannons.Borts.cannonb.qty = 2;</i> in ships_init.c, which is a MISTAKE. Set these to 0 and press F11 for the change to take effect. You can also count the amount of cannon locators the ship REALLY has by using the GM Viewer so that we can fix the total amount of cannons as well. Looking at it myself, it seems the ship has 42 cannons in total, which doesn't seem like that much to me. Would be nice if somebody could fix this so that all visible cannons actually fire.

<!--quoteo(post=244230:date=Mar 12 2008, 04:30 PM:name=Lord Nelson)--><div class='quotetop'>QUOTE (Lord Nelson @ Mar 12 2008, 04:30 PM) <a href="index.php?act=findpost&pid=244230"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->other than that, i'm having a blast. though one odd thing i noticed was that, while randomly sailing past Redmond, i came across an RN 3rd rate under French Colours as a coast raider...<!--QuoteEnd--></div><!--QuoteEEnd-->Yeah, in Alpha 6 there is no code preventing that. I have been working on fixing that as seen in the <a href="http://forum.piratesahoy.net//index.php?showtopic=11098" target="_blank">Limiting ships to certain nations</a> thread which was also posted by Thomas the Terror.

<!--quoteo(post=244230:date=Mar 12 2008, 04:30 PM:name=Lord Nelson)--><div class='quotetop'>QUOTE (Lord Nelson @ Mar 12 2008, 04:30 PM) <a href="index.php?act=findpost&pid=244230"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->if you need a hand with any kind of sound clips or just want to lighten the load with init file modding [ship_init in particular, since i'm most capable of doing that], chuck a few things my way and i'll do my best to help out <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Indeed we could REALLY use some help with with that <a href="http://forum.piratesahoy.net//index.php?showtopic=11098" target="_blank">Limiting ships to certain nations</a> mod. Most of the hard and complicated work has already been done by Thomas the me. Thomas made a list with chance values for a ship to be used by a certain nation and to appear in a certain time period. I wrote the code to make use of these values. However, the values must still be copy-pasted into the ships_init.c file. This is pretty easy; just takes quite some time. Have a look <a href="http://forum.piratesahoy.net//index.php?s=&showtopic=11098&view=findpost&p=243496" target="_blank">here</a> for more information.
 
Start playing it and so far pretty good only 2 things I just notice in the System.log file

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Unable to open resource\sounds\notebook_note
Can't load texture resource\textures\.tx<!--c2--></div><!--ec2-->

I didn't notice at first but you don't hear the bell when the quest book is updating, is there a wait to fix this, as for the texture that can't load I don't know witch one is it. Is it possible to found out witch texture is it?

Also I get those error as well once I quit the game

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->System exit and cleanup:
Mem state: User memory: 781  MSSystem: 432  Blocks: 27
Leak: 'Bad memory address' line 0, size 53
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28
Leak: 'C:\PROJECTS\DRIVE_V2\SoundService\THashDataMap.h' line 71, size 28<!--c2--></div><!--ec2-->

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
I think the notebook sound was fixed in a later Alpha; the texture error keeps confusing me.
As for those "Leak" messages, I have NO idea. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
Do you know Pieter how they fix the bell sound for the quest book?


Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Not by the top of my head, no. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I've had this one in my build. Seeing I don't want to waste much time, I opened quests.c in PROGRAM\QUESTS and replaced the lines :
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->PlayStereoSound("notebook_note");
PlayStereoSound("notebook");<!--QuoteEnd--></div><!--QuoteEEnd-->
by
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->PlayStereoSound("INTERFACE\notebook.wav");<!--QuoteEnd--></div><!--QuoteEEnd-->
 
Ty it work perfectly <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Also is there an update after update 2, meaning a list of fix you guys found after update 2 or no one start it yet?


Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
I don't know about this. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
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