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    Maelstrom New Horizons


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Few minor modifications/additions/`bug-fixes` for PotC

I once switched both models around, so that the black Barbossa would be used in boardings, instead of the normal one. However, Nathan coded it so that they would be switched in code, instead of by switching the files. If you make the portraits, I'm sure we'll manage to assign them to the proper models. I've been messing around with them, but couldn't actually properly see on the portrait which should be used for which model.
 
New version available, now including Catalina's Animist fix. I hope this works and that I managed to fix the bug with the double ARMOR defines, so that it'll work immediately now. Everything new remains untested (I don't know if the game actually WILL run, because I didn't have the time to find out).
 
After quite a long time, I finally came round to doing some improvements again. Today, I have been busy implementing NK_b13pre_050415_full (which was the first version he made available; I figured it would be easier to begin with merging an older version before I REALLY wouldn't understand the coding anymore <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> ).

Stuff I added (for as far as I can remember):
- Reinit sequence now takes place during the loading of a new game (so the loading can take a bit longer)
- Random objects visible again
- The realistic cannon mod
- The new spyglass mod
- Many new character models
- Crew in your landing boat
- A whole bunch of other new features that were in the NK_b13pre_050415_full file
- The new itemtrading mod that was in the b13pre file was removed from this file, because it's not finished yet
(I'm sorry, but I can't totally remember who made what)

Like usual, you can get the file from the link in my signature. Because this is rather a major update in comparision with the previous ones, please download and install the full installation package (the update wasn't updated) preferrably onto a clean installation of Build 12. Then start a new game.

When I tested this file here at home, the game did run (in the end), the new skins worked and the item trading worked (eventually - took me a while to remove the new mod and still have it working).
Anyway: Please download and install this file and test out all general functions of the game. If I know there are no real major bugs (means that all general game features work more-or-less properly), I will continue to add new features and bugfixes from more recent b13pre files.
I am aiming to get every reasonably stable mod that wasn't in Build 12 into this file eventually, including more weapons (from the A&M Mod), the new interface, new sounds, new ship and character skins; basically everything I can lay my hands on.

!!!PLEASE DO TEST THIS OUT!!!

(BTW: Never mind the fact that I didn't update the internet page; the file itself <i>is</i> updated)
 
Come to think of it: Is the itemtrading mod more-or-less stable and working? I reckon it might be. Then I wouldn't even need to have it removed after all. Please tell me if that mod was working stable; I'd very much like to not need to remove it from the code again, because I don't understand a bit of it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--QuoteBegin-Pieter Boelen+Jun 7 2005, 09:50 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 7 2005, 09:50 AM)</div><div class='quotemain'><!--QuoteEBegin-->After quite a long time, I finally came round to doing some improvements again. Today, I have been busy implementing NK_b13pre_050415_full (which was the first version he made available; I figured it would be easier to begin with merging an older version before I REALLY wouldn't understand the coding anymore <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> ).

Stuff I added (for as far as I can remember):
- Reinit sequence now takes place during the loading of a new game (so the loading can take a bit longer)
- Random objects visible again
- The realistic cannon mod
- The new spyglass mod
- Many new character models
- Crew in your landing boat
- A whole bunch of other new features that were in the NK_b13pre_050415_full file
- The new itemtrading mod that was in the b13pre file was removed from this file, because it's not finished yet
(I'm sorry, but I can't totally remember who made what)


!!!PLEASE DO TEST THIS OUT!!!

(BTW: Never mind the fact that I didn't update the internet page; the file itself <i>is</i> updated)
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I will download it when I get home today (and my DSL is working) and try it
Thanks so far for the Build12, its a big improvement over the original game.
btw. is the grafic enhanced in this build? it looks better than the original as far as I remember but this could be also from my new computer with a better gfx card
 
I didn't contribute to the Build itself. I only came here after Build 12 was released. But I did make this post Build 12 mods compilation, that does require Build 12 to already be installed.
There might be some improved skins for characters and ships, but otherwise the graphics will have stayed largely the same. But if you gfx card is good enough and you previous one wasn't, maybe you will now see the sea looking a whole lot better. I know that the sea looks rather bad on older cards.
 
If you're still dealing with IT code...
My best recollection is that, apart from some unpredictable or undesirable results for merchants' stock, which is fixable by manually setting the non-auto-gen'd merchants' quality, it's stable.
The bug Petros (and some others IIRC) had where the pchar was being treated as a trader is fixed, that much I can say.

The only problem would be that it does add some slowdown on daily updating, though that has been mostly fixed in the latest (with-fleets) packages (but they have fleet backend, which will be kinda tricky to remove).
 
<!--QuoteBegin-NathanKell+Jun 20 2005, 02:50 AM--><div class='quotetop'>QUOTE(NathanKell @ Jun 20 2005, 02:50 AM)</div><div class='quotemain'><!--QuoteEBegin-->...but they have fleet backend, which will be kinda tricky to remove
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I already did. Mostly. Check out my most recent modpack version. I made a new thread for it; I suppose you must've already found it by now. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<span style='color:red'>Edit:</span> You might have already found it, but haven't replied yet. Anyway, the thread is <a href="http://forum.piratesahoy.net/index.php?showtopic=5586&view=findpost&p=114957" target="_blank">here</a>. You can get the newest of my modpack versions from my website thingey. We found plenty of weird bugs, which have been put into a buglist in that thread. Hope you can give us a hand in getting rid of them stupid bugs. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/slap.gif" style="vertical-align:middle" emoid=":slap" border="0" alt="slap.gif" />
 
Ah, neat!
Yep, found thread, just didn't get to reply yesterday. Doing so now. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Pieter, I made up two new skins for the Lugger2 model. They're on the PA! FTP as a .rar archive... If you have some time and can manage to fit it in, they could probably be added to the mix. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<a href="http://forum.piratesahoy.net/index.php?showtopic=5622&view=findpost&p=114276" target="_blank">New ship skins</a>
 
Don't worry Cat, I'll be sure to add them in. Wouldn't want to miss out on some great new ship skins, now would we? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /> Just thought I'd mention it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
No need being shy. They deserve to be in there. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
I'm currently uploading a new version of my modpack, this time including your two new models. The file's now 45 MB. 25 minutes after this posting, the file will be properly uploaded and will be available from the usual location. I won't have time to mention I'm done uploading then though, so I though. I briefly tested the lugger CT2 and she seemed to work, so I suppose the rest works fine too works fine. I might also make just an update for everyone not feeling like downloading it all over again tomorrow.
Plus I of course hope Nathan will be doing some bugfixing soon. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<span style='color:red'>Edit:</span> It'll be a bit later. The internet connection is causing trouble and I have to quite now. The upload was interrupted before finishing, so the file is now corrupt. I'll fix it tomorrow. I unfortunately don't have time anymore today. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
Working on it, yep. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
I'll be a little while getting back up to speed, though, comparing it with my codebase to find the differences.
 
<!--QuoteBegin-Pieter Boelen+Jun 22 2005, 03:25 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 22 2005, 03:25 PM)</div><div class='quotemain'><!--QuoteEBegin-->I'm currently uploading a new version of my modpack<div align="right">[snapback]116224[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
I hope you have included the "new", properly working models (and their references in the files) that I uploaded the other day... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
To High Sea Lass: I did. But if I remember correctly, they already worked in the old version. But in case there have been some more improvements, they're added now. I put the versions in the modpack that I downloaded yesterday, so they should be the most up-to-date versions.

To Nathan: I tried to keep the unnescessary differences to a minimum, so you'd only find the actual differences, instead of also extra enters or spaces. I wish you luck fixing the bugs we've found. And I can't wait until it's properly working! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
 
The updated file is now uploaded. Sorry for the trouble. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--QuoteBegin-Pieter Boelen+Jun 23 2005, 02:22 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 23 2005, 02:22 AM)</div><div class='quotemain'><!--QuoteEBegin-->And I can't wait until it's properly working! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
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Same here!

Nathan, we should try to make this modpack so that we do NOT have to start a new game to use it. And then we should close it and get it set up on the CVS and ready for "official" Build download.

The rest of anything that we have (and subsequently WILL have) should be set up as Build 13.

We need to get a stable modpack for everyone that they can download now before we get B13's bugs straightened out.

Does that sound about right? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />
 
Cat: Yup.
{ We need to go back to doing these kind of updates _to_ the CVS, rather than trying to keep in sync by hand, though. }
Pieter, Cat, everybody, I've uploaded B12_5_List.rtf to the FTP. It's a marked up version of your (Pieter's) modlist on the site.
Do you know if there's anything in the pack that's not on that list?

Specifically, anything that:
1. Adds weapons [fn1]
2. Adds locations
3. Adds characters
4. Changes quests
5. Adds new variables
6. Removes variables
7. Changes size of existing arrays

[fn1] Swords we still have some extra space for, guns we don't.

1 is a breaker. 2 could be dependening on how much headroom we have (if not, they'll need reinit work). 3 isn't, just needs some reinit work. 4 could be depending on the potential to break running quests on update.
5 is possibly a breaker--the game will load, but it may crash on resave.
Both 6 and 7 are breakers.
 
I'm going through my b13update file, so this is organized only chronologically, and roughly at that.
-
We need to go back to b12 sizes for all arrays.
-
I think the changes to reinit functionality will be fine.
Auto armor-model is fine.
Itemtrade is likely fine but needs checking.

Need to roll back to my earlier (aref-based) town optimization work (and town functions). Please tell me it's archived somewhere...
This means going through store.c and shipyard.c and store_utilite.c and item_utilite.c and changing everything back to arefs, because there's optimization and bugfixing in them that postdates the switch from aref towns to object-array towns.

Store pricecheck change is fine, but need to rework to using arefs (per above)

GetCharPriceMod stuff should be fine (as above)

Towns: Check for any use of a town function. Wait, _maybe_ adding new variables will be OK. I dunno. Then object objTownStateTable for legacy support and also add the towns array. That would be nice, but I'm not all that hopeful.

NearShips object added. This may break resaves like the black bars bugfix (or towns above)
If so, will break a bunch of AIShip functionality. I can probably get by by using a sub-attribute-tree of ShipLookupTable (which I use for the other little odds and ends...)
Dang, it should be an array anyway, so it's easier to recalc. But that may make crashing more likely (is it no added vars, no added arrays, or just random?)

Hey, great! You got the calender fixes from fleet but not fleet itself! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> Yay, I was worrying about that. :]

Monk fix--need to reinit monks even if already done once (which is I think what happens)

What are we doing about the new interface?

We need to fix the 'greeting stays when model changes' bug for officers. If is part of party, and change model, delete greeting? But that will erase the greetings of quest officers. Are we allowing model changes for quest officers?
If not, then that'd be a fine solution (since enc_officer greetings are autogenerated anyway, we're just re-auto-generating them).
Which reminds me, there are _darn few_ 'officerish' female greetings--really, only English, French, Dutch, and a second Dutch (which I'm pretending is Spa/Por), or that was all I could find.

There are some bugs in the code that lets officers stay behind on dungeon like on boarding (sometimes they don't easily reappear when you exit, IIRC). I'll need to deal with that.

Change Silehard's ship from mow1 to mow_gub (or Petros's ship of the line?) in reinit? (It was a change I just threw in for the heck of it, but if it sticks it'll need to be in reinit and not just char).
Which reminds me--we already did this some with character models--what about giving unique NPCs unique ships?

There were some encounter changes/bugfixes I did for fleet--and again I find you've added them in already! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
(And, just noticed a stupid typo in my maxrank/minrank check). We'll need to make that function the one called by the encounters_map functions though (since I've borked the others due to chance being < 10 always).

We need to make sure Characters\init\PostInit.c matches the number of characters in 12 (1000)

And that's it, at least for my list--everything else should be fine (other than islands, which wasn't really in question. :] )
 
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