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Hi.

it didn't solve the crashing in that particular case. he said that earlier. although i'm absolutely sure it solved quite a few others.
 
<!--quoteo(post=224562:date=Dec 5 2007, 04:30 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Dec 5 2007, 04:30 PM) [snapback]224562[/snapback]</div><div class='quotemain'><!--quotec-->it didn't solve the crashing in that particular case. he said that earlier. although i'm absolutely sure it solved quite a few others.<!--QuoteEnd--></div><!--QuoteEEnd-->
In which particular case, and when did he say it didn't work?
 
To Morgan Terror: What does that program you posted do? Convert TGA > JPG and JPG > TGA? That's nice. Unfortunately you do get some compression artifacts when using JPG. I always do any image editing in TGA format straight away or in BMP. Can it do TGA > BMP and BMP > TGA as well?
 
My most sincere apologies, I fail in my duties.

Indeed the map speed edit has worked. No more random no reason crashs. And ever since I've been keeping an eye on my cargo holds I've been practically bug free. ^^

In fact there's only one bug in my game. I completed the missing children on Douwessen quest before the main quest and Padre Dominigues was still in the Aminist Lair prison, I was still able to go into the libary after I'd done the Padre's dirty work but it was a lil worrying at first. xD

Btw I've just made my first sail. Which is a homage to the "Surrender the Booty!" sails, (the only difference between the word homage and the word plagerisim is that homage sounds better xD ) however the text is reversed. xD
 
<!--quoteo(post=224578:date=Dec 5 2007, 06:52 PM:name=Apofis)--><div class='quotetop'>QUOTE(Apofis @ Dec 5 2007, 06:52 PM) [snapback]224578[/snapback]</div><div class='quotemain'><!--quotec-->...Indeed the map speed edit has worked. No more random no reason crashs. And ever since I've been keeping an eye on my cargo holds I've been practically bug free. ^^
...<!--QuoteEnd--></div><!--QuoteEEnd-->

Well, Pieter?

Several times recently you have posted something to the effect that "it is said that changing Mapspeed to 1 eliminates some CTDs".

I would say that at this point, that this has been well documented!

Everyone who has reported random CTDs in Sea/Map transitions with Build13, and who has changed Mapspeed to 1.0, has seen the problem resolved.
 
sorry, it only converts from TGA to JPG. however, it's extremely useful for my captain's log topic as i use a lot of screenshots. just a tip: DON'T check adjust lighting before converting. it makes them too light. one minor annoyance is that it, as i said before, flips the pictures upside down. but they're easily flipped back.

it is indeed confirmed. and quite a lot of times too, i might add. i'm having very few crashes, just about as many as in the stock game.
 
Hey guys, just a quick question (as if you'ed expect anything else from me. xD ) I've got my custom made sail to work almost perfectly. (Apart from the fact that I accidentally saved over some base ones, but thats not my concern)

The text on my sail is reversed. So if you look at it from behind the ship, you can read it perfectly, but from the front, you would need to look in a mirror to read it.

Can anyone kindly help me fix this?
 
<!--quoteo(post=224591:date=Dec 6 2007, 05:03 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 6 2007, 05:03 AM) [snapback]224591[/snapback]</div><div class='quotemain'><!--quotec-->Well, Pieter?
Several times recently you have posted something to the effect that "it is said that changing Mapspeed to 1 eliminates some CTDs".
I would say that at this point, that this has been well documented!<!--QuoteEnd--></div><!--QuoteEEnd-->I agree. I wasn't entirely sure if it had been confirmed yet, but it has. Next updates will have it at 1.0 by default again. Thanks a lot for figuring this one out! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

<!--quoteo(post=224673:date=Dec 6 2007, 06:59 PM:name=Apofis)--><div class='quotetop'>QUOTE(Apofis @ Dec 6 2007, 06:59 PM) [snapback]224673[/snapback]</div><div class='quotemain'><!--quotec-->The text on my sail is reversed. So if you look at it from behind the ship, you can read it perfectly, but from the front, you would need to look in a mirror to read it.<!--QuoteEnd--></div><!--QuoteEEnd-->I don't think you can do anything about that. You can mirror the entire image, but then it's reversed on the other side. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I don't particularly care about the other side. xD As long as the people I'm charging at can get my message then I don't care about the back. Although I will do SOMETHING about it xD Otherwise it will just look pretty silly. Thanks Pieter.
 
Btw does anyone remembers the trick what makes all characters/clothes in game available. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
I can't seem to find that topic what contained the trick how to do it. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
-walks into the room, slowly and drenched in sweat, several broken sword hilts attached to my coat and dragging a long line of connected bodies and skeletons which visibly go out through the door and around a corner-

Ok I throw myself at your mercy. If there's a treasure "in the Oxbay Dungeon" where is it?

And don't tell me who made that place. Because if I find out who decided to give it about 8 different levels, multiple passage ways and god knows how many entrances and exits I will kill them. xD
 
<!--quoteo(post=224705:date=Dec 6 2007, 04:32 PM:name=Cylon13)--><div class='quotetop'>QUOTE(Cylon13 @ Dec 6 2007, 04:32 PM) [snapback]224705[/snapback]</div><div class='quotemain'><!--quotec-->Btw does anyone remembers the trick what makes all characters/clothes in game available. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
I can't seem to find that topic what contained the trick how to do it. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
In console.c below <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void ExecuteConsole()
{
    ref pchar = GetMainCharacter();
    ref ch;
    int i;<!--c2--></div><!--ec2-->

add<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if(DEBUG)
{DEBUG = 0;
logit("Debug Mode Turned Off");}
else
{DEBUG = 1;
logit("Debug Mode Turned On");}<!--c2--></div><!--ec2-->

But then again, I'm not sure if that allows you to see the clothes at the tailors, or adds all the clothes to your inventory.
 
<!--quoteo(post=224713:date=Dec 6 2007, 05:20 PM:name=Apofis)--><div class='quotetop'>QUOTE(Apofis @ Dec 6 2007, 05:20 PM) [snapback]224713[/snapback]</div><div class='quotemain'><!--quotec-->-...If there's a treasure "in the Oxbay Dungeon" where is it?
...<!--QuoteEnd--></div><!--QuoteEEnd-->

There are (supposed to be) digging spots <img src="style_emoticons/<#EMO_DIR#>/treas1.gif" style="vertical-align:middle" emoid=":treas" border="0" alt="treas1.gif" /> all over the place.
That is at least in the levels that look like the Inca temple.
 
Once again Petros I am in your debt, although I fear I may have fallen prey to the "multiple treasure hunt" bug... >.<

Who's up for a specific quesion?

If I designed 3 new sails and I wanted to add them to the, plain, white, whole, sails with Pirate Embelem selection screen how would I do that?

To be clear one of the files is "sail_whole_white_pirate6" and it goes up to 15, I've created new ones up to 18, so if I wanted them to be selectable and for the left/right scroll tab to read "1 of 18" instead of "1 of 16".

If anyone can answer this then I will impressed because I've been sifting through relevant files for the past 4 and a half hours now. xD
 
<!--quoteo(post=224730:date=Dec 6 2007, 08:35 PM:name=Apofis)--><div class='quotetop'>QUOTE(Apofis @ Dec 6 2007, 08:35 PM) [snapback]224730[/snapback]</div><div class='quotemain'><!--quotec-->...

To be clear one of the files is "sail_whole_white_pirate6" and it goes up to 15, I've created new ones up to 18, so if I wanted them to be selectable and for the left/right scroll tab to read "1 of 18" instead of "1 of 16".
...<!--QuoteEnd--></div><!--QuoteEEnd-->

InternalSettings.h file has this block of relevant code with explanations.<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// CUSTOM SAILS -------------------------
#define QTY_LOGOSAILS_WHOLE_WHITE        16        // INT - increase this when you add new whole white sails.
                                                // The files should be named sails_whole_white_pirate0.tga.tx, sails_whole_white_pirate1.tga.tx, sails_whole_white_pirate2.tga.tx, etc.
                                                // So if the value above is set, for example, to 15, then the file numbers should be 0 - 14
                                                // They should be put in RESOURCE/Textures/Ships/
#define QTY_LOGOSAILS_TORN_WHITE        15        // INT - increase this when you add new torn white sails. the files should be named sails_torn_white_pirate0.tga.tx etc.
#define QTY_LOGOSAILS_WHOLE_RED            16        // INT - increase this when you add new whole red sails. the files should be named sails_whole_red_pirate0.tga.tx etc.
#define QTY_LOGOSAILS_TORN_RED            15        // INT - increase this when you add new torn red sails. the files should be named sails_torn_red_pirate0.tga.tx etc.
#define QTY_LOGOSAILS_WHOLE_BLACK        16        // INT - increase this when you add new whole black sails. the files should be named sails_whole_black_pirate0.tga.tx etc.
#define QTY_LOGOSAILS_TORN_BLACK        16        // INT - increase this when you add new torn black sails. the files should be named sails_torn_black_pirate0.tga.tx etc.<!--c2--></div><!--ec2-->
 
<!--quoteo(post=224722:date=Dec 7 2007, 01:45 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 7 2007, 01:45 AM) [snapback]224722[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=224705:date=Dec 6 2007, 04:32 PM:name=Cylon13)--><div class='quotetop'>QUOTE(Cylon13 @ Dec 6 2007, 04:32 PM) [snapback]224705[/snapback]</div><div class='quotemain'><!--quotec-->Btw does anyone remembers the trick what makes all characters/clothes in game available. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
I can't seem to find that topic what contained the trick how to do it. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
In console.c below <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void ExecuteConsole()
{
    ref pchar = GetMainCharacter();
    ref ch;
    int i;<!--c2--></div><!--ec2-->

add<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if(DEBUG)
{DEBUG = 0;
logit("Debug Mode Turned Off");}
else
{DEBUG = 1;
logit("Debug Mode Turned On");}<!--c2--></div><!--ec2-->

But then again, I'm not sure if that allows you to see the clothes at the tailors, or adds all the clothes to your inventory.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Didn't work. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
<!--quoteo(post=224770:date=Dec 7 2007, 10:35 AM:name=Cylon13)--><div class='quotetop'>QUOTE(Cylon13 @ Dec 7 2007, 10:35 AM) [snapback]224770[/snapback]</div><div class='quotemain'><!--quotec-->...Didn't work. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Try again. I just tested it and it did work.

The way to do this properly without "cheating" is to hit "F12" key to execute the console before going to the tailors.
Now this is important! <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->"Warning"
Do not ... I repeat, DO NOT open your "Choose Outfit" inventory screen at this time.
If you do, you will have every outfit in the inventory, and you will have to scroll through all of them to find anything.
You also won't be able to go back to a simple collection of clothing even by executing the console again.<!--QuoteEnd--></div><!--QuoteEEnd-->

Talk to the tailor and you get the dialog to view other clothes.

Then you can cycle through the game's entire inventory of skins and the tailor will model them for you.
Choose the ones you want to buy.

Once you finish with the tailor, press "F12" key again to turn off "Debug".
Now, with "Debug" off, you can go to your "Choose Outfit" inventory screen, and see the skins you bought, as well as the others you already had.
 
Sorry ..it doesn't work no matter where i add it. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

And i'm using Build 14 Alpha 6.
 
<!--quoteo(post=224786:date=Dec 7 2007, 12:48 PM:name=Cylon13)--><div class='quotetop'>QUOTE(Cylon13 @ Dec 7 2007, 12:48 PM) [snapback]224786[/snapback]</div><div class='quotemain'><!--quotec-->Sorry ..it doesn't work no matter where i add it. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

And i'm using Build 14 Alpha 6.<!--QuoteEnd--></div><!--QuoteEEnd-->

Then it is a Build 12 and 13 thing only?

I don't know where or even if debug code is used in Build 14.
Others will have to answer this.
 
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