• 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!

List of the new ships avalible?

i've got all the fixes for b14 a6 on my harddrive. i've got PBmodifications, ammo_restock, and B14_A7 giulootto_fix. i'm not sure if installing the last one is such a good idea though. it was supposed to fix the boarding bug, but rumor has it it doesn't work. although it seems to have worked in my case, it might be due to the fact that i changed the ransoming system back to the old one.
 
I don't really know which fixes should and shouldn't be put on top of Alpha 6. PB_Modifications should work. I think at one point there was even a second version of the file. If you do want to install fixes, it is best to do it manually through WinMerge, otherwise there is a risk of installing incompatible fixes which can cause bugs rather than fix them. Somebody could make a merge between Alpha 6 and Alpha 7 Plus, adding only fixes and working content to get the most stable game version with the most new stuff. That's a lot of work though and does require some knowledge of the code. However, it IS a great way of becoming more familiar with the code. When I started, I knew virtually nothing of the code and I learned along the way. Now I can modify quests to such an extent as to add new scenes and stuff.
 
well, ammo_restock is supposed to be installed on top of PBmodifications. it was an update on it.
 
<!--quoteo(post=217034:date=Oct 8 2007, 06:20 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 8 2007, 06:20 AM) [snapback]217034[/snapback]</div><div class='quotemain'><!--quotec-->Cannon locators can be added in the View>Locators screen. Cannons can be added by adding a cannon geometry locator in the same way. You need to put the cannon model in the ship's folder as well. An example are the triple guns on the Flying Dutchman and also the "stuff_on_deck" on "theBlackPearl". Razor knows more about this.

It seems that ships exported with the Tool, modified in another program, then imported in the Tool get their lighting reversed. Nobody has found a way to fix this issue yet and you will this lighting effect on several ships, including "Surprise", "theBlackPearl" and "Amsterdam". Merciless Mark, Kazeite and me all tried to find a way to fix it, but no luck. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Thanks, but I'm still kinda lost. Guess it'll be the old trial-and error learning. If I figure it out, I'll write up a ship mod tutorial for TOOL.

kevin
 
<!--quoteo(post=217105:date=Oct 8 2007, 01:56 PM:name=Cylon13)--><div class='quotetop'>QUOTE(Cylon13 @ Oct 8 2007, 01:56 PM) [snapback]217105[/snapback]</div><div class='quotemain'><!--quotec-->Im going to install these modifications on my Alpha 6 <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> ..btw should i also use Kevatl_mods? is that the file named potc14a6_kevatl_v01.zip in PA FTP? if it's not then where to get it?<!--QuoteEnd--></div><!--QuoteEEnd-->

Actually, the Kevin Atlanta fix (potc14a6_kevatl_v01.zip in PA FTP) is an "all-in-one" package, so it already includes stuff from PB_Modifications and others. It inlcudes fixes from various sources (Pieter, PirateKK, Giuliootto, and myself). This is the most stable version of 14Alpha6 I've been able to get. Instructions and information follow...

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Build 14 Alpha 6 (Kevin Atlanta version)
filename: potc14a6_KevAtl_v01.zip)

INSTALL PROCESS:
1) POTC standard un-modded game
2) Build13_Full.exe (run runme.bat) ***
3) b13_update3_full.zip (run runme.bat) ***
4) Copy contents of b14_alpha6 into game directory (run preset.bat and runme.bat)
5) Copy contents of potc14a6_KevAtl_v01.zip into game directory
6) OPTIONAL. reset default controls in-game

*** = I'm not sure if these steps are absolutely required, but I recommend them
just to be sure that you have all the required files in your game directory.

NOTES: After you have installed a fresh copy of b14_alpha6.zip, just copy the
attached zip file (potc14a6_KevAtl_v01.zip) contents into your game directory, with
the file structures intact. MAKE SURE TO BACKUP YOUR GAME BEFORE APPLYING THIS FIX!!
There is no need to run a preset.bat or runme.bat with potc14a6_KevAtl_v01.zip. This
file archive contains fixes/changes from pb_modifications.zip (credit to Pieter Boelen)
and B14A7_giuliootto_Fix3.zip (credit to Giuliootto), so you do not need to install
those files.  Changes by others (Pieter Boelen, Giuliootto, etc.) are not noted by me.
My changes are commented in the files with "// KevAtl xx/yy/zzzz" where xx/yy/zzzz is
the modified date. Uses CCCDirectSail.c and Seadogs.c from Pieter's pb_modifications.zip
(Giuliootto version of DirectSail is not used).


FIXED:
------
- AMMOMOD working (scene change reloads for non-AMMOMOD weapons)
- Boardings work properly (no hangs or stuck on decks)
- Captured captains no longer show "Deadly Pirate" for all, but have individual names
- All dialogs working (see exception below)
- Nigel Blythe quest working (Pirate Corvette is captureable)
- Fixed missing descriptions in Tailor Shops
- Fixed missing INTERFACE Portrait textures for several new characters

NOT FIXED:
----------
- DirectSail not working properly (must enter ship via Ship Move interface).
  If you enter from the end of the dock (F3, spacebar or OPEN), DirectSail
  does not work. It appears that when you enter from the dock, some of the
  if-then checks show you as "below decks" and abort DirectSail.
  My settings are "#define VISIT_DECK    1" (When anchoring, go to ship deck)
- Dead Captain showing up (sometimes) as captain of extra ship(s) in your fleet
- If you have unreleased captured pirates (prisoners) in your hold, and then take
  on a new Pirate Hunting mission, the prisoner will disappear and show as a blank
  space on your passenger list.
- Captured ships, that have surrendered, incorrectly show 100% sail and 100% hull
- Missing dialog file for William Neal (William Neal_dialog.c) on Tortuga. Is he a
  quest character I don't know about?

MODS:
-----
- Added a new sword - the Saber of Cortés. Spolier Hint: Oxbay Abandoned Mine.
Only one of these is available in game.
- Work-around for quest characters, hireable as officers, generated with low HP.
Gives BonusHP for quest characters (+100 HP), so they will be useful later in
game. Includes Mr. Gibbs, Danielle Greene, Lucas de Saldanha, Baldewyn Coffier,
Edgar Attwood, Leborio Drago, Jaoquin De Masse, Florens Clauss, Rys Bloom,
Bartolomeu o Portugues, Txiki Pijuan, and Amerigo Vieira. No changes were made
to Nigel Blythe or Artois Voysey, as lots of folks like to kill them off after
their quest completes. Also, FredBob already has a 200HP bonus in current build.

As a side note, here is the order I used to install Build 14 Alpha 6:
1) POTC standard un-modded game
2) Build13_Full.exe (run runme.bat)
3) b13_update3_full.zip (run runme.bat)
4) Copy contents of b14_alpha6 into directory (run preset.bat and runme.bat)
5) extract pb_modifications.zip into game directory
6) extract B14A7_giuliootto_Fix3.zip into game directory (this replaces some of
   the pb_modifications.zip files, so there MAY be some necessary fixes by Pieter
   that are overwritten/replaced). I put several of the pb_mods files back in place.
7) reset default controls in-game


Version History:
potc14a6_KevAtl_v01.zip        Version 0.1        August 26, 2007


-*-> KevinAtlanta <-*-


------------------------------------------------
----- ReadMe.txt from pb_modifications.zip -----
------------------------------------------------

Changes by Pieter:
- Lots of dialog, item description and queststexts changes to Bartolomeu's quests
- Code modifications to Bartolomeu's Tortuga Atmosphere mod
    > More modifications to prevent some weird issues.
    > Bug found: Sometimes after loading a savegame in Tortuga port you'll find
        stationary clones of the ladies
- Several display text fixes
- Some new loading screens for the AoP towns
- BuildingSet "Keep", "Fortification" and "Hoardkeeper" dialog fixed
- Mr. Gibbs added to Tortuga tavern. He will give you Jack's compass, which you
    can use to find Isla de Muerte and you can hire him as officer
    > Eventually this should be expanded into a real quest, but at least it can be
        tested by players now without doing any code modifications
- When anchoring, you go to your ship's deck instead of straight to shore (toggleable)
    > I wanted to make it so that you go to your ship's deck when leaving port as
        well, but I have been unable to. Perhaps somebody else can do something about it?
- Map interface island names colour reset to yellow. I didn't like the green
- Blockdamage code modified by HawkerT<!--c2--></div><!--ec2-->


See this thread for a little more info: <a href="http://www.piratesahoy.com/forum/index.php?showtopic=10898&st=20&start=20" target="_blank">http://www.piratesahoy.com/forum/index.php...20&start=20</a>

kevin
 
Ah. Thanks a lot for explaining that, Kevin! I forgot about what happened when I was away sailing. I didn't really have my mind with PotC modding at the time... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->2) Build13_Full.exe (run runme.bat) ***<!--QuoteEnd--></div><!--QuoteEEnd-->This is required.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->3) b13_update3_full.zip (run runme.bat) ***<!--QuoteEnd--></div><!--QuoteEEnd-->This is not required. Update 3 is included in Alpha 6. Also you only need to run RunMe.bat once after installing all ZIP-files.

Question: Could you please check if any fixes that you put into your fix-file are NOT in Alpha 7 Plus? I want to make sure I didn't miss any. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=217156:date=Oct 8 2007, 04:30 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 8 2007, 04:30 PM) [snapback]217156[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->2) Build13_Full.exe (run runme.bat) ***<!--QuoteEnd--></div><!--QuoteEEnd-->This is required.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->3) b13_update3_full.zip (run runme.bat) ***<!--QuoteEnd--></div><!--QuoteEEnd-->This is not required. Update 3 is included in Alpha 6. Also you only need to run RunMe.bat once after installing all ZIP-files.

Question: Could you please check if any fixes that you put into your fix-file are NOT in Alpha 7 Plus? I want to make sure I didn't miss any. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

FIXES from kev_atl mod:

- AMMOMOD working (scene change reloads for non-AMMOMOD weapons)
AMMOMOD is working in build14 alpha7+ as far as I can tell

- Boardings work properly (no hangs or stuck on decks)
I think this is N/A since new decks were added, and other problems cropped up

- Captured captains no longer show "Deadly Pirate" for all, but have individual names
Unknown, as I haven't played far enough into it. I *think* it is fixed.

- All dialogs working
Unknown, as I haven't played far enough into it. I *think* it is fixed, with exception of new added quests and/or incomplete quests.

- Nigel Blythe quest working (Pirate Corvette is captureable)
Fixed and working.

- Fixed missing descriptions in Tailor Shops
Some newly added character models in b14a7+ are missing info.

- Fixed missing INTERFACE Portrait textures for several new characters
Some (most?/all?) newly added character models in b14a7+ are missing info.


kevin
 
Could you, by any chance, check which characters are missing their info? I know some simply don't have any info defined in initModels.c: Chard, Chard2, Chard3, BigPirate, ThomasLinch, MorrisWillams, Liz2, Diz1, Diz2, Gaskon, Mansfield, Modyford, Ostin, Morgan, Downgir51, Downgir52, Downgir53, Downgirl1, Downgirl2, Downgirl3, prison_3, prison_4, prison_5 and AnnaDeLeiva. This can easily be fixed though. Another problem with many characters is them missing their heads. This mostly applies to somewhat older SLiB mod characters, as well as some others. This is because they don't have head models nor head animation files.
 
hang on, hang on, did you say morgan? what does he look like?

you can assign those invisible captives as your officers, as i found out. it simply requires an accident to be arranged to get rid of them.
 
What invisible captives are you talking about? The only "invisble captives" I've had were captains I'd hire as officer who had missing portraits until I gave them a new outfit. Strangely enough one of them would never follow me like a proper officer should. I could also kill him, unlike my other officers. Very weird.

Find attached Morgan's interface picture. Model from AoP.
 
hmm....i like my captain hook outfit better as henry morgan. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> it's the hat. especially it's redness.

i'm talking about the captives in your hold which become invisible in your passengers list when you sell the ship they where on.
 
Ok. Can you please post that one on the bug tracker? In which game version was that?
 
Back
Top