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    Maelstrom New Horizons


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Pre Build 13 Modpack

First of all: Thanks to all of you for the best wishes and congratulations! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

<!--quoteo(post=170248:date=Nov 7 2006, 12:43 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 7 2006, 12:43 PM) [snapback]170248[/snapback]</div><div class='quotemain'><!--quotec-->
Anyway is that build 7 the current latest best beta to use is what i wanted to ask <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
It should be, yes. It certainly is the most recent version and it should also be the best version at the moment with all important new bugfixes in place. Apart from some small ones that weer made after Beta 7 was done.
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><i><b>"New" modpack update released</b></i><!--sizec--></span><!--/sizec-->
I have replaced the small Beta 7 download with the full one now and in the process I also added the most recent bugfixes to the file. I also updated the link in my signature as well as my website. So Beta 7 installation should be easier and more obvious now. For all people who already had Beta 7: Get the new one if you want some additional small fixes. But if you want to test the BuildingSet, DON'T get the new one, because it's turned off in that version at the request of CouchcaptainCharles.
 
I´m a little late to congratulate you Pieter, because my computer got ill. This is good news to all of us that you may continue to keep an eye on things! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
Great job to all the modders and beta testers who have worked so hard to get Build 13 working properly. I'm sorry I haven't been around much, I haven't ditched, I just haven't had much free time. Plus, I have been trying to learn texturing. I reworked one of Seb's skins just as a practice run to learn the program and all the techniques. I have a newfound respect for Petros and the gang who can crank out beautiful looking skins!
 
What are we going to do with releasing Build 13 now? It seems that we won't be fixing the 3D sailing mode CTDs any time soon. So I would personally suggest I relase Build 13.0.0.0 next weekend as a complete installer file. Then we can test it and any possible fixes can then be added to the final release, Build 13.0.0.1 or something like that. Otherwise we'll just keep going and going without ever getting anywhere. Please give your views on this.

I put IncredibleHat's latest changes in a new update and I also finally added Hook's new mods in there, including the time display in 3D sailing mod, as well as his changes to cannon reload times, making sail damage influence the turn speed and making chainshot more useful in the game. These mods should work just fine and I think they should improve the balance in the game a bit.

Should I release this modpack version with these additions so they can be tested?
 
You may want to check the CTD's thread, Pieter. According to Hook, it looks like he may have killed the sea battle CTD's finally.

He's apparently running more testing to make sure. But he's saying he can't seem to get it to crash at all now.

Cap'n Drow
 
<!--quoteo(post=171081:date=Nov 12 2006, 11:00 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 12 2006, 11:00 AM) [snapback]171081[/snapback]</div><div class='quotemain'><!--quotec-->
Should I release this modpack version with these additions so they can be tested?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes please.

Call it "Build 13 rc1" (release candidate 1). If all goes well with that update, it basically turns into final release and gets fully posted in all its hefty 300+mb glory with the installer next weekend. That way you don't have to release 13.0.0.0 and then 13.0.0.1 as the final release.

I will label it as rc1 on the Bug tracker... and then you should give people only this week to report any SHOW STOPPER PROBLEMS with that update. I don't see any, other than maybe a syntax oopsie where the game won't load <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> But, you never know.

Oh, and don't forget the CTD fix Hook and I just came up with =) It FIXES the bug, not covers it up!
 
I will do just that. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

BTW: Your CTD fix does change the workings of the cannon FX mod slightly, doesn't it? Would it be possible to fix the CTD while keeping that mod work as originally intended?
 
<i><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Build 13 Beta 8 = Release Candidate 1!!!</b><!--sizec--></span><!--/sizec--></i>
Some very Incredible and Hookish good news today. Beta 8 is released and is available from the usual locations (my site and the link in my signature). This Beta is the first release candidate for Build 13. A whole bunch of things were fixed, most notably the apparently random CTDs that have plagued uss for so long. Please test this modpack update, especially the 3D sea battle part and see if it works. If this update is confirmed working properly before the weekend, the final full Build 13 will be released this weekend! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

Important things: Please test this version as thoroughly as you can before this weekend. Especially sea battles in the 3D sailing mode. Perhaps Hook and IncredibleHat will be able to give further information on what they changed for this version.

<i><b>List of stuff changed in this update:</b></i>
- Reload time multiplier added to BuildSettings.h
- Reload times for cannons now depends on the available crew<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->*<!--colorc--></span><!--/colorc-->
- Sail damage influences turnrate<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->*<!--colorc--></span><!--/colorc-->
- A clock in the upper left corner of the screen when in 3D sailing mode: turn on in BS.h with DISPLAY_SEA_TIME <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->*<!--colorc--></span><!--/colorc-->
- Build version called "13.0.0.0"
- CTDs in 3D sailing mode fixed by resetting a function to it's original state
- Lots of not required reinitialization code commented out and not used anymore
- New setting: LOADING_SCREENS_ONLY_FIRST_TIME - Set to 1 to skip loading screens except for the first visit on a location
- "Not enough gunpowder" code rewritten: Should work much better now
- Chainshot made much more effective now: Cannons aim higher with chainshot and do more damage that way<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->*<!--colorc--></span><!--/colorc-->
- Surrender code rewritten: Should work better now
- Ship of the Line and White Waller Frigate models improved
- Corsair 4 and 5 skins improved
- "Land" icon in the F2 screen improved

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->*<!--colorc--></span><!--/colorc--> this is a new feature that should make the game better balanced and more interesting. Please test this. If it doesn't work properly, it will be taken out for Build 13 again. But I wanted to try and put this stuff in, because it might improve gameplay quite a bit.
 
Pieter: Just letting you know that the link in your siggie is pointing to the last Beta7 you had right now.

Cap'n Drow
 
Not anymore. I was still in the process of changing that. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
Hmmmm... I hold me cursor over the link, it STILL shows B13_Beta7.zip as what its linked to. Maybe I need to leave the site completely and come back? Not that it should matter....

Cap'n Drow
 
<!--quoteo(post=171267:date=Nov 13 2006, 09:17 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 13 2006, 09:17 PM) [snapback]171267[/snapback]</div><div class='quotemain'><!--quotec-->
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->*<!--colorc--></span><!--/colorc--> this is a new feature that should make the game better balanced and more interesting. Please test this. If it doesn't work properly, it will be taken out for Build 13 again. But I wanted to try and put this stuff in, because it might improve gameplay quite a bit.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Maybe I'm too oldfashioned or to squeemish, but I don't understand this anymore. We are four days before the final release, H&H have with a superhuman effort just barely managed to debug all the stuff amassed in the last months -that is, those bugfixes haven't even been mass tested yet-, and NEW stuff is being added? How can this be properly tested in four days? (The recent killer bug caused by MM's Oh So Beautiful cannon FX mod surfaced after SIX MONTHS. Excellent example what happens if simply ANY mod is being dumped into the Build, regardless of the mod's quality or the modder's knowledge. )

So in the end you will be -once again- gambling with the Build at stake. Sorry for the harsh words, but I REALLY can not understand this. Is my attitude so out of place in the software world? Almost seems so.
 
Its the software world <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

And to add more to your frustration, that Beta 8 surly doesn't include some last minute fixes Hook and I were working on today to refine what was just added. I've been testing all day and it's been fun... have actually been able to enjoy sea battles now. Just a few adjustments must be put into place to make the recent fixes stronger.

For instance the hull hit effects that were causing the game to crash, have now been adjusted to look far much better the way the original modder hopefully intended (the original simple ctd fix turned something on which had a side effect of throwing mounds of debris into the air on hull hits). The fix also allows the end user to select how 'much' effects they get (like if they have a very wimpy CPU or something, they can opt to use the 'lowest' setting).

Yeah, these are last minute 'additions', but everything is last minute if you are working for a final build. Heck, its all last minute! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

The gunpowder fix is actually the 'cannonpowder' fix. Nothing to do with the Ammo Mod in any way, it has to do with the "flashing warning icon when low on cannon powder". Wasn't working right, especially if you ran out of balls/chains/grapes before you ran out of cannon powder.

The other ship behavior adjustments were long tested, just never put into the 'official' builds until now. Those seem to work just fine, and actually make using (and buying) chainshot actually worth doing. It fixes the game that went downhill with all the screwed up (er, I mean, ENHANCED) cannon physics.

Nothing was changed with the beautiful cannon firing graphics.

Actually, Hook and I spent another hour today trying to get smoke to blow in the wind... but unfortunately, it seems like something akella left out of the game engine itself to use. The variables are there, but the functionality aint!

Speaking of last minute additions, CCC there are a few new toggles for BS.h and we fixed a hidieous error with a setting in IS.h. However, wether these fixes are put into the build or not, is up to pieter.
 
Pieters sig link to build beta8 still shows as beta7 for me also - still if you go to his site that seems to have the correctly labelled beta8.

If the new additions are quite minor things and i know Hook has been playing around with his new chainshot code by himself for a while, then well its atleast worth looking at? I got the beta8 now and will start testing tomorrow. If we can see glaring problems then i guess back to beta7(nearly fixed) version and base it on that.

I think its all down to what hapens these next few days with this new beta - whats the worst that can happen?

shall i say it? <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
regarding the chainshot:
i played 12.1 the last days, and when i was firinig from 3rd person, the gunners DEFINETLY were aiming for the sails. so now they are just aiming a little bit higher, or... did it get forgotten, that chainshot already aimed for sails? and i always thought it was worth buying and using chainshot. but thats maybe just because i use slow and big ships and need to get the smaller ships a little bit slower.

to incredible hat and hook:
thanks again for your efforts!
but this troubles me:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->...we fixed a hidieous error with a setting in IS.h. However, wether these fixes are put into the build or not, is up to pieter.<!--QuoteEnd--></div><!--QuoteEEnd-->
this sounds important?

well, anyway, ill install the release candidate right away. so i can thoroughly check it.
be prepared for my leet bug radar! meepmeep <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
After installing the RC 1, I went checking the particles.c code, just to be sure it matched up. Is this what its supposed to look like?

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
int CreateBlastX(float x,float y,float z,float ax,float ay,float az)
{
    int iRes;
    object blast;
    iRes = CreateEntity(&blast,"blast");
    SendMessage(&blast,"lffffff",LM_SETPOINTANDANGLES,x,y,z,ax,ay,az);
    LayerAddObject("realize",blast,3);
    LayerAddObject(SEA_REALIZE,blast,3);
    return iRes;
}

// MM, modified blast for solid shot impacts, flying planks removed.
// TIH --> This function crashes the game because the "flying planks removed" portion was done improperly.
// As a result, we are bypassing this function and using the stock one above to insure proper particles.
int CreateBlastM(float x,float y,float z)
{
    return CreateBlast( x, y, z); // bypass this function and use stock above
    /*
    int iRes;
    object blast;
    iRes = CreateEntity(&blast,"blast");
    SendMessage(&blast,"lfff",LM_SETPOINT,x,y,z);
    LayerAddObject("realize",blast,3);
    return iRes;
    */
}
// TIH <--
<!--c2--></div><!--ec2-->

Or should it look like this??

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
int CreateBlastX(float x,float y,float z,float ax,float ay,float az)
{
    int iRes;
    object blast;
    iRes = CreateEntity(&blast,"blast");
    SendMessage(&blast,"lffffff",LM_SETPOINTANDANGLES,x,y,z,ax,ay,az);
    LayerAddObject("realize",blast,3);
    LayerAddObject(SEA_REALIZE,blast,3);
    return iRes;
}

// MM, modified blast for solid shot impacts, flying planks removed.
// TIH --> This function crashes the game because the "flying planks removed" portion was done improperly.
// As a result, we are bypassing this function and using the stock one above to insure proper particles.
/*
int CreateBlastM(float x,float y,float z)
{
    return CreateBlast( x, y, z); // bypass this function and use stock above
    int iRes;
    object blast;
    iRes = CreateEntity(&blast,"blast");
    SendMessage(&blast,"lfff",LM_SETPOINT,x,y,z);
    LayerAddObject("realize",blast,3);
    return iRes;
}
*/
// TIH <--
<!--c2--></div><!--ec2-->

Thanks for the answer to this burning question. And if you feel like posting up any other code snippet fixes we need, feel free in my opinion. **grins**

Cap'n Drow
 
About the link in my sig: Fixed now. Sorry for the mistake. <img src="style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />

To CCC: I wanted to try putting these new mods in, because I think they would enhance the gameplay quite a bit. If they are found to not be working, we can take them out again quickly enough. But Hook has been playing with that code for a long time and IncredibleHat is now testing it as well, so I think it should work properly. And if it doesn't, we should be able to find out soon enough now that everyone is testing sea battles. Right? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

To Cap'n_Drow: The code in Beta 8 is correct. It's better to do it that way than the way you post, just in case the CreateBlastM() function is called by the game. If it's commented out, the game won't find the function it needs and would crash.
 
Check, just wanted to be sure that was the reason. Its kind of what I was thinking, but just wanted confirmation.

Thanks Pieter!

Cap'n Drow
 
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