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Discussion in 'Sea Dogs: To Each His Own' started by kb31, Jan 22, 2017.
Do they even need to ask?
Allowing modding for a game is the way forward, is it not?
They are famous for their inconsistency
That's also why I was banned on their forums
Probably this would be their first reasonable and bold decision in the last few years
Here's to hoping this is a sign of better things to come!
I think they are only asking to win time for fixing reported bugs of their vanilla version with the actual Jolly Roger DLC because once the massive modding starts, it is more difficult for them to find out the reason for a bug. The Jolly Roger is the last DLC for hero Charles de Maure. The next DLC is a big one and will tell a story of his brother Michelle de Monper.
You were banned for hacking scripts of SD:TEHO and putting them into public access.
Nothing personal just business.
Забенен я был за 29 пункт, цитирую:
Так как это не ко мне, забанить было бы логично за 5
Ничего личного, просто глупость вашего модератора
Надеюсь, вы не станете спорить, что у вас удаляют вполне себе конструктивную критику даже из топика "Конструктивная критика"? А противоречивые высказывания членов студии?
И вы продолжите отрицать вашу непоследовательность?
Какой-нибудь индеец-хранитель в качестве лица студии и саппорта спас бы вашу ситуацию, а так - увы
@kb31 and @Captain Flint, if you can, please try to avoid heated discussions in Russian on the public forum.
The site staff has no clue what is going on, has no involvement and we cannot read it.
Phrase "Лом игры, распространение скриптов" means "Hacking of the game, distribution of scripts".
Word "Заблокированный" means "Banned".
This information is not correct. The next DLC will be the fourth and the last DLC concerning Charles de Maure, not Michel de Monper.
Even better for my taste but i could swear that when i was reading the steam news about the release of the Flying the Jolly Roger DLC, that Joruba was writing the name Michelle de Monper instead of Charles de Maure. Maybe he changed it afterwards or maybe my bad. Whatsoever, thanks for clarifying.
Каким образом предупреждние связано с баном?
Вот ваша цитата, и цитата вашего бедолаги-модератора
Ещё после дискуссией о лицензионном соглашении было понятно, что с правовой стороной вопроса у вас, мягко говоря, "не очень"
Меня вообще поражает ваше негативное отношение к тому, что повышает рейтинг вашего продукта, но дело ваше
В любом случае, я не вижу смысла спорить - каждый останется при своём
Предлагаю не устраивать публичную словесную перепалку, тут это действительно не к месту
Если у вас есть вопросы или претензии лично ко мне, я с удовольствием отвечу в ЛС
@Pieter Boelen, no clashing, just summing-up
As long as you guys keep it civil and don't hold the site staff responsible for whatever happened/happens here.
You may want to consider using the PM system for further Russian talks.
fixed hotkeys being executed while Steam overlay is open
added messagebox when mod has incompatible game version
reworked event system - now you can use any function as event:
will show "Log_Info executed" before every Log_Info call
new alias system - you can replace any static(not loaded through LoadSegment) function with any other(including loaded through LoadSegment) without modifying the original code:
This version is insufficiently tested, use it at your own risk
I am wondering if there has been any progess on new or current mods for this game. I know alot of the game files are encrypted, while that limits modding we have awesome stuff like hookmod and activemap and the quick save mod all of which I have been using for a while now. If anyone is working on more mods right now in would be happy to try them out and give feedback.
We have a decoded version of the scripts and the tools to decode and encode the graphics. That pretty much unlocks everything the game has to offer.
There was a user on Steam who was making a mod to remove level caps, but I don't know what became of it. As far as I know, no one else is modding the game scripts besides kb31 and me. There are a number of resource mods already done and linked in one of the Steam guides.
Once we get more people writing script mods, someone will have to merge different versions of the files if two people modify the same file. This means eventually there will have to be a central clearing house for script mods, and basically a single mod pack like what happened with the Community Build Mod that became New Horizons.
I do not know if you need it. I'm creating a patch for one of the series games. This game did not come out in the English version. Once I had to transfer workings from one version of the game to another. This would not be possible if I did not find a program called Araxis Merge. She saved me a lot of times.
I am using those resources mods as well already
I also changed some things on my own, I didn't like how the 32 pounders sounded so I changed the sound to something with a little more oomph.
I just changed the sound files for the fort cannons.
Someone will still have to actually read the code and merge the changes. I can't imagine doing this totally automatically, especially if two people make changes to the same line of code. Sometimes changes will conflict even if they're not in the same lines of code, and it takes a programmer to sort these kinds of problems out.
We used to use WinMerge to do this, but I'll take a look at Araxis Merge as well. It might be useful to compare 3 files at once. At least WinMerge is free, while Araxis Merge is $129, or $269 if you want the additional features of auto merging and 3 way file compare. We can't ask a user to pay $270 just to use more than one mod at a time. And don't even talk about pirating the program.
Separate names with a comma.