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Well, they play a little and watch what changed.Ok, I have finally fixed the syntax errors![]()
About what people are upset so.Yep, I played a bit. Finished the Austin quest
What are you reading in Technical Help?
About what people are upset so.
We have just what written all Fixed there is.
Almost everything.
Looks from acceptable. Matter of taste.Jan, is it possible to change the look of the smoke particle?
Yes, the soul of the game.Jan, what's next to edit? Weather system?
#include "Weather\Init\Common.c"
#include "Weather\Init\Day.c"
#include "Weather\Init\Evening.c"
#include "Weather\Init\Morning.c"
#include "Weather\Init\Night.c"
#include "Weather\Init\DayStorm.c"
#include "Weather\Init\Special.c"
#include "Weather\Init\Rain.c" //navy
int InitWeather()
{
int n = 0;
n = Whr_InitNight(n);
n = Whr_InitMorning(n);
n = Whr_InitDay(n);
n = Whr_InitEvening(n);
n = Whr_InitDayStorm(n);
n = Whr_InitSpecial(n);
//n = Whr_InitRain(n);
Whr_InitCommon();
Trace("Init weathers complete. " + n + " weathers found.");
for (int i=0; i<n; i++)
{
if (!CheckAttribute(&Weathers[i], "Stars.Enable")) { Weathers[i].Stars.Enable = false; }
if (!CheckAttribute(&Weathers[i], "Planets.Enable")) { Weathers[i].Planets.Enable = false; }
if (!CheckAttribute(&Weathers[i], "Sun.Reflection.Enable")) { Weathers[i].Sun.Reflection.Enable = false; }
if (!CheckAttribute(&Weathers[i], "Sounds.Sea.Postfix")) { Weathers[i].Sounds.Sea.Postfix = ""; }
if (!CheckAttribute(&Weathers[i], "Sun.Moon")) { Weathers[i].Sun.Moon = false; }
if (!CheckAttribute(&Weathers[i], "Rain.DropsNearNum")) { Weathers[i].Rain.DropsNearNum = 0; };
if (!CheckAttribute(&Weathers[i], "Rain.DropsFarNum")) { Weathers[i].Rain.DropsFarNum = 0; };
if (!CheckAttribute(&Weathers[i], "Rain.DropsNearRadius")) { Weathers[i].Rain.DropsNearRadius = 12.0; };
if (!CheckAttribute(&Weathers[i], "Rain.DropsFarRadius")) { Weathers[i].Rain.DropsFarRadius = 55.0; };
if (!CheckAttribute(&Weathers[i], "Rain.DropsLifeTime")) { Weathers[i].Rain.DropsLifeTime = 0.25; };
if (!CheckAttribute(&Weathers[i], "Rain.DropsSize")) { Weathers[i].Rain.DropsSize = 0.07; };
if (!CheckAttribute(&Weathers[i], "Rain.DropsTexture")) { Weathers[i].Rain.DropsTexture = "weather\rain_drops.tga"; };
if (!CheckAttribute(&Weathers[i], "Rain.DropsColor")) { Weathers[i].Rain.DropsColor = argb(63, 255, 255, 255); };
if (!CheckAttribute(&Weathers[i], "Sea2.FoamK")) { Weathers[i].Sea2.FoamK = 0.0; };
if (!CheckAttribute(&Weathers[i], "Sea2.FoamV")) { Weathers[i].Sea2.FoamV = 3.0; };
if (!CheckAttribute(&Weathers[i], "Sea2.FoamUV")) { Weathers[i].Sea2.FoamUV = 3.0; };
if (!CheckAttribute(&Weathers[i], "Sea2.FoamTexDisturb")) { Weathers[i].Sea2.FoamTexDisturb = 0.7; };
}
return n;
}
#include "Weather\Init\Common.c"
#include "Weather\Init\Day.c"
#include "Weather\Init\Evening.c"
#include "Weather\Init\Morning.c"
#include "Weather\Init\Night.c"
#include "Weather\Init\DayStorm.c"
#include "Weather\Init\Special.c"
int InitWeather()
{
int n = 0;
n = Whr_InitNight(n);
n = Whr_InitMorning(n);
n = Whr_InitDay(n);
n = Whr_InitEvening(n);
n = Whr_InitDayStorm(n);
n = Whr_InitSpecial(n);
Whr_InitCommon();
Trace("Init weathers complete. " + n + " weathers found.");
for (int i=0; i<n; i++)
{
if (!CheckAttribute(&Weathers[i], "Stars.Enable")) { Weathers[i].Stars.Enable = false; }
if (!CheckAttribute(&Weathers[i], "Planets.Enable")) { Weathers[i].Planets.Enable = false; }
if (!CheckAttribute(&Weathers[i], "Sun.Reflection.Enable")) { Weathers[i].Sun.Reflection.Enable = false; }
if (!CheckAttribute(&Weathers[i], "Sounds.Sea.Postfix")) { Weathers[i].Sounds.Sea.Postfix = ""; }
if (!CheckAttribute(&Weathers[i], "Sun.Moon")) { Weathers[i].Sun.Moon = false; }
if (!CheckAttribute(&Weathers[i], "Rain.DropsNearNum")) { Weathers[i].Rain.DropsNearNum = 0; }
if (!CheckAttribute(&Weathers[i], "Rain.DropsFarNum")) { Weathers[i].Rain.DropsFarNum = 0; }
if (!CheckAttribute(&Weathers[i], "Rain.DropsNearRadius")) { Weathers[i].Rain.DropsNearRadius = 12.0; }
if (!CheckAttribute(&Weathers[i], "Rain.DropsFarRadius")) { Weathers[i].Rain.DropsFarRadius = 55.0; }
if (!CheckAttribute(&Weathers[i], "Rain.DropsLifeTime")) { Weathers[i].Rain.DropsLifeTime = 0.25; }
if (!CheckAttribute(&Weathers[i], "Rain.DropsSize")) { Weathers[i].Rain.DropsSize = 0.07; }
if (!CheckAttribute(&Weathers[i], "Rain.DropsTexture")) { Weathers[i].Rain.DropsTexture = "weather\rain_drops.tga.tx"; }
if (!CheckAttribute(&Weathers[i], "Rain.DropsColor")) { Weathers[i].Rain.DropsColor = argb(63, 255, 255, 255); }
if (!CheckAttribute(&Weathers[i], "Sea2.FoamK")) { Weathers[i].Sea2.FoamK = 0.0; }
if (!CheckAttribute(&Weathers[i], "Sea2.FoamV")) { Weathers[i].Sea2.FoamV = 3.0; }
if (!CheckAttribute(&Weathers[i], "Sea2.FoamUV")) { Weathers[i].Sea2.FoamUV = 3.0; }
if (!CheckAttribute(&Weathers[i], "Sea2.FoamTexDisturb")) { Weathers[i].Sea2.FoamTexDisturb = 0.7; }
}
return n;
}
sDir = "weather\skies\Storm01\";
sDir = "weather\skies\Storm01\\";
if (GetTime() >= 6.0 && GetTime() < 10.0) Islands[iCurLocation].QuestlockWeather = "Storm01";
if (GetTime() >= 10.0 && GetTime() < 18.0) Islands[iCurLocation].QuestlockWeather = "Storm02";
if (GetTime() >= 18.0 && GetTime() < 22.0) Islands[iCurLocation].QuestlockWeather = "Storm03";
if (GetTime() >= 22.0 && GetTime() <= 23.99) Islands[iCurLocation].QuestlockWeather = "Storm04";
if (GetTime() >= 0 && GetTime() < 6.0) Islands[iCurLocation].QuestlockWeather = "Storm04";
if (GetTime() >= 6.00000 && GetTime() < 9.59999) Islands[iCurLocation].QuestlockWeather = "Storm01";
if (GetTime() >= 10.00000 && GetTime() < 17.59999) Islands[iCurLocation].QuestlockWeather = "Storm02";
if (GetTime() >= 18.00000 && GetTime() < 21.59999) Islands[iCurLocation].QuestlockWeather = "Storm03";
if (GetTime() >= 22.00000 && GetTime() <= 5.59999) Islands[iCurLocation].QuestlockWeather = "Storm04";
double Defines
Islands[iCurLocation].QuestlockWeather = "Storm04";
which the times should I take ... asks the game
if (GetTime() >= 22.0 && GetTime() <= 23.99) ...or ... if (GetTime() >= 0 && GetTime() < 6.0)
We are taking a break.
There needs to be some clear.