• 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!

Recent content by Myth

  1. M

    Secrets of Far Seas 2

    this blade was fix after last public ver
  2. M

    Secrets of Far Seas 2

    Yes, that's right, the project includes assets from other games. This is mainly because we don't have a full-time modeling specialist, and we could use one. There's work for him. It's not difficult, but it's tedious: for example, changing the locators for a model or adjusting the cuirasses on...
  3. M

    Secrets of Far Seas 2

    A few years ago, the project's author changed to me. Thanks to the help of friends, I was able to translate the latest version of the game into English. SOFS 2.zip - full game on google drive full link for game 5.24 GB file on MEGA Current development status: the new alpha is transitioning to...
  4. M

    Dont see sea on new port or seashore location

    i have water but it white not blue
  5. M

    Dont see sea on new port or seashore location

    its no working, still black
  6. M

    Dont see sea on new port or seashore location

    Hi! i try to transfer Bermudes from COAS to NH. But i dont see sea on location. Just black hole. locations[n].models.night.fonar = "IslaMona_fn"; locations[n].models.night.charactersPatch = "IslaMona_patch"; //Environment locations[n].environment.weather = "true"...
  7. M

    WIP Peter Blood Storyline from City of Abandoned Ships

    Thx. Now it work
  8. M

    WIP Peter Blood Storyline from City of Abandoned Ships

    i stuck again. case "Blood9": LAi_SetPlayerType(PChar); n = Locations[FindLocation("Estate")]; locations[n].box1 = Items_MakeTime(0, 0, 1, 2003); locations[n].box1.items.blade2 = 1; locations[n].box1.items.pistol1 = 1; locations[n].box1.items.key_pitt = 1; if (ENABLE_AMMOMOD) {...
  9. M

    WIP Peter Blood Storyline from City of Abandoned Ships

    i think it no have bad think. attribute works only 1 time, for every use need add again. in my version Program work great. i more will add by me in future...
  10. M

    WIP Peter Blood Storyline from City of Abandoned Ships

    o... i dont see this topic
  11. M

    Need Help How core works with sound on sea battle?

    I already solved the problem, but through scripts, not by editing the kernel. I tried to add the sound of the sails moving when they are lowered or raised. I also wanted to add the phrases: "raise the sails", "lower the sails". But through the core, could not do it. Added via scripts.
  12. M

    Need Help How core works with sound on sea battle?

    Good afternoon. Recently, I got the opportunity to make changes to the original kernel. And I want to understand this thing: is all the voice acting of the sea battle written through scripts? and in the marine part of the core there is no function for playing sound at all?
  13. M

    Need Help moved the forts from Pirates of the Caribbean to COAS

    Good afternoon. Has anyone moved the forts from Pirates of the Caribbean to COAS? Maybe someone will be able to fake changed locator files for forts? Under filling characters in COAS style. So that locators are already in custody, etc.
  14. M

    Need Help Porting marine logic from TEHO

    Please tell me someone transferred the marine logic (logic of ships) from TEHO to COAS? I want to transfer TEHO Sea Logic in COAS, but there are a lot of quest lines in the code and I'm a little confused
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