• 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!

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  1. K

    New ships from SLiB mod

    <!--quoteo(post=213473:date=Sep 2 2007, 05:59 PM:name=Kazeite)--><div class='quotetop'>QUOTE(Kazeite @ Sep 2 2007, 05:59 PM) 213473</div><div class='quotemain'><!--quotec-->Oh yeah! We want shotgun! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D"...
  2. K

    SLiB Mod Files

    I just completed porting eight of the "new" ships from this mod. They are available on the FTP in KevinAtlanta folder. More details in this thread: <a href="http://www.piratesahoy.com/forum/index.php?showtopic=10936" target="_blank">http://www.piratesahoy.com/forum/index.php?showtopic=10936</a>...
  3. K

    New ships from SLiB mod

    For those of you getting bored with the same old ships, here are eight FRESH ships ported from the Russian SLiB mod. Thanks to Pieter for posting the original file with some unused models/textures from the SLiB mod. <div align="center"> <a...
  4. K

    SLiB Mod Files

    OK, I just did a test where I gave blade28 a real GM file (just copied blade22.gm file and renamed it blade28.gm), and changed the modelID in InitItems.c from "blade22" to "blade28", and this SEEMS to have fixed it - the interface pic for blade29 DOES show up now. YeeeeeeHaaaaaa!!!! Looks like...
  5. K

    SLiB Mod Files

    <!--quoteo(post=213439:date=Sep 1 2007, 03:42 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 1 2007, 03:42 PM) 213439</div><div class='quotemain'><!--quotec-->What happens if you try to use that new texture? In theory what you say should work just fine. If you put your...
  6. K

    SLiB Mod Files

    Thanks, there are some nice looking things in there! I've already tried to put one new blade in-game (as a unique item and as "blade29"). I've got everything working, but cannot get it to display a new interface picture for the item (on F2 screen). FYI - I wanted to add a unique interface...
  7. K

    Sun Position incorrect

    Build 14 Alpha 6. Sun Rise is incorrect. The Sun incorrectly rises in the West and sets in the East - and moves through the sky in that direction. This is exactly opposite (180 degrees) from what it should be. Reflections on the sea mirror the sun's movement, i.e., they match where the sun is...
  8. K

    Unofficial Build14_Alpha7 Fix

    Thanks. That's what WinMerge showed, but I just wanted to make sure. kevin
  9. K

    Problems In Build 14 A 6

    <!--quoteo(post=213074:date=Aug 26 2007, 05:51 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Aug 26 2007, 05:51 AM) 213074</div><div class='quotemain'><!--quotec-->To KevinAtlanta: If you manage to make a reasonable stable game version by using your fixes, could you please...
  10. K

    Build 14 Alpha 6 Bug Summary

    <!--quoteo(post=185355:date=Mar 11 2007, 03:21 AM:name=Joseph Brain)--><div class='quotetop'>QUOTE(Joseph Brain @ Mar 11 2007, 03:21 AM) 185355</div><div class='quotemain'><!--quotec-->Oh, yea, I forgot to mention the one bug I do find annoying. Everytime I load a new area (from town to tavern...
  11. K

    DirectSail 1.1 Fix

    Looks like this problem may be related to a fix I applied over the 14a6 + PB Mods. It is a fix for boarding and the dead captains called B14A7_giuliootto_Fix3.zip. Thread is here: <a href="http://www.piratesahoy.com/forum/index.php?showtopic=10443"...
  12. K

    Unofficial Build14_Alpha7 Fix

    <!--quoteo(post=196524:date=May 24 2007, 04:32 PM:name=giuliootto)--><div class='quotetop'>QUOTE(giuliootto @ May 24 2007, 04:32 PM) 196524</div><div class='quotemain'><!--quotec--><img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif"...
  13. K

    Problems In Build 14 A 6

    <!--quoteo(post=213049:date=Aug 25 2007, 04:56 PM:name=Kazeite)--><div class='quotetop'>QUOTE(Kazeite @ Aug 25 2007, 04:56 PM) 213049</div><div class='quotemain'><!--quotec-->Hm... it would appear from handful of boardings I did that this fix did the trick - however, I started meeting undead...
  14. K

    Problems In Build 14 A 6

    Could this boarding bug have anything to do with a "missing" captain on the boarded ship? I know that this was the case in the capture of the Nigel Blythe quest ship (i.e., Dirty Harry / Shaggy Garry pirate corvette). A captain model was not generated because of a bad ch.model reference and...
  15. K

    DirectSail 1.1 Fix

    Looks like I spoke too soon. This appears to be a problem with the check for "is the player below decks" abort function. If you enter your ship from the end of the dock, DirectSail seems to think that you are below decks and aborts. However, if you enter via the Ship Walk interface, it works...
  16. K

    DirectSail 1.1 Fix

    OK, I'd been having intermittent trouble with DirectSail 1.1 (Build 14 Alpha 6) kicking off lately and I couldn't narrow the problem down. I was getting no sail-ho's and couldn't sail to any islands - I'd just sail for hours upon end and sail right through all islands. Then when I'd finally go...
  17. K

    Missing Man Quest (Francois Moulin) at Port au Prince

    <!--quoteo(post=210690:date=Aug 7 2007, 01:42 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Aug 7 2007, 01:42 AM) 210690</div><div class='quotemain'><!--quotec-->I managed to finish it a couple of times. But I do recall this wa rather challenging. You need to not be...
  18. K

    B14A7 HUUUGGGEE

    After a new game starts, and you go to the deck with Malcolm, you CANNOT fast travel anywhere. You have to follow him, and find the "go to port" exit in the middle of the deck. You'll see an icon pop up in the top left hand corner of your screen. Also, did you try starting a new game with one...
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