• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. zorglub

    New Location-specific Loading Screens

    <!--quoteo(post=302628:date=Feb 21 2009, 01:52 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 21 2009, 01:52 PM) <a href="index.php?act=findpost&pid=302628"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It seems that the new loading screen system is...
  2. zorglub

    Short Jack Gold's quest-writing work

    <!--quoteo(post=299169:date=Feb 2 2009, 06:57 PM:name=captian matt)--><div class='quotetop'>QUOTE (captian matt @ Feb 2 2009, 06:57 PM) <a href="index.php?act=findpost&pid=299169"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for your fast reply SJG. Regarding the Travern...
  3. zorglub

    Sunset/sunrise in PotC

    I'd say no, not for the moment. But I'm still working on this one, with a good friend of my. It <u>will</u> be settled down. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
  4. zorglub

    Im in a bit of a bind

    'Saint Pierre'. 'San' is Spanish. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
  5. zorglub

    New Generic Loading Screens

    You're right Pieter, time might have come to change some of those. But there's something we must consider. Those paintings will sure fit very well with the Hornblower main quest. But not if you're playing in the 'early exporer' time period, for example.
  6. zorglub

    JRH quest

    <!--quoteo(post=300943:date=Feb 12 2009, 11:26 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 12 2009, 11:26 AM) <a href="index.php?act=findpost&pid=300943"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=300941:date=Feb 12 2009, 03:07...
  7. zorglub

    Location & island remodeling campaign

    ...So? Capitan Caceres, Ludwig Longhair, how are you doing? <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />
  8. zorglub

    Re-worked Privateer

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Afterthought ... does anyone ever use Brig1 ... or any other Brig? Does anyone care?<!--QuoteEnd--></div><!--QuoteEEnd-->We do care, Petros, of course! <!--quoteo--><div class='quotetop'>QUOTE </div><div...
  9. zorglub

    Short Jack Gold's quest-writing work

    <!--quoteo(post=299222:date=Feb 3 2009, 10:01 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 3 2009, 10:01 AM) <a href="index.php?act=findpost&pid=299222"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=299126:date=Feb 2 2009, 06:26...
  10. zorglub

    Tutorial - how to get the talking heads look better

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->At least your work already made it into the code for the next update and Short Jack Gold already made use of it in the Jack Sparrow storyline.<!--QuoteEnd--></div><!--QuoteEEnd--> <img...
  11. zorglub

    Short Jack Gold's quest-writing work

    I'll personnally vote for having all members-forum-modders characters type in the Devlin Opera main quest, and setting Quebradas Costillas as a standart main quest specific Pirate kingdom.
  12. zorglub

    Tutorial - how to get the talking heads look better

    ... I'll soon write back my updated tutorial (it got scrapped together with the Forum crash). For the time being, I've upload the updated Dialog.c for Build14 alpha8 into my folder, on the FTP. The necessary explanations are written in the file : <!--quoteo--><div class='quotetop'>QUOTE...
  13. zorglub

    Build 14 Alpha 8

    You don't need to bring back such a big load of outdated code. You only have one thing to do to make the original Build 14 a8 dialog.c work : comment back line 250 : // KK ProcessDialogEvent(); into ProcessDialogEvent();
  14. zorglub

    Short Jack Gold's quest-writing work

    This happen to me some months ago, but in Build13. The place was crownded by CCC random guys as usual, so some of Bartolomeu's quest people didn't appear, including the executioner. I think I had corrected this by adding <!--c1--><div class='codetop'>CODE</div><div...
  15. zorglub

    New Characters

    ... yes, but I don't think we can manage to do that by our own - because some .dll files will surely have to be edited (Lighter.dll?). Currently, at the loading of a location, our code send the folder location of the .col files : in PROGRAM/Locations/locations_loader.c <!--c1--><div...
  16. zorglub

    New Characters

    Wow ! <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cat" border="0" alt="par-ty.gif" /> That's sure something ! Fantastic ! I've just tested what you wrote Damski... On my computer the engine can set/change the lightning on buildings so quickly &...
  17. zorglub

    New Characters

    I would be very interested in anything you could find about the .col files. Currently they don't quite match with Dr Maturin new weather system, at all. Good job working with the patch and grass generator ! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle"...
  18. zorglub

    Build 13 Update 4

    Ahoy! Good thing you started this topic, Pieter ! I will have a lot to post here, but for now as we are talking about retextured places let me just say I had already included some of Thomas the terror retextured towns (Havana & Douwesen I think), althought not with the same method that was...
  19. zorglub

    Modders in the Game

    Errr... No, Pieter Boelen is right, there is indeed an unecessary 'LAi_QuestDelay' : <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->case "storm_complete2XXX": DoQuestReloadToLocation("Douwesen_shore_01", "reload", "reload1", "to_douwesen_shore_complete")...
  20. zorglub

    Modders in the Game

    I've managed to make your code work by removing the '//' in PROGRAM\WorldMap\worldmap_reload.c, on line 230 ( Event("QuitFromWorldMap"); ), and without having to split your "storm_complete2" in two parts. Does it solve the problem in your game too?
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