• 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. I

    Start New Game Choice Selection

    Actually, the ones initially chosen should all have the ability to 'show armor'. But then we are talking a lot more skinning and textures and graphics for each one of those characters. Then of course when someone buys a new suit at the tailor that doesnt have armor varients, then they are back...
  2. I

    Fort "boarding" bug

    What version are you running, and this bug has been eliminated back in beta 7.
  3. I

    boarding problems

    Clearly I was unable to get the CTD during fighting guys on land... <img src="http://swankyplace.com/forumimgs/potc_biglandfight.jpg" border="0" alt="IPB Image" />
  4. I

    Stable Build 13 Work In Progress

    Ok, just reposted a new trial mod of that default controls thing (v2). This has the include of the defaults file, in the init_pc.c file itself (where it is used). This makes it not always be loaded in on seadogs.c, but rather included when the controls init segment is loaded. Seems to work so...
  5. I

    boarding problems

    Not sure about those CTDs ('im unable to reproduce those). Your hardware should be fine for that. Sounds like something is corrupted somewhere.
  6. I

    Start New Game Choice Selection

    Like I said, the list will never be agreed upon, so I am not going to bash my brains over this to get it last minute for pieters demanded weekend release. Deal with it for build 13.1 or later, whats there now is fine, and works, and has graphics (albeit sucky ones).
  7. I

    Stable Build 13 Work In Progress

    Gedscho: If you want to try it out, I uplaoded the three needed files to make it work to the FTP under my folder: TIH/TIH_11-17_DefaultControlsFileMod_beta8.zip I ran through it quickly in the game, and all my defaults seemed to work (when I deleted my "options" file in my PotC directory...
  8. I

    music size

    I'm not sure about that one, sorry. Its been ages since my sound working days, and things may have changed considerably in the industry since then <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> Softness sounds like a...
  9. I

    Stable Build 13 Work In Progress

    For the controls file, I suggested for build 13.1, that there be a third text file made up called "ControlDefaults.h". Works much like BS.h , but there is a define for each and every key setting, with the key setting after: #define: CTRL_LANDWALKFORWARD "KEY_W" #define: CTRL_LANDWALKBACKWARD...
  10. I

    music size

    Resample them to a lower bitrate and re-export them to ogg. You may have them at a higher quality, which increases size considerably. Its like making an MP3 in 256, vs 128 or 96.
  11. I

    Pre Build 13 Modpack

    I don't see any problems with the way the game works now. Battles play out "FUN" (this is a f**king game afterall), and it has a nice ballance of ships sinking, and some fleeing, and some just having to be boarded. f**king with the numbers so that no one sinks, but all you have is a ghost ship...
  12. I

    Stable Build 13 Work In Progress

    The compare-tool hook wrote really isnt a compare tool like Winmerge (which ALL MODDERS should have installed)... it basically reads the H file like its a code file, assigns all the variables, then looks at the other H file, and then internally compares all variables values, then writes a NEW H...
  13. I

    music distance

    It's simply too bad that the game engine doesnt have a bit more 'AI' code in place to take into account land masses. Like, a line of sight feature to take into account if battle ready should initiate or not. If you lose them around a cliff, you have a chance to escape etc... but alas, we are...
  14. I

    New boarding music

    Uh...... *stupid stuff edited out*
  15. I

    Bermuda Sloop

    In regards to the problem, don't bother getting worked up on having it fixed. Aint gonna happen.
  16. I

    Start New Game Choice Selection

    Just for kicks, I ran through all the character models and came up with my own list of a good selection that is *diverse* :roll eyes: They are (AND I INCLUDE THE FULL LIST DANGIT): <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> // Male #define NEW_MODEL_1    "Blaze" //...
  17. I

    Start New Game Choice Selection

    I guess I cant get a straight answer on what characters will be THE LIST of choices. I surly hell as hope its not just those 4.
  18. I

    Start New Game Choice Selection

    Thanks CCC, thats what I needed to know. Hook: Tab is first person view.
  19. I

    Stable Build 13 Work In Progress

    <!--quoteo(post=171898:date=Nov 16 2006, 12:24 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 16 2006, 12:24 PM) 171898</div><div class='quotemain'><!--quotec--> I'm still gobsmacked you've never tried 'realistic' sailing <!--QuoteEnd--></div><!--QuoteEEnd--> I've had...
  20. I

    Start New Game Choice Selection

    Well, its a 'simple change' of list for Build 13. Its just those lower left full-person portraits that are shown in the Begin New Game interface that need making. Like I said, easy enough, so long as I am given the final list of characters by end of tomorrow. I could shoot pieter off the graphic...
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