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Do ships in CoAS actually sail FROM and TO specific places? That is SO AWESOME!POTC SendMessage(&worldMap, "llssf", MSG_WORLDMAP_CREATEENC_MER, type, nationShipName, islandName, kSpeed);
COAS SendMessage(&worldMap, "lsssff", MSG_WORLDMAP_CREATEENC_MER, nationShipName, from, to, kSpeed, timeOutInSec);
That's some pretty cool stuff you're doing there, @ChezJfrey!
Do ships in CoAS actually sail FROM and TO specific places? That is SO AWESOME!
@NathanKell once tried to make that work in PotC, but the game engine wouldn't let him.
I just reviewed the code for that message. If string, non-empty values are supplied, it will try to find locators in the world map model with the label.group name "quests" that match label.name with the supplied value. If found, yes, it will position the random ship on the world map near the start you supplied, and aim it toward the end point on the world map. If they are empty strings, or values not found in the locators, the ship will be random.
Ah, so it's for QUEST ships. My thinking was to use it for regular ships too, so single ships and fleets have a departure and destination port.I just reviewed the code for that message. If string, non-empty values are supplied, it will try to find locators in the world map model with the label.group name "quests" that match label.name with the supplied value. If found, yes, it will position the random ship on the world map near the start you supplied, and aim it toward the end point on the world map. If they are empty strings, or values not found in the locators, the ship will be random.
Ah, so it's for QUEST ships. My thinking was to use it for regular ships too, so single ships and fleets have a departure and destination port.
If they do, then by attacking them, you might be able to interrupt town economies.
I think Sid Meier's Pirates! had a system like that. Of course it wouldn't be easy to make that work, but it would definitely be a cool feature!![]()
GOF & AoP COAS Files: https://mega.nz/#F!WtMDgRxK!hbeUg86kGLlQAqvWRNwTqg
Fairly tested on WinXP, Win7 and Win8, with no known issues to this point. It is also Large Address Aware, to boost the app's RAM ability, if needed.
you can give this compilation of the engine source a try and feel free to provide any feedback;
Yes - actually all files for your recompiled exe and all the original AOP2 (or mod if trying a mod) too - so what is working in windows7 directly moved to the windows 10 machineJust so I understand...you've got the executables sitting on an external. You plug it into a Win 10 machine, mapped as say P:\ drive and launch them from there and that is the log you get?
Yes the result and log is the same. No change if I use full path names either.If that's the case, and it doesn't work in 10, I will have to see if I can figure out the problem. But, the only Win10 machine I currently have in the house is my wife's work laptop, so I can't yet say how I'm going to investigate.
Have you tried launching them from a directory on C:, such as C:\PirateStuff\start.exe, with the modules folder in there? Does that work on Win 10?
Funny you should say that because I tried MY wife's windows 10 laptop and it's fine - so forget this it must be something odd in my windows 10 setup (although, of course, I don't have any idea what). So false alarm sorrythe only Win10 machine I currently have in the house is my wife's work laptop, so I can't yet say how I'm going to investigate.
Well that is terrible. I can't promise a timely resolution, but if or when I get a chance to somehow obtain and play with a Win 10 on my own (since I can't really do it on my wife's lapop, which is our only Win 10 at the moment), I will try to figure out the problem. As for 'untrusted', well, that requires some money from me to pay a Cert Authority and signing the code, which I am not yet prepared to do, so that will remain so for awhile. I can assure you that as far as I have modified, I am not doing anything malicious, unless of course the original developers inserted bad things that I have not yet discovered in the code, LOL
I will take note and see what I can do.
I think that's what @ChezJfrey is trying to find out. NOT easily done though, that's for sure.
I opted for the last two New Horizons outstanding features (ship flags and map labels) to rectify the labels/icons first as the flags will undoubtedly be tedious...boy was I wrong...they will both suck away immense time, LOL Not difficult, just time consuming.
Looks impressive, @ChezJfrey!
Do you mean the ship flags in 3D Sailing Mode?
I can imagine that being tricky; the way that was added to the game was by somewhat hacking the general game engine.![]()
If @ChezJfrey means the ship flags in 3D Sailing Mode - then it will be interesting to see if the "Graphical Anomalies" that POTC New Horizons has appear or not.
![]()
There are some good screenshots in this thread: Engine Limitation - Graphical Anomalies | PiratesAhoy!Just out of curiosity, what do they look like? Anyone have a screenshot example?
Do you have access to the stock PotC game? If not, would you want it?I've never played NH, so don't know what these anomalies are.
It does indeed work that way in PotC. The only way to stop that is by pressing 'Tab' to disengage the camera from the player ship.Also, the world map swivels around as you turn...is this intentional and how it works in New Horizons, or do I need to insert the setting to make it static North up?