• 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!

List here all mods going into Build 12, thanks!

CatalinaThePirate

Unholy Terror,
Storm Modder
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> mateys, we need to recreate this list, if you please. These are mine:

Fred Bob Quest (CatalinaThePirate)
Danielle/Clement Fix (CatalinaThePirate)
 
Skelly Bob's Gunboat (Skeleton Bob & Fred Bob) <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate_plain.gif" style="vertical-align:middle" emoid=":p3" border="0" alt="pirate_plain.gif" />
 
Mehrunes's various mods that need to be added to the codebase.

From my list of updates:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Updates:
`04-09`-10
NK - PRS3 - added skill mults check to AIShip.c's tempskillsupdate. Shipstatsmult.(nation).skill.(skillname) = float mult
NK - PRS3 - fixed BP not given ship.unique = true attribute (whoops!)
NK - PRS3 - changed some mod ships from unique to noNatStatMod to allow for the +-3% random variation
NK - PRS3 - added refship.chance attribute; used in Fantom_GetShipType(), and if frnd() > stf(chance) we skip ship. To counteract the preponderance of some ships, i.e. we have five (six?) luggers vs. only two caravels. This is magnified because in original game when a ship was added, the number went only from 12 to 13, not 2 to 3.
NK - Weird bugfix for transfer_main where somehow global Mainchar is not "seen", line 229 (now 230).

`04-09`-09 #2
boocha - slower walking on deck of ship (was in before but I forgot to mention it.)
-KAM - toggle Extra sounds
-KAM - New Main Menu stuff
NK - PRS3 - added PRS3 calls for closestpoint and bestpoint.
NK - fixed bug in SetCoastTraffic from not genning new.
NK - fixed weird bug with 12lb cannon (not cul!) doing 5/3 as much damage as it should.
NK - added cannon fire angle scalar (FIRE_ANGLE_SCALAR, BS.h), per JMV's advice. Defaults to 0.5
NK - changed SetCoastTraffic to now use `PRS3-compatible` get ship calls. Redid get ship min/max class and getshiptype, added new cases (tradeship from other nation, coast guard ship), added bunch of defines to BS.h to tweak this.
NK - added int FindFriendlyNation2Nation(int iNation) as opposite of FindEnemyNation2Nation.
NK - fixed ships_init bug where we still used type.merchant instead of type.trade
NK - fixed Fantom_GetShipType bug swapping min/max class. Also added #define so on F_GST with nation pirate can ignore ship type (defaults to yes).
NK - fixed AIShip.c bug where even ships with no guns try to update ammo to load.
NK - Changed START_RANK to START_LEVEL, because that's what's used on the screens.
NK - Went back to START_SHIP as function so it'll always update (vars don't).
NK - Removed BS.h_?? files, should be handled by MJ's install util

`04-09`-09
Sir Christopher - Commented out island "Maze" lines in KR_reinit.c
NK - PRS3 - Added support for `class-specific` `nation-specific` multipliers, i.e. shipstatsmult.nX.classY.attribute = multiplier (where X is nation number and Y is class number)
NK - Changed GetShipIndex() to use NativeFindCharacter instead of lookup table, much faster.
NK - ditto for items: new function int GetItemIndex(string id) which uses NFC. Changed Items_FindItem() to call that, and changed blacksmith_dialog.c to use that (commented out GetItemIndexByID, changed GetItemPriceByID).
NK - rewrote string Truncate() in LandInterface.c to use native strcut().
NK - rewrote a number of items functions to check through chr.items and match to items array rather than search through items array and match to chr.items (should be faster this way, less to search through and can use native calls). (ItemLogic.c, items_utilite.c, LandInterface.c)
NK - changed float MinHealthPotionForCharacter(ref chref) to float MinHealthPotionForCharacter(ref chref, ref idx) so it returns also the idx of the potion (idx is passed as &int). Made similar MaxHealth function.
NK - Changed drink potion key to use either largest or smallest potion, toggled via USEMAXPOTION_ONKEYPRESS in BS.h
NK - Fixed select menu while boarding mod
NK - changed SetCoastTraffic to allow coasters persisting until CR_PERSIST days, and if dead not necessarily be regenerated immediately (chance for that DEAD_GENNEW_CR, and if not wait until CR_PERSIST days).
NK - cleaned up PGMUS calls and added them to the rest of the governors. Added SetMusicNoPause, so if new music == old music we don't silence it and then restart.

`04-09`-08
NK - Removed unused code from itemsbox.c (this was my original, unworking, donate to crew mod, which was superceded by Greatzen and then KAM's mods).
NK - Bugfix to float RequiredNextRankDirect(int rank) where I didn't convert rank to a float
NK - towns - added void SetTownCrewQuantity(string townname, int qty) and void SetTownCrewMorale(string townname, int morale), added string GetCurrentTownName() and aref GetCurrentTown(), which check FindLoadedLocation().townsack.
NK - now crew from selling ship added back to town crew quantity and crew from buying ship limited by town's crew quantity
NK - moved LogIt() to reinit.c to go with other logging functions.
NK - Enabled time accel icon to show on land
NK - fixed 10x/30x time accel
NK - changed default to _not_ show PChar's exact health decrease; otherwise you can't tell whether it's you or the enemy who was hit (Oops! Sorry folks. I should actually play the game more)
CVS: Forgot to add some files when I committed last time. Sorry.


`04-09`-07
NK - fixed bug in locations_loader.c line 849 with get attribute > num attributes _before_ continuing; now we continue straightaway.
NK - Enable F2 menu while boarding, but only for charsheet and inventory
KAM - Latest controls mod

`04-09`-06 upd2
KAM - add general and worldmap pages to reconfigure controls
NK - fixed PRS3 bug in ifaceship.c
NK - Added new stuff to PRS3. Now you can do random stat mods without using nation multipliers (do not set refShip.unique but do set refShip.NoNatStatMod = true). Plus, nation from ship will override passed nation for SetRandomStatsToShip (though you can change a #define to make this an frnd() chance...)
NK - I had the wrong rev of KAM_Shipberthing_ship.c Fixed now
NK - fixed set dialog defaults (i.e. default address form) so it checks sex instead of ID.
NK - added float pow2(float num, float exp); this allows for <1.0 exponents (but slowly, because it's `non-native` and uses multiple sqrt()s in a for loop)
NK - added GetCharacterReputation(ref chr); use this rather than a direct sti(chr.reputation) because it supports chr.reputation == "none" (as many default chars have that set).
NK - tweaked GetFame() if nation passed is PIRATE, to check all ranks and crew share ratio.

`04-09`-06 upd1
dchaley - quicksave
KAM - various (all the ones I have at the moment, in fact)
NK/KAM - Enable/Disable videos
NK - Added cannon calibers array
NK - PRS3, put shipyard choose ship code in ships.c. NB: KAM Shipberthing is _not_ yet updated for PRS3.
NK - new location tags (added townsack to all, and .island = islandid
NK - changed setbaseshipdata ammo to use defines
RobC - blacksmith mod
Cat - Fred Bob
Cat - Danielle fix
NK - added controls to options page
NK - Added string CaptainTypeFromFantomType(string ftype)
NK - Governor's MR dlg bugfix on dump
NK - Added console
NK - changed the debug/debuginfo/tracelog triad in bs.h to ints so they can be toggled in console
NK - Bugfix in landenc officer model choice.
Screwface et al: Khael Roa mod
NK - Rumor bugfix (finally)
NK - Bugfix to aifantom so nation property written.
NK - Mod to Coast traffic to set enemy nations' ships instead of pirates on frnd().
NK - Added `left-out` towns to towntable.c, bugfix for towns with no store (they won't grow, but won't crash either).
NK - Added func LogIt(string logstr) because I hate writing out Log_SetStringToLog()<!--QuoteEnd--></div><!--QuoteEEnd-->

That's what's in the CVS now, not what's currently under construction with the various folks here.
 
Oh, plus the new ships from the A&M mod; for testing porpoises (actually, they _don't_ porpoise...they're sweet little vessels) I've added corvette3 (a blue reskin of corvette2), brigantina1 (a brigantine version of brig1), and shnyava1 and 2 (reskins of schooner1 and 2 with shnyava rig, i.e. mostly brig, but with a funky `twin-trunks` for the main portion of the main mast).
You can grab them from the FTP if you don't want to install the whole A&M mod BTW; newships.zip.
 
`04-09`-12
Note: requires archive NewShips.zip from PA FTP (put the folders in resourcemodelsships and the tx in resourcetexturesships) and two `copy-model`-folders. Copy and rename corvette2 and all inside to corvfrig1 and ditto for frigate1->frigatenksup. {Oh, and hex corvfrig1.gm to point to bortoutcorvfrig1.tx, not corvette2.}

NK - Fixed SetCoastTraffic bug I introduced where shiptype = SHIP_NOTUSED.
NK - applied HFM mods to ships in ships_init as temp stat fixes.
NK - set up super frigate to use new model; changed new A&M corvette from 3 to corvfrig1 to not overwrite corvette3, made it light frigate. Added A&M ship names to common.ini
NK - fixed bug where Realistic Sailing speed divisor not set.
NK - fixed bug where attributes not being deleted properly on reinit ships.
NK - fixed bug where `ships-in`-location are loaded even if the captain is dead.
`04-09`-10
NK - PRS3 - added skill mults check to AIShip.c's tempskillsupdate. Shipstatsmult.(nation).skill.(skillname) = float mult
NK - PRS3 - fixed BP not given ship.unique = true attribute (whoops!)
NK - PRS3 - changed some mod ships from unique to noNatStatMod to allow for the +-3% random variation
NK - PRS3 - added refship.chance attribute; used in Fantom_GetShipType(), and if frnd() > stf(chance) we skip ship. To counteract the preponderance of some ships, i.e. we have five (six?) luggers vs. only two caravels. This is magnified because in original game when a ship was added, the number went only from 12 to 13, not 2 to 3.
NK - Weird bugfix for transfer_main where somehow global Mainchar is not "seen", line 229 (now 230).
 
Tomorrow during the day I will be uploading Portuguese and Dutch Uniforms to the FTP. I would have done it today, except I found a picture of exactly what the Dutch wore during the Napoleonic Wars in the West Indies... it threw me back a bit. Together with the French, Spanish, and British skins I did early in the summer, that should be a complete revamp of the national uniforms.

Also, I'd like to see my schooner make the cut. That is, if the A&M mod didn't already add one. The other ships in that pack are kinda superfluous, but I think the schooner is pretty good.

I feel like I'm behind the game. Was I supposed to do something to get them into the CVS?

NK, still can't read those ships_init.c etc. files. Could you send them "as code" in a PM?
 
Ah, sorry.
Can you download from the CVS? If so, that'd be best, as they need other code to (heh, I'm a busy ant...).
But sure. YGEM (again).
 
where it says "KAM - various (all the ones I have at the moment, in fact)", i think that means:

ship berthing
new sails (custom sails)
ship origin icons
changes to character/change outfit/abilities interfaces
changes to `nation-relation` screen (allows customisable neutral flag)

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />
 
I need some help.

Life is quite busy right now, and I have a new baby at the house, and am not really sure about what im doing while modding.

I have done several new ship skins, as well as a nefarious English captian with a goatee skin.

I need some help getting new models set up with these textures included into the new mod.

So I am providing the textures as part of a zip file:
<a href="http://www.clanfoley.com/docs/Irish_mod_textures.zip" target="_blank">http://www.clanfoley.com/docs/Irish_mod_textures.zip</a>

You guys can do with them as you will! IF you do include them in the build, please give me a credit line. I asked for 55 as a builder code, but dont know if I got it or not.

Here is what needs to be done with the package:
The Corvettes, red hull and blue hull need to be linked to a corvette model.
The Firgate needs to be linked to a frigate model.
The Corvette sails, both blue and red need to be set as default to the appropriate ships and avaialbe as choices for everyone else.
The Frigate sail needs to be set as default to the appropriate ship
The Skin of the British Captain with the goatee needs portraits created, since mine had a bright blue background and looked BAD, and needs a line in the tailor shop code to make it available.

If someone could pick this up for me, then you can include them in the build. Otherwise I dont know when Ill have time to do it. Im much better at painting the skins than I am at coding. Im working on an Celtic Man of War ship right now.

Irishman
 
Back
Top