• 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!

Post B12 Full and Pre B13

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
Finally I have the first version of the Pre Build 13 done. At the request of CCC and others, this version has been based on an old November version. Hopefully this version will work more stable than the Post Build 12 mods. We now have two versions of the mods. See below:

<i><b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Post Build 12 Modpack: Full<!--sizec--></span><!--/sizec--></b></i>
+ Contains all latest mods, apart from the new textures and ship models
- Contains more bugs

This version is the regular Post Build 12 mods, including as much features and new stuff as I can get. There are several bugs, but it is mostly playable.

<b>Downloads:</b>
<a href="http://www.piratesahoy.net/index.php?option=com_docman&task=cat_view&gid=59&Itemid=26" target="_blank">Base version: 5 February 2006</a> (238 MB)
<a href="http://pieter.piratesahoy.org/downloads/post_b12_full_upd_5-3-06.zip" target="_blank">Update: 5 March 2006</a> (11,4 MB)

<i><b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Pre Build 13<!--sizec--></span><!--/sizec--></b></i>
+ Should contain less bugs
- Contains a lot less features

This is an old November version of the Post Build 12 mods with only some bugfixes added. Not even Pirate_KK's stuff has been added yet. This version will need testing and bugfixing. Once it's working more-or-less good, we can add the additional features from the Post Build 12 mods. There is no additional translation in this version, so most dialogs should be working properly. This is basically the first Pre Build 13 version, eventually more will be added. Both more features and more bugfixes, but (if everything works out properly) NOT more bugs.

<b>Downloads:</b>
<a href="http://pieter.piratesahoy.org/downloads/pre_b13.zip" target="_blank">Base version: 11 November 2005</a> (121 MB)
<a href="http://pieter.piratesahoy.org/downloads/pre_b13_upd_5-3-06.zip" target="_blank">Update: 5 March 2006</a> (950 KB)
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
This happened to me
The requested URL /downloads/pre_b13_upd_5-3-06.zip was not found on this server.
Bye CapHawk <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />
 
Ahoy Pirter!

Could you let me know what is in the 5 March update to the Post build 12?

I have been playing stormy start and it seems that things are mostly working fine. I have a few things to post over in the other thread. I will turn to the quest now. I am going to stay on the post build 12.

Is a new game required with the update?
 
On the new boarding where you talk to the captain:

Mostly this works well but on class 1 or 2 ships if you have to fight, when you defeat all enemies on Deck 1 and hit space you get ..... nothing but the sea beneath your fight and the two buring holes on the railing and cannot progress further.
 
Hmm. I suppose Maximus will have to look at that then. That mod actually might not be entirely finished, but I thought I'd add it in, so it can be tested and fixed.

Woops. Sorry about the link. I gave the file the wrong name. The download link for the Pre Build 13 update should work now. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Mates,

Every day that pass a new great mod for POTC, I love this site <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />

Great the "talk with enemy captain" (I still didn't encounter any problem with it <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> ).

Seems also that many stability issue are solved too, yesterday I played for more then two hours without any crash (a record) <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

In the latest update I found two missed ";":

small_update\PROGRAM\SEA_AI\AIShip.c

Ln: 2648

tmpstr = p

small_update\PROGRAM\seadogs.c

Ln: 1314

{logstr += XI_ConvertString("a")+" "}

There are still some missed ";" in some files but these are easy to find just search for "} and )} in any .c files.

To Pieter; I've done a little modification to your disarm mod, so It seems a little more balance:

small_update\PROGRAM\Loc_ai\LAi_events.c

Ln:325

if(rand(100)< sti(weapon.disarm) +sti(attack.skill.Fencing)/2 + disarmbonus - disarmpenalty)

Changed with;

if(sti(rand(100)+enemy.skill.Fencing) < sti(weapon.disarm)+sti(attack.skill.Fencing) + disarmbonus - disarmpenalty)

This just because with the original line with hight rank sword the disarm occured too often <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I see that some loading screens are missed (in my POTC european version) because in:

C:\giochi\Pirates of the Caribbean\RESOURCE\Textures\WorldMap\reload

The game search for loading screen on English dir, when I've just English_ dir, I've just copy English_ to English dir and loading screen are restored <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I see that trade maps are still of stock POTC insland instead in the shipbearthing interface there are all new insland included, anyone know how to change the trade maps too? <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Bye,bye,
giuliootto
 
<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

oookay, i think im gonna take the risk, and im already download the march 5 post 12 ....
So man, i continue bughunt in the new post 12!!! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Is there compatibility with the march 1 mods buildsettings.h ?
I dont want to make all the changes again.... <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
So can i use it as a new buildsettings.h ?

Dan the Lunatic Wolf, Captain of the 'Black Wolf' pirate corvette. (yea, too mutch wolves...)

"Dránnkk or sóber, i ki'n outsail any stinkin' englishman!!! (-hic...-)" <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
To Giuliootto: Thanks for the note about the ";"'s. I'll add them in for the next version. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
I'll have a look at your suggestion for the disarming mod. I don't have time to look at it right now anymore. BTW: The disarming mod actually IS working sort-of properly? I turned it off by default, because I thought it didn't work too well. I now have the bladedamage mod to sort-of replace it.

According to Screwface, changing the trade maps for the new islands isn't very easy.
 
<!--quoteo(post=141480:date=Mar 8 2006, 05:48 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Mar 8 2006, 05:48 PM) [snapback]141480[/snapback]</div><div class='quotemain'><!--quotec-->
To Giuliootto: Thanks for the note about the ";"'s. I'll add them in for the next version. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
I'll have a look at your suggestion for the disarming mod. I don't have time to look at it right now anymore. BTW: The disarming mod actually IS working sort-of properly? I turned it off by default, because I thought it didn't work too well. I now have the bladedamage mod to sort-of replace it.

According to Screwface, changing the trade maps for the new islands isn't very easy.
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter,

The disarm mode worked properly until the new bladedamage coming out, now I notice some new game crash <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> while bladedamage occurred and in system.log there is a reference to a Invisible.gm invalid model. I plan to disable the disarm mod and see if crash still occurs. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

I found that add trade maps for some of the new insland isn't so hard, just set:
Islands[n].visible = true;

For the new island that have already Islands[n].Trade.Export, Islands[n].Trade.Import and
Islands[n].Trade.Contraband set (except for Cayman that doesn't works).

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye,bye,
giuliootto
 
I was afraid you'd get an error about Invisible.gm. CCC said that all weapons need a "start" and "end" locator, but Invisible.gm doesn't have any. I'll try to fix it. But if somebody could tell me how to add those locators, that would be greatly appreciated. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
One of the last posts in the "Inez Tool" thread should help you there. Or mail me the file, by now I have a lot of experience with adding locators <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
I have just been adding start and end locators to all ammo files. Some were still missing them. And I had to redo invisible.gm, because it was basically an empty text file named invisible.gm. I can imagine some computers wouldn't like that. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Back
Top