• 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!

Request to everyone releasing mods/bugfixes lately

<!--quoteo(post=141228:date=Mar 5 2006, 05:46 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Mar 5 2006, 05:46 AM) [snapback]141228[/snapback]</div><div class='quotemain'><!--quotec-->
That one was fixed ages ago, wasn't it?<!--QuoteEnd--></div><!--QuoteEEnd-->
I never saw it reported anywhere and I just found it myself yesterday. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
What version of the mod are you using? <!--QuoteEnd--></div><!--QuoteEEnd-->
Heh, heh, I'm still using my copy of the original Nov. 21 version.
Sorry I haven't gotten around to getting the "New" Nov. version yet.


Hey wait a minute, are you talking to me or LN? <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
I was talking to Lord Nelson about the ship sinking after transfer bug. That one was fixed some time ago by CCC.

You don't have to redownload the "new" November 21 version, because it is the same as the old version. All you need is the additional 950 KB fix. I reckon a new game will be required though.
 
<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Hi! I finally made a ... Kind a mod.
Hes a character, and I have some minor problem with him. I used Inez's tool, to change the head, and after that ( after 2 days experimenting with file conversions, and several lock ups...... ) I realized, if I first make the gm raise hands, then convert into wrl with the tool, then modify it in max, to erase the holes by grabbing, moving vertexes, THEN I export it to 3ds, and open it with milkshape, and from milkshape i save it wrl again, and i open it with the tool, hit 'raise hands' to make the model right next to the skeleton, then hit unbind, then bind, and, yet, I simply rename the model to Blaze_NB.gm ( because i purchased it my last save ) and in the game I wear the blaze_nb outfit,
its.... works somehow.

WHy i made it so complicated: If i simply convert gm to wrl then open with max 7 and export back wrl, the wrl file becomes 500kb, and the gm becomes 244kb, and when i load it, it shuts down the game after 30 seconds of gameplay.... I tried EVERY type of settings, in the export and import... Wont work.
I did read all the infor for the tool, but they wont work, maybe because I use max 7?
and the only way to work, (somehow stick to the bones finally, show original texture, and dont shut down the game, and produce some model, whitch dont kills the game's atmosfere in the first sight) is above...


My problems: please, download my gm, and use it somehow, ( I regurally exchange poor blaze_nb then wear it... ) and make an officer use it, to see it from front: the jaw and the lower part of the earring are... sticked to the neck, so the guy show... Interesting characteristics, when turn his head.

The other problem: after I used the new outfit: when i try to save: I can, but after the save the save window remains, only without icons, i can f1 then escape and go back to the game, and my saved game work properly, i can load it.
<a href="http://www.freeweb.hu/varjatek/Blaze_NB.gm" target="_blank">Heres The gm model, named blaze nb yet: please download and test <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> </a> ( -NEWLY ATTACHED NOTE: LINK NO LONGER AVALIABLE, MODEL OBSOLETE work finished well, pictures below. )


Dan the Lunatic Wolf, Captain of the 'Black Wolf' pirate corvette. (yea, too mutch wolves...)
"Dránnkk or sóber, I ken outsail any stinkin' englishmann!!! (-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" />
 
guys, i found this pic on the net. apparently the outfit was for sea dogs 2, before it was turned into PoTC.
i know it was probably scrapped when the game was changed, but i was wondering, could anyone make it?
i would prefer that to any other outfit available at the moment.
Black and Ivory look really good together.
 
To Captain 'Dan the Lunatic Wolf': What have you changed to the model? Have you changed the model itself or do you just want to change the texture? If you want to change just the texture, it can be done easier that using 3DS MAX. You can use a HEX Edit program to change the texture the model points to.

To Lord Nelson: If you have a look at my site's character list, you can see that a blaze skin with black clothes exists. Will that do?
 
No, I gave him a new head, to have some tricorner hat,filled the holes that gave birth adfter the head mix, changed the head model, gave him a new skeleton (accidentally)
so i made several changes. Plz test the model for details of my problems. The yaw, and the weird thingy about saving. I think im gonna change some textures too, thank you, but for now it would be nice to finish the model itself. Im gonna post a screenshot here about him, and the current problems

The Wolf
 
what i ment was that expensive looking black and ivory one in the pic, though the JMV Naval skins would also be nice <img src="style_emoticons/<#EMO_DIR#>/jackhat.gif" style="vertical-align:middle" emoid=":j2" border="0" alt="jackhat.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> WHoa! Ive FInally finished my first true mod, THE 'LUNATIC WOLF' model!!! He's kind a Blaze with
!!! A tricorner captain's hat !!!, a big bad scar, and an' earring. The first steps was based on Inez'S tool's head switch, but after that I made a brand new head out of the Corsair1 original, modified the body and the neck, and made textures too for the Blaze body, and for the head. I finished myself/him today, after two days work. (okay, my first mod <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> so thats why the lack of speed) It has all 3 portrait type now,
BUT. I use him INSTEAD of the Blaze_NB model, so
- pleeeease help me, how to politelly add him to the game, maybe to the tailor, or, better, like an NPC!! I dont want him to become officer <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> Because I already have a ship, thats enough for me, I dont want 'myself' to serve on other ships. Please, post some comments about him, If U like it, I can give him to the next version of post build mod. (but i dont know how <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> you will accept me, or him )

SO: the model download link wont work anymore, because that was an outdated model, instead I post some screenshots. I made new skins, so, the model is INSTEAD of Blaze_NB yet, but he uses his own texture files.
I just need to add him. Gameplay stable, I dont get any problems. So, heres the images:
<img src="http://www.freeweb.hu/varjatek/face.JPG" border="0" alt="IPB Image" /> <img src="http://www.freeweb.hu/varjatek/lookback.JPG" border="0" alt="IPB Image" /> <img src="http://www.freeweb.hu/varjatek/profil.JPG" border="0" alt="IPB Image" /> <img src="http://www.freeweb.hu/varjatek/fencer.JPG" border="0" alt="IPB Image" /> <img src="http://www.freeweb.hu/varjatek/fencer2.JPG" border="0" alt="IPB Image" />

Please, let me know, If U like it, and plan to put it to the next mod, and can someone tell me, how to make a talking portrait model for him? And can u tell me the regular method, how can i most politely add him to the game? ( to be compatible with other's mods)

Dan the Lunatic Wolf, Captain of the 'Black Wolf' pirate corvette. (yea, too mutch wolves...)
"Dránnkk or sóber, I ken outsail any stinkin' englishmann!!! (-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" />
 
Dan,
Nice work! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> and welcome to the site by the way... <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

I think you will find most, if not all, the answers to your questions in this tutorial that was prepared by Catalina the Pirate <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> :

<a href="http://robotsdontbleed.com/wacko/wakka.php?wakka=AddingSkinsToTailor&v=17ue" target="_blank">http://robotsdontbleed.com/wacko/wakka.php...ToTailor&v=17ue</a>

Just by adding the model to the tailor shops there shouldn't be any problems caused to the rest of the game.

In spite of the talior mod, I usually edit the characters_init.c file so I start the game in the costume that I want.

In characters_init.c scroll down to this section:

ReloadProgressUpdate();

makeref(ch,Characters[0]); //Blaze Devlin
//ch.perks.list.InstantBoarding = true;
ch.name = "Nathaniel";
ch.lastname = "Hawk";
ch.id = "Blaze";
ch.nation = ENGLAND;
ch.model = "Animist"; // NK <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><----change this line to the new file name<!--colorc--></span><!--/colorc-->
ch.activity_begin = "0";
ch.activity_end = "24";
ch.sex = "man";
ch.luck = 4;
// ch.spyglass.itemID = COMMON_SPYGLASS;
// ch.gun.itemID = GUN_COMMON;
// ch.gun = "gun";
// ch.blade = "dagger";
// ch.blade.itemID = BLADE_DAGGER;
// ch.blade.time = 0.1;
// ch.blade.colorstart = argb(64, 64, 64, 64);
// ch.blade.colorend = argb(0, 32, 32, 32); Blah, blah, blah ....


Pieter will probably be along soon, and he may have some advice on what he needs from you to be able to add your model to the latest version of the Build. <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />
 
I need the model.gm file and the required texture. The animation, the head gm file, an initModels.c entry and character portraits would also be nice. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Nice job Wolf. That model looks really good. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
I have a model.gm, unique textures, and the 3 character portrait, and its uses the blaze animation, but i dont know from what file he reads it (just changed the blaze, and corsair1 models vertexes a .. bit... Because it has a corsair1 head with MAJOR modifications ) But I need to edit the initmodels.c, 'cause now i use him instead of the Blaze_nb (just swapped the model file)

so:
- I need to add to the initmodels.c (but dont know what to change)
- and I need to make a head.gm but i dont know yet how.
- and I dont know what to do with the animation, and where is it.

<img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> So, I love to hear some advice, what to do now.


Im not sure, maybe I dont put him into the tailor, it would be better to use him as an npc. But then, It would be nicer, to make a story around him, and, maybe a quest too. (Like, face him, the rock-crazy captain of the Black Wolf, and u can decide, to fight against his ship, maybe for a good money from governors, or be on his side, help him in some quest.) But im just wondering. In that case, at least i have to add a new ship, not remodel, just retexture a corvette for that. I started it yet, but im too lazy, to draw it all the way, and i cant find good window pictures instead of it. Hey!! Is there any method, to change some texture for a ship, with BIGGER resolution? I wanna make the Wolf look nice.

If u like to hear te story of the imaginary Lunatic Wolf, I can post it <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> If I make an NPC I sure add it to the game, maybe he tells you, maybe some guy in the pub....

The Wolf
 
oh, by the way, today I did changed the average, good, and best spyglass textures. Not mutch, I just erased the little crosshair, because, I think there wasnt any crosshaired glasses in that era. And, if im wrong, im sure, there wasnt any with THAT type of pcgame crosshair for sure, and not THAT hard to aim without it to a ship. More realistic, because U need to move around a sec, to find the details of a ship. If U interested to put it like a mod, I can send you the tx files also. Works ingame, checked with good spyglass.
 
Captain Dan,

Did you click on the link I posted above? <img src="style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" /> Maybe I wasn't clear in my earlier post, but Catalina the Pirate wrote out a tutorial that should give you the information of what to do for the head file and the ani files for your new model.

If you click on this:
<a href="http://robotsdontbleed.com/wacko/wakka.php?wakka=AddingSkinsToTailor&v=17ue" target="_blank">http://robotsdontbleed.com/wacko/wakka.php...ToTailor&v=17ue</a> <!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo--><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><Click Here<!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
It should take you right to the tutorial. That should get you on tack. <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />

As far as editing the initModels you have to add new lines for your character to the file like this:

makeref(model,Models[n]);
model.description = "Dan the Lunatic Wolf, Captain of the 'Black Wolf'. (yea, too mutch wolves...) Dránnkk or sóber, I ken outsail any stinkin' englishmann!!! (-hic...-)"; <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><----This can be whatever you want to put<!--colorc--></span><!--/colorc-->
model.model = "Blaze_NB "; <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><--- Or whatever the model you made name is<!--colorc--></span><!--/colorc-->
model.nation = PORTUGAL; <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><----Assign it to a country, if you do put it in the tailor this will determine where it can be bought.<!--colorc--></span><!--/colorc-->
model.price = 10000; <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><------This is for the tailor shop so people can buy it<!--colorc--></span><!--/colorc-->
model.assigned = true;
n++;

Put all of the above information in, except the stuff in <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->red<!--colorc--></span><!--/colorc--> and you should be ok. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=142133:date=Mar 16 2006, 01:57 AM:name=SirChristopherMings)--><div class='quotetop'>QUOTE(SirChristopherMings @ Mar 16 2006, 01:57 AM) [snapback]142133[/snapback]</div><div class='quotemain'><!--quotec-->
Captain Dan,

Did you click on the link I posted above? <img src="style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" /> Maybe I wasn't clear in my earlier post, but Catalina the Pirate wrote out a tutorial that should give you the information of what to do for the head file and the ani files for your new model.

<!--QuoteEnd--></div><!--QuoteEEnd-->
Thx, I just had the time to read them. I think I split the project into 2.
First, I make a model with the original textures, to be avaliable in the tailors shop, If U like a bit older Nathaniel with a tricorner captain's hat,

Second, I do add somehow retextured model who is 'The Wolf' as an npc, to encounter, and maybe a quest for him, to face him, or help him out. But its a laaarger project, I need to do atleast a good new corvette skin, and some skill, nowing how to alter dialogs, and handle ingame variables to store data. Like IF you first talked to THE WOLF and selected to betray him, THEN U find a well-armed beautiful corvette waiting for you in the next harbor... ELSE IF you accepted to help him, THEN make him SHOW UP with his beautiful ship, and maybe escort him somewhere, do some fight together, etc. Its need plenty of learning for me, but it could be good, to add him as a 'fantom' character, who sometimes appear in certain cities, talk to you, then disappears. It would be the best, that to store a number in a 'your reputation towrds the wolf' variable, so, if u help him with his main quest, sometimes he reappear, and need other things. maybe, to get him some cargo. (ill explain later. He builds something in a well hiddn place, and may randomly, urgently need some cargo, like certain amount of planks, mahogany, linen, etc. ) SO: If you maintain a good reputation towrds him, like always help him out, he randomly give you trinkets, money, and maybe cargo. But If U get him on your bad side, well... U can sink hes actual corvette every time, he attacks, (he survive every time, I know him, trust me.... ANd he have plenty of resources...) but when the building is finished, u need to face something.... else...
OR: do you guys have a good idea, about a step-by step large quest for him, or how to do an enjoyable random-little quests fantom character?

<img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> So: what all U think about the realictic looking spyglasses mod? I finished the textures, just need to post them for ya.

<img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> And: do you want the originally texturized model, in Nathaniel clothes with Tricorner hat to the Tailor???

I decide the wolf's fate later, but im sure i add him as an NPC very soon, but maybe with an unchanging dialog, to walk around one exact place. Good for start.
 
i love the first idea, good side safe, bad side your toast, hehehehe...., i think it would be a very promising mod.
we need more quests!
im looking forward to seeing this ingame
 
If you want your character to not be available from tailors, set him to nation BROKEN. I think it'd be a good idea to first add him as a NPC walking around somewhere. Then you can always go and add more stuff later. Making a head file should be easy. Just take an existing head file and change the texture to which it points. I hope you'll get it to work. I'm looking forward to your character. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

BTW: If you upload your spyglass textures somewhere, I'll have a look at it and add it in if I think it's a good idea. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Back
Top