I know what this is…
It is a result of the “direct sail” code that was introduced by GOF, that was not in the original game, and how the world map is partitioned into “areas.” Here is a brief explanation:
In the original COAS, there was no direct sail, so if you entered 3D sea mode (from world map), near an island (we will use Cayman in this…[Read more]
It is a problem with the camera locator on that ship. Unfortunately, the only tool we have to modify them (aptly called TOOL.exe), can’t load that particular model (brig_n11.gm) in the game .gm format.
However, good news. I looked further and there is a minimum camera height specified in the script code you can change that will fix the problem.…[Read more]
I also opened the ERAS2.8Loyalty.zip and navigated to ProgramDIALOGSrussianShipyard. I also see the Pirates_Shipyard.c file there, so the download .zip correctly has everything. You may want to check your download .zip for the files and make sure everything is extracted to your game folder.
Judging where you got that line, here is what follows:
float fTRResult = fMaxSpeedY * fShipTurnRate * fTRFromSailState * fTRFromSpeed;
fTRResult = Bring2Range(0.07, 0.95, 0.00001, 1.0, fTRResult);
The first thing is investigate those various values, by adding trace statements, then you will find the output in compile.log:
float fTRResult =…[Read more]
You have the correct directory, and there should be a file for every town in there. Example:
Volume in drive C has no label.
Volume Serial Number is E861-AA33
Directory of C:MyCOASERAS2.8LoyalProgramDIALOGSrussianShipyard
08/06/2018 09:31 AM <DIR> .
08/06/2018 09:31 AM <DIR> ..
02/07/2018 11:58 AM…[Read more]
A good example for this is the DIALOGSShipyardPirates_Shipyard.c.
You need to get the character’s “Real Ship” entity and set its parameters.
The easiest is the main character, because there is a global variable, pchar, for that character. To change the main character’s ship hit points:
ref shTo = &RealShips[sti(Pchar.Ship.Type)];
shTo.HP = 3500;
fShipSpeed numbers are within the ranges you can see on the character ship screen. Example: 9.86/13.21
I put a trace to verify, just before the fWindPower multiplier:
trace(“Ship speed ” + fShipSpeed + “, ” + fWindPower);
fShipSpeed = (fShipSpeed * fWindPower);
You will also note that prior to the wind power multiply, it never varies as it is…[Read more]
My error. I’ve added Portugal nation in my game, but accidentally gave you the rigging.ini with definitions that cause your problem. It is just a display problem, that is why you are still recognized with proper nation; because I englarged the flag texture and doubled the rows, but your texture still has 5.
I just uploaded it, but if you want…[Read more]
That function is defined like this:
Bring2Range(T Min1, T Max1, T Min2, T Max2, T Value)
if (Value < Min2) Value = Min2;
if (Value > Max2) Value = Max2;
float Delta = float(Value - Min2) / float(Max2 - Min2);
return Min1 + Delta * (Max1 - Min1);
Ship.sp are the sail “hit points” left for that character.
I don’t know the range…[Read more]
Did some checking for you.
The first number is in Ships_init.c and is the Ship.TurnRate.
Then, look at AIShip.c, Ship_UpdateParameters() function. This function is called by the engine for each game frame execution.
Inside the logic of that function, wind is obtained:
float fWindPower = Whr_GetWindSpeed() / WIND_NORMAL_POWER;
But, it is not…[Read more]
OK, both the common version/update and the Loyalty version have the options fixed:
If the game or mod options are changed at the main menu, starting a new game will now get a copy of those same option values that you set at the general screen, rather than always using the original defaults.
Also fixed, is if you change certain mod options like…[Read more]
Raul, you bring up a good point about the options. That is a problem from when those options were first introduced in GOF and I have never done anything about it. Now is a good time for me to take care of that.
I will do a few things…
First, I will force a new game to copy the options as they exist if you have changed your defaults. Right…[Read more]
The side-by-side error is probably because I am now compiling all versions with Visual Studio 2017, instead of 2012. At the Loyalty download link, I added VCRuntimes.zip, so download that file and install the x86 version for the 32 bit, x64 for the 64 bit.
The control problem is because when I enabled jumping, it confuses the existing controls…[Read more]
Jeffrey replied to the topic New features and changes I'd like to see added in future updates in the forum GOF Eras Module 2 download & discussion board 3 weeks, 6 days ago
I will address one at a time. First is this, since it seems the simplest:
2. Make “pirates proposition” quests logical. A commissioned officer or LoM holder should not propose attacking his own faction or a faction his country is neutral or allied with. Less proposals? Well, it would be a good thing… Pirates should not be present in natio…
I’m curious about this one: “395Mb MK Member Loyalty patch”
Where did you get that? I know nothing about that one, and if you applied it last, I suspect it’s old because all I recognized from your description is the 210 mb one, and the 64 bit one, and if you applied that 395 mb one I don’t recognize, last, it messed something up?
Anyway, the…[Read more]
Most script changes don’t require a new game to become effective during testing. Things like changing/adding locations, items, ships, etc. will often require a new game, but a trick to avoid that is often to “reinit” those things, by calling a procedure to reset their elements to a “new game” status. Another thing that requires a new game is if…[Read more]
Alas, another Loyalty update. I found out the day after I uploaded the last version, that FMOD had a new update on 7/3, which I did not notice.
So, new FMOD update to version 1.10.07 – 7/03/2018
Also, I found a bug that caused the game to crash, but it required a very specific scenario, which I assume most people won’t encounter, but I…[Read more]
First, the original COAS had no decision making for guns at all; if they had more than one gun in their personal inventory, they simply selected the last gun that was entered in the ITEMS/initItems.c file that they possessed. In other words, arbitrary (based on when guns are added randomly or to the end of the list, they get chosen) and…[Read more]
Update for Loyalty version
There was a slight problem with closed doors in the new taverns for Boddon’s, Bermuda, and Tortuga for newly started games. I fixed that.
Great news for I finally encountered a save bug that crashed the game. This was different than the old, notorious one that corrupted save files; we don’t get those (at least I d…[Read more]
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