Well that’s interesting…the fact you can see that button means that I made a mistake, because nobody is supposed to have that feature yet. It is intended for my next update.
I must have copied a newer .ini file that I’m still working on for that screen into the update files by mistake.
For now, ignore that button because you’re not supposed…[Read more]
I have just uploaded a “base” version, that is the most current Loyalty update. Check your PMs for the message threads that pertain to they Loyalty version. Use that same link, but look for files ERAS2.8Loyal.7z.001 – ERAS2.8Loyal.7z.012.
Download them all, then use 7zip, pointed at the first file and extract archive. It should grab everything…[Read more]
Good news to hear that the old, consistent crashes with Wine are resolved with our newer version. However, that is accidental. I have been able to determine root causes of many of the original game errors/flaws that contributed to crashes in Windows, and subsequently fix them, that probably helped resolve Wine issues at the same time.
Jeffrey replied to the topic Screenshots Thread in the forum Golden Age & Pirate related Books, Movies, Videos, and Documentaries 3 weeks, 3 days ago
REPAINTING ships? Yes! Get to work with that immediately!
Hmmm, did not realize this was such a hotly desired feature. It will be in the next update.
Update coming (though not yet uploaded, pending some testing) for next Loyalty release:
I finished two item interface changes. You will be able to exchange items with any officer or companion from the character item screen in one simple interface, similar to the trader screen. Your hero items will be the “trader” (on the right pane) and you can…[Read more]
Entering the prison all my four surviving officers followed me but upon exiting (after taking a prisoner-treasure quest while I was at it) none of the officers follow…
I found why. The problem is there are no officer corresponding locators for the emerge from the prison. When you first enter a fort location from the jungle, the PC locator is…[Read more]
New update to the Loyalty version.
I did a complete rewrite of all sound mechanism and added an enhanced sound feature.
Fix ShipLights crash for Yacht
Fix bug in save overwrite cancel that still deletes file
Config Logging option to ease turning log files on/off, now as a simple checkbox.
Check your PMs.
scriptsbountyhunters.c, function SeaHunterCheck. There is a loop from 1 to 7 for number of ships, but it will break out of the loop and limit number of ships when this condition is true:
if (abs(ChangeCharacterNationReputation(pchar, j, 0)) < (i * 15)) break;
Basically if the ship num, represented in the loop by i, times 15, becomes greater…[Read more]
I looked for awhile and I don’t see anywhere that sets a limit on character rank.
I never liked the code I found that used an arbitrary ship number, like that line: SHIP_Fortuna – SHIP_R_Frigate
This has caused anomalies when new ships are added and inserted between those, which we do quite often.
So I added some constants that help delimit…[Read more]
Updates for both common version and Loyalty.
* Raised minimum deck camera height
* Fix Sea-to-Sea fader transition
* FMOD update to version 1.10.08 – 8/09/2018 Studio API minor release (build 96768)…[Read more]
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]
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