FMOD update to version 1.10.12 – 03/14/2019 Studio API minor release (build 101101) https://www.fmod.com/resources/documentation-api?version=2.0&page=welcome-revision-history.html
Fix for dupe SHIP_LIST during add
XBox controller…[Read more]
I am not sure the files are consistent about adhering to the proper use for those, but they stand for the following:
Gen = Genitive case, typically meaning possessive
Dat = Dative case, indirect recipient of direct object
Acc = Accusative case, direct object of verb
When you see @, @ or similar in the quests_texts, those are “token” strings that will get replaced by the actual nation, city, ??? name. If they need to be reordered, or rearranged a different way for some languages, that becomes a problem. Because it will just seek out @ and replace with “England” or @ and replace with Port Royal, etc.
That is usually a quirk if I add a new control and that sort of thing will happen to an old save when it’s loaded after a new control was introduced (the jumping awhile back is an example). It doesn’t normally happen to a new game that is reloaded and I certainly haven’t added anything recently.
You should be able to load the save, then…[Read more]
The Pirate Propositions are the same as in COAS, and theoretically should be a 50/50 chance for one of two types: they are stranded on shore, or they are moored close by. If you’ve never seen the other type in COAS, that is just a chance of luck.
You can figure out the type by watching the dialog, or reading the log file.
If the dialog…[Read more]
Yes, the ambient light does not affect the characters, so they remain lit as usual. The ambient light only works for the textures in the build of the cave model, as it’s being constructed and rendered. So that setting gets applied to the structure of the cave and if you set to zero, it will do nothing, whereas any other setting will apply and…[Read more]
No problem. It’s difficult for me to find a good number though because I can see fine on my machine. MK thinks the caves are still too light for him, LOL So I guess some people get different results due to hardware differences or something. If you look at the file, you will see I’ve tried different numbers over time for people, but it’s…[Read more]
You are the second person to complain about the cave darkness, so I think I will lighten them up a little.
The gamma settings are disabled unless running in full_screen mode. Back in the DX8 days, those settings were limited by DirectX to only work in full screen, so the options are disabled if you do not have full screen checked on. When I…[Read more]
I was correct that the quest was missing models; Portugal needs soldier models defined and I’ve added them so that quest works now. I tested it and the enemy group now spawns properly.
Ha! Using the model viewer, texture viewer and the Tool program, I narrowed down what I thought was the shipyard problem, then used a Hex Editor to change something and voila! I got the shipyard model fixed.
Not too shabby for a guy with no modeling skills, eh? Weird that nobody noticed this in COAS or GOF.
“… we need some Portuguese marines for the pirate captain quests as of yesterday I’ve come across the mission where they supposedly landed, but there was none of them so I couldn’t leave.”
Ugh. Since we don’t have any Portuguese colonies, we didn’t create certain soldiers/officer models because they weren’t needed…completely overlooked the…[Read more]
Going back to this one:
– Combat music continues to play until a scene transition after defeating rapists.
Another peculiarity with both this scene, and the “gang” encounter, is that as soon as a fight commenced, the thugs would attack, then briefly sheath their weapons, then resume attack and fight ’til the end.
I spent a considerable amount o…[Read more]
Looking in RESOURCEINItexts…ShipsDescribe.txt, the Hoy is a ship id Lyon.
In ProgramShipsShips_init.c, find refShip.Name = “Lyon”; and change to 7:
refShip.Class = 6;
This will only take effect for a new game. In order to change an existing save-game, some code would need to be written to iterate the RealShip array, and to re-init the…[Read more]
Someone told me that was a feature in Caribbean Tales Supermod…it played softcore. I guess some folks at PA! and across this game’s community thought it was terribly offensive and took it out, LOL.
In ProgramQuestsquests_reaction.c, find this:
case "PlaySex_1":[Read more]
SetLaunchFrameFormParam("", "", 0,…
I just took a look at the sail behavior of the Snauw and it looks correct to me. Here’s what changed:
When the wind is coming from behind the ship, I kept the same sail behavior for square sails as it seems fine; no change there. What I changed, is that as the ship turns, and the wind approaches close to perpendicular to the ship, the original…[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 2 weeks, 4 days ago
Also, any comments on the other ideas I mentioned, but which you didn’t mention as denied or finished?
I was considering/exploring some of them…like this one.
expand the camera angles in first person.
While exploring the possibility, I found that I was backward on my assessment of the problems viewing the PC in 1st person, but the problems r…[Read more]
– The sound effects from the opening menu continue to play during the intro/tutorial scene when starting a new game, should probably be fixed.
I found that is a holdover from original COAS; it’s not really noticeable unless the main menu is raining, so it was missed. I fixed it in all versions.
– The new sail billow direction could maybe use…
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 2 weeks, 6 days ago
– Allow players to sort Trade tab lists alphabetically: This was impossible to do with the original engine as there was no way to rationally compare alpha strings in a less-than/greater-than fashion; that logic does not exist. For whatever reason, the internal script compiler will compare strings for equality/inequality correctly, but for l…[Read more]
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