Maelstrom Update
Gentlemen of Fortune: Maelstrom » Devlog
x64 bit FMOD update to version 2.01.10 - 5/26/21 Studio API minor release (build 116632)
Fixes to New Horizons compatibility
Fix for some models not loading due to missing BSP elements
Files
gentlemen-of-fortune-maelstrom-engine-win-final.zip 327 MB
Version 203 Jun 02, 2021
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Gentlemen of Fortune: Maelstrom
GOF Maelstrom
Status | Released |
Author | ChezJfrey |
Genre | Adventure, Fighting |
Tags | Action-Adventure, Action RPG, Exploration, First-Person, Pirates, Sandbox, Third Person |
Languages | English |
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Comments
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Could I ask which version of New Horizons does this patch add compatibility fixes for? I am currently playing ERAS only on Maelstrom, but originally I played New Horizons, and that game in Maelstrom sounds fantastic.
The New Horizons offering was made as a "proof of concept" that it could be done and was meant to encourage some of the New Horizons community to continue working out the remaining issues (like incompatible weather sky textures issues that remained...someone needs to convert the old sky methods with the newer, COAS way of sky texture layout) so that it could be played with a newer engine, just like the community supposedly wanted for the last several years. Unfortunately, only one person devoted some effort to test and help figure out those details, but he has long since abandoned the effort.
I don't intend to do that work myself, so I don't do much for New Horizons, other than to try to keep the compatibilities that I already formulated to continue working, in case a New Horizons modder wants to continue testing and helping to identify and resolve the last bits that might need work; nobody has done that. As a result, I believe the New Horizons version is still quite old, at 14 Beta 4 WIP: 31 Mar 2016.
The recent compatibility change I made for Maelstrom was to correct an internal change I had made that apparently affected only New Horizons that prevented some of the mod scripts to no longer compile. When I noticed that, I debugged and corrected that change so it still compiles the New Horizon scripts correctly, because apparently I broke that recently. But since I never play New Horizons, and don't have enough knowledge for gameplay to even test it, I did not notice right away.
I don't know a ton about storm engine modding and what would have to be done, but if you could point me towards some basic resources and tell me what needs to be done for New Horizons I could give it a try. I would love to see the newest version of the mod in the Maelstrom engine and am willing to put in the work to figure it out
I do not remember all the details for what is still outstanding and needing work, other than I know for certain that the sky textures for New Horizons need to be redone for all weather hours, because the old engine format is not compatible. For now, there is only one set of sky textures that the engine will default to, because it won't be able to find the properly named textures in the actual weather hour for New Horizons.
But the modders for New Horizons developed many special sky conditions and textures for various weather conditions, so you won't be able to see their intended sky effects unless similar skybox textures are made to match their intended look.
The newer Storm 2.8 method for the skybox textures requires this:
RESOURCE\Textures\WEATHER\SKIES\xx
sky_BK.tga.tx
sky_FR.tga.tx
sky_LF.tga.tx
sky_RT.tga.tx
sky_up.tga.tx
The older Storm 2.0 look like this, and they can't work:
sky_side.tga.tx
sky_up.tga.tx
I'm sure there are other elements that might still need work, but since I have never played New Horizons, nor have I tested it (other than to launch and verify it works, or when I helped troubleshoot specific problems that either Pillat or pedrwyth gave me saves), I don't know what those might be.
You can find the two discussions here:
http://www.piratesahoy.net/threads/new-horizons-in-maelstorm-2-8.32957/
http://www.piratesahoy.net/threads/new-horizons-on-jlb-maelstrom-2-8-2-engine.28...