Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(2 edits)

Thank you for such a massive update!
I checked at different resolutions, the picture is the same everywhere, but the fonts are stretched. This is the only nuance.

Another question of interest is: is it possible to put different text on the global map and in the sea and how best to do it?

FHD


4:3




I also wanted to ask you. How did you edit the particles? Is there a publicly available program for editing them? Or how to edit them at all?
I just love graphics and a lot of experience with it. I want to try to improve the effects, as well as add different effects for abilities.

(+1)

The Maelstrom update today fixed some small issues in the GUI placement for things like the Title, because I found some cases in the code that were not properly ignoring the old method of resizing aspect when resizeFactor = 1.0.  It was supposed to ignore my old way of doing the calculation if that option was specified in interfaces.ini, but it wasn't for some of the elements.  That is now fixed.

For worldmap labels, the islands.gm needs to contain a locator in the "labels" group, where the name matches the worldmap init attributes:

worldMap.labels.Pirates_town.locator = "Pirates_town";

islands.gm contains a label, group "label" name "pirates_town"

If the two match, it should display the label at the coordinates for the locator.

I did not edit the particles.  The particles where probably made in the Maya modeling program and exported in the game format with a plugin like the .gm files.  But nobody I know has that plugin since the original developers do not appear to have released it, like they did the .gm exporter.  Since I know what the game format for particles consists of, since the source for the file reading is available to me, I did add a way to read the .xps files into the game, then export them all as .xml so that the values can be read by humans.  There is also a start.ini method to tell Maelstrom to read the .xml particle files I exported, instead of the .xps files.  This would allow someone to edit the .xml values instead, to achieve different particle effects.  But, I don't know what any of the values do or what effect they would have on the particle effect in the game.  So I have not edited any of them, but if someone knows what the values do, or wanted to experiment by changing the .xml files, with the new start.ini option, they would be able to try out new values and alter the effects.  Start.ini option to use them:

useXMLParticles = 1

(1 edit)

Thank you so much for your efforts and your work in general!
Everything is perfect with interfaces now!

It remains to be understood what is wrong with shaders on the water at sea. They are static.


And where to get the particles themselves?

I don't know of anything about the sea shaders because that is unchanged and remains original.

Particle files are in:  RESOURCE\Particles

Good time!
I am accidentally in the GOF ERAS fashion, you have a bat file in your textures folder for batch conversion. But it needs TextureWrite.exe to work. Do you happen to have such a program?

Good time!

We had a serious problem in some locations. This is due to the water treatments in Tenochtitlan and LSC.
The fact is that there is some kind of incomprehensible failure. Either in animations, or with locations, or something else. We cannot understand.
I also tested GOF ERAS2 and COAS 1.3.0 on your mods. There is absolutely the same situation. I will attach the screenshots below.




COAS 1.3.0


...and here is a shot I made just today ERAS:

Also today, GOF:


I don't know what causes your problem.

This is DX9 specific
This is the setting Render.SeaEffect = true; does not work correctly on DX9.
Here are screenshots below

DX8 32bit


DX9 32bit/64bit


My test screenshots were made with DX9 64bit.  I also tried DX9 32 bit and my results were the same.  I can't fix what isn't broken in my tests.  There is no problem when I try the underwater scenes for any version or mod that I have.

We managed to find out the reason for this bug.
This shows up when you turn on anti-aliasing on DX9.
This happens not only for me, for many.
Distribution Direct X is from your package with the engine.
Screenshots below:

DX9 64bit
No anti-aliasing
Render.SeaEffect = true;

DX9 64bit
Anti-aliasing - Level4
Render.SeaEffect = true;


I was not able to reproduce this same error on several machines I tried (Intel GPU, AMD R4) , but eventually found that a Win10 with a GTX1060 had this same problem.  After some internet research, I eventually discovered what the problem might be, tried a fix and it worked for the GTX1060.  I also found another person with an AMD Quattro that also had the problem and the fix worked for them too.  So the next Maelstrom update will contain this fix for this DX9 AA underwater problem.

For texture conversions:

https://mega.nz/folder/O4lX0QRY#uD7AEuyTgJa5iZRZIHRICg

TextureWrite.zip contains:

TextureWrite.exe
ConvertTXtoTGA.cmd

I wrote TextureWrite.exe and it will convert most of the .tx formats to .tga, if they are uncompressed; it will not convert any of the compressed formats to .tga. If you place the ConvertTXtoTGA.cmd file in a root directory, it will recursively search and convert all the files in that directory and also all the files in subdirectories under that root folder. Be sure to edit the .cmd file to point to the proper filepath location you put the TextureWrite.exe file; it currently assumes C:\TextureWrite.exe.

Also, MK would like to obtain several ships from Secret Beach, including a schooner and a snauw.  Is there any chance we could obtain them?