• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. A

    Solved Intel Graphics Fix

    I think it's supposed to be a reflection of the dock on the sea. In the first of your two screenshots, the texture matches the left side of the dock. It's scaled up, rotated, distorted and it has bad color/ARGB transparency. The shader effects disabled by the patch are the cause. I wont be...
  2. A

    Solved Intel Graphics Fix

    Build 14 2.1 has issues with my computer, and I tried Build 13 final without luck either. I think it might be simpler getting Build 13 to work first. The biggest hurdle right now is finding time each day. This new Build 14 sea.dll intel fix, should work (in theory). I tested the patched module...
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    Solved Heap Corruption, Random Crashes

    I'm glad I could help.
  4. A

    Solved Heap Corruption, Random Crashes

    I'm glad it worked. Now there's a heap corruption workaround compatible for all known releases.
  5. A

    Solved Intel Graphics Fix

    The intel fix is being redone for compatability with EU and Build 14. Should have a better one available soon.
  6. A

    Solved Heap Corruption, Random Crashes

    Excellent info Pieter, thank you! Now I can compare between US/EU/Build14 and (hopefully) create patches that work for all of them. There's some differences between battle_interface for the unmodified US/EU, but the skipped routine at FDC0 is the same (luckily). Patching the EU original was...
  7. A

    Solved Heap Corruption, Random Crashes

    WinMerge US vs Build 14 results: 3 are identical (battle_interface,dummy,dummy2). 41 different (mostly minor differences). Major differences in: dialog, dx8render, island, location, model, pc_controls, pcs_controls, sea, sea_ai, ship, sound, soundservice, xinterface.
  8. A

    Solved Heap Corruption, Random Crashes

    Quite a few modules are added by the build mod (111 vs 46), and I've noticed two so far that have significant differences (sea and location). The sea.dll is different. Creating the intel graphics patch from it will be more compatible with the build mod. The battle_interface.dll are byte for...
  9. A

    Solved Heap Corruption, Random Crashes

    I've downloaded b14_beta2-1_full, and I'm surprised the modules are so different. I assumed it was mostly game data that was added to (I should've checked this out a long time ago, sorry). The differences between some of the modules might account for Pieter's game running slowly. I'll get it...
  10. A

    Solved Heap Corruption, Random Crashes

    Pretty incredible it worked at all, and even stranger with just a five second difference in loading time. I'm glad that was discovered. 1,187,903 is for the US version (original) 1,187,840 is the breakpoint mod (I used a resource editor to remove blank debug symbols from it) 1,212,416 is the...
  11. A

    Solved Heap Corruption, Random Crashes

    Are you replacing/removing the original battle_interface.dll completely from the Modules folder before putting the patched one in? The game loads everything in that folder with the extension .dll, and it can load duplicates. If the old one is still in there, then the game will try to use both...
  12. A

    Solved Heap Corruption, Random Crashes

    Agh, that's bad news. Is a new game as slow as a saved game with it? Are you also using ENB graphics? It might not be a good mix. Another reason could be your video card has an amount of video memory under 64MB? If that's the case, then the patch probably shouldn't be used. The workaround...
  13. A

    Solved Heap Corruption, Random Crashes

    You're sure you're only using the patched "battle_interface.dll" (from BI_bypassFDC0)? It sounds like you also used the engine breakpoint mod. Switch back to the original engine.exe, and the game will return to normal speed. Because I was tracking down heap corruption, the engine breakpoint...
  14. A

    Solved Intel Graphics Fix

    All game versions (Edit: No, just the vanilla US release). It'll make the game more stable for anyone, but hurts performance slightly. But, the engine breakpoint mod should be ignored. It's not a fix. The script language was rewired, slightly. In case another programmer wanted my notes and...
  15. A

    Solved Intel Graphics Fix

    The heap corruption patch is BI_bypassFDCO, not the engine mod.
  16. A

    Solved Heap Corruption, Random Crashes

    The patched modules still have side effects. I don't recommend including them, without warnings. There's three patches floating around, two for Intel graphics in the other thread, and bypass fdc0 at the top of this thread as an attachment. It's going to be a couple more weeks before I can get...
  17. A

    Solved Heap Corruption, Random Crashes

    I've been busy this past month decompiling parts of the engine and battle_interface. But I still haven't found a perfect fix. The code where it happens involves seven textures, and eight models (vertex buffers) corresponding to something like the compass in sailing mode. The exact script class...
  18. A

    Solved Intel Graphics Fix

    As I figure out what bits of the game do, it'll be possible to make better patches. It's just taking time. In the other thread things have gotten simpler, there's now a battle interface patch that improves game stability (BI_bypassFDCO). Everybody can use it, even people running XP...
  19. A

    Solved Heap Corruption, Random Crashes

    That's a huge relief. It shows that I've really found the spot heap corruption begins, and it affects the game as much with mods as without. Was the drop in framerate gradually getting worse, or did it stay constant? I didn't notice this on my computer because I'm testing at 640x480 32bit...
  20. A

    Solved Heap Corruption, Random Crashes

    The main problem I'm looking at happens in battle_interface.dll. It's something that has to do with freeing the memory used by a vertex buffer. On my computer I've set up WinDbg to use Microsoft's symbol database. The operating system libraries show their names now, which is very nice. The...
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