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14 A;pha3 Bugs

Jason

Buccaneer
Storm Modder
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />, Pieter et al,

I have returned to playing Build 14 alpha three.


So far I have noticed that the problem of empty chests and powder barrels is solved. Huzaah!!

And, we seem to find objects on the chests sometimes. I think this disappeared in Build 13.

Two problems:

There don't appear to be any weapons chests in the enemy ship cabins. They are there but the icon to open them is not.

When leaveing a ship you have captured the boarding icon remians on the screen not the transfer screen. So far that is it.

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=176574:date=Dec 21 2006, 03:36 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Dec 21 2006, 03:36 PM) [snapback]176574[/snapback]</div><div class='quotemain'><!--quotec-->
So far I have noticed that the problem of empty chests and powder barrels is solved. Huzaah!!
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Are you sure? I have been testing that problem myself and at first I could not replicate that bug, but at one point I suddenly did start encountering it. I don't know how or why. But this was using Alpha 3. Please keep having an eye on this bug and, might you ever encounter it again, try to figure out how it got triggered.

<!--quoteo(post=176574:date=Dec 21 2006, 03:36 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Dec 21 2006, 03:36 PM) [snapback]176574[/snapback]</div><div class='quotemain'><!--quotec-->
And, we seem to find objects on the chests sometimes. I think this disappeared in Build 13.
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I noticed that as well on boarding a ship, but I don't know why that suddenly started to happen while it didn't happen in Build 13. Perhaps we removed the randitm locators in the Build 13 cabin model files, but they got re-added in the new Build 14 Alpha versions of the files?

<!--quoteo(post=176574:date=Dec 21 2006, 03:36 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Dec 21 2006, 03:36 PM) [snapback]176574[/snapback]</div><div class='quotemain'><!--quotec-->
There don't appear to be any weapons chests in the enemy ship cabins. They are there but the icon to open them is not.
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I noticed that as well. I don't know why. You can access the weapons locker of your own ship in your own cabin, but there's no opening weapons lockers on boarded ships.
 
i saw a flying sword. <img src="style_emoticons/<#EMO_DIR#>/blink.gif" style="vertical-align:middle" emoid=":blink:" border="0" alt="blink.gif" /> floating in a corner! i think it was in the stock game as well, but it's back. <img src="style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" /> woooooooo! the return of the gost with the sword! come to think of it: what would happen if you gave a sword to an invisible person functioning as a locator? it would be rather funny having to figth invisible persons with swords. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> maybe an idea for the maltese abbey? i'll suggest it somewhere else. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=176590:date=Dec 21 2006, 04:42 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 21 2006, 04:42 PM) [snapback]176590[/snapback]</div><div class='quotemain'><!--quotec-->
it would be rather funny having to figth invisible persons with swords. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> maybe an idea for the maltese abbey?
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That would be quite funny. I reckon it should be possible: Just make a character whose skin texture is a 100% see-through alpha map. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
The Lock Picks seem to be working with this one problem. If a lock gets stuck in a chest that chest in that position on other ships has the lock stuck in it.
 
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> Couple of small bugs:
Oxbay, Fast travel icon to Port missing(Anker).
Leaving Oxbay with Toby to travel to Redmond one
has access to own officers to put on to captured ships,
which has not been available previous.....I think?
 
<!--quoteo(post=176619:date=Dec 21 2006, 08:14 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Dec 21 2006, 08:14 PM) [snapback]176619[/snapback]</div><div class='quotemain'><!--quotec-->
The Lock Picks seem to be working with this one problem. If a lock gets stuck in a chest that chest in that position on other ships has the lock stuck in it.
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So locks that end up having lockpicks stuck in them will remain that way forever? Hmm. I should make it so that they are reset after a while. But I don't really know how to do that. I coded it in in the same way that keeps boxes OPEN. And open boxes are reset after a while as well, aren't they?

Never mind: I figured it out. The locks are reset in locations_loader.c: <i>DeleteAttribute(loc,"openboxes"); DeleteAttribute(loc,"trapboxes"); // NK 05-04-14</i>. I didn't know this, so I didn't add a reset for the closed locks. This problem should be easily fixed by adding <i>DeleteAttribute(loc,"jammed.");</i> here as well.

Extract attached file to PROGRAM\Locations to (probably) solve the lockpick problem.
 
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