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    Maelstrom New Horizons


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A MAJOR frustration...

sauron_tg

Landlubber
OK, here it goes...

I Re-Installed my game. Bare bones. I then installed Build 12.1. Then I installed Build 13. Then Build 14 a6 just like I was told. I loaded the game up and get this, I have no cannon fire sfx, no HUD (my little compass that shows my cannon status and the direction of the wind...gone.) and of course, my cannons don't fire. Someone please help. I am completely fed up and tired of reinstalling the gam ove, and over, and OVER <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> . I am seriously getting pissed that my game has gone to crap AGAIN!

I've tried every ship in the ship selection, and even a few I added (I tried starting with the Black Pearl for example)
 
first the little tricks learned from other games.

Once you get the basic game installed - before ANY mods are applied.

Copy the entire directory.

This speeds up re-installs as all you really need to do then is rename this copy directory and you are at step one instantly.


Next.

Try installing one of dem dar mods upon this.
<i>And remember to always run the included "Runme" file.</i>

Start this version up and check that the basic interface is working. (Unless you already know to look out for certain interface problems and you are pre-warned to ignore these errors.)

If you got any problems, fix them HERE before continuing.

If you are the nervous type, make another copy of the install directory at this stage.

Rinse and repeat for every mod level you install.

Now, I had problems with 12.1 -> the interface failed.
But with Build 13 FULL applied to the stock game install, things worked.

So I ended up with
Basic install
Build 13 Full
Build 13 update 2 (update 3 was very cranky without this)
Build 13 update 3
Build 13 the micro patch.

And if I were to install 14, I would apply it to either my backup copy of 13 full (pre updates) or to 13 full with the updates and known to work.
 
Thanks for the tip. I'll definetly backup the whole thing if I have to reinstall. The whole thing's got me loopy. <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />


I've been troubleshooting and I'm going to try and see if I fixed anything. I added the Build 14a6 aditional, so we'll see. Will let you know. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
OK...well,most problems solved, but I just expierenced ANOTHER bug. I'm on Douwessen (did I spell that right?) and I was at the dock (I'd just arrived.) I talked toa merchant and bought a new sword. I then accessed my fastwalk menu to go to the store. While doing so, aman interupted me, trying to chat me up. Confused, I said good bye. Instead of going back to the game, I was teleprted to Oxbay port on the edge of the dock. I couldn't get to my ship, since it was mile away on another island. I didn't even have enough cash to BUY a new ship. Figure that one out.
 
never seen that before. what i always find very strange is that i'm not really experiencing serious problems while i installed build 13 over build 12.1 after which i installed build 14. (in correct order) i wonder why.
 
Re Sauron's problem - Sounds like the bug reported by HawkerT:
QUOTE:
after being taken ashore to the port you are in, say Oxbay, then if you press space to talk to some character while still close to the peer start spot then you will be teleported, not back to ship, but back to the last port you visited, say Redmond.
END QUOTE

Just a thought.
 
i heard someone else say that it happened when you used 'back' when on your ship, but that's a different bug. although it is similar.

if i manage to learn modding this holiday, i'll really have my hands full. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> i'm not aiming to make features, just to fix stuff. that's something that definatly needs to be done before we lose track of everything because of too many features.
 
<!--quoteo(post=184101:date=Feb 23 2007, 05:08 AM:name=Short Jack Gold)--><div class='quotetop'>QUOTE(Short Jack Gold @ Feb 23 2007, 05:08 AM) [snapback]184101[/snapback]</div><div class='quotemain'><!--quotec-->
Re Sauron's problem - Sounds like the bug reported by HawkerT:
QUOTE:
after being taken ashore to the port you are in, say Oxbay, then if you press space to talk to some character while still close to the peer start spot then you will be teleported, not back to ship, but back to the last port you visited, say Redmond.
END QUOTE

Just a thought.
<!--QuoteEnd--></div><!--QuoteEEnd-->


That'sexactly what happened. Come to think of it, the last port I was in WAS Oxbay. I was about to select the store, but I had to talk to someone. It percieved the spacebar push as saying "Go to the store" as well as "End conversation. Pressing the space bar once sent two differnt messages. Kinda funny really. Thanks for the help. I got her working fine now. <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
About the missing HUD. That's intentional. You now need to get a compass and equip it. If you don't like this change, set DISPLAY_BATTLEINTERFACE to 1 in BuildSettings.h.
 
Yep. I figured that one out. Thanks! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
So DO you like that change? Does anyone like the changes that make it so that you need to find/buy and equip some items before the interface options become available? I personally did that so that I can quickly switch between the display modes by equipping/de-equipping the items. Thought it might add a nice gameplay challenge as well. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
OH Definetly. It adds realism without making it annoying. The only thing I would change is the cannon status. You don't need a tool to tell you your cannons are ready.

Which is another thought...fire at will mode? Cannons fire when ready instead of at the same time. The downside wouldbe a decrease in damage. Possible? I just thought it'd be cool.
 
I don't kno how to make the cannon loading display always visible. It's possible somehow, but I haven't tried figuring it out yet.

You can move your ship to your current port with the following line of code:
SetCharacterShipLocation(pchar, "PORTNAME");
Replace PORTNAME with the code name of the port. Redmond_Port for Redmond, for example.

You can also move yourself back to the previous port with:
DoQuestReloadToLocation("PORTNAME"), "reload", "reload1" ,"");
Replace PORTNAME with the code name of the port. Redmond_Port for Redmond, for example.

Add these lines of code in PROGRAM\console.c AFTER:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void ExecuteConsole()
{
    ref pchar = GetMainCharacter();
    ref ch;
    int i;<!--c2--></div><!--ec2-->
Then press F12 to perform the teleport.

When Build 13 wasn't finished, I made a ZIP file containing Stock Game + Build 12.1. Every time I wanted to reinstall, I just used that ZIP. This trick can be used for any mod version you would like to use as your base version. I can recommend doing this for Build 13 + all updates.
 
fire at will mode could be problematic. then your cannoneers would likely fire at the wrong target, i think. you wouldn't have enough control.

one tip for when you don't have a compass yet: the moon is always in the west. in the evening and i think the morning too, the sun is in the east.
 
<!--quoteo(post=184285:date=Feb 24 2007, 10:24 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Feb 24 2007, 10:24 PM) [snapback]184285[/snapback]</div><div class='quotemain'><!--quotec-->
So DO you like that change? Does anyone like the changes that make it so that you need to find/buy and equip some items before the interface options become available? I personally did that so that I can quickly switch between the display modes by equipping/de-equipping the items. Thought it might add a nice gameplay challenge as well. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

I do like the changes - I set my merchants to have stock "according to their level" which means I am able to pick up some good stuff early on if I search enough. Helps a lot early on in the game.
 
<!--quoteo(post=184288:date=Feb 25 2007, 04:48 AM:name=sauron)--><div class='quotetop'>QUOTE(sauron @ Feb 25 2007, 04:48 AM) [snapback]184288[/snapback]</div><div class='quotemain'><!--quotec-->
OH Definetly. It adds realism without making it annoying. The only thing I would change is the cannon status. You don't need a tool to tell you your cannons are ready.
<!--QuoteEnd--></div><!--QuoteEEnd-->

I made change in code that places information about cannon status even without any compass equiped. I've also added 'Enhanced compass' which has full functionality (normal compass will show land and other ships but will display those ships only as floating (grey) or sinking (blue).

<!--quoteo(post=184288:date=Feb 25 2007, 04:48 AM:name=sauron)--><div class='quotetop'>QUOTE(sauron @ Feb 25 2007, 04:48 AM) [snapback]184288[/snapback]</div><div class='quotemain'><!--quotec-->
Which is another thought...fire at will mode? Cannons fire when ready instead of at the same time. The downside wouldbe a decrease in damage. Possible? I just thought it'd be cool.
<!--QuoteEnd--></div><!--QuoteEEnd-->

I don't know if that's possible or how to do it...
 
<!--quoteo(post=184446:date=Feb 26 2007, 03:48 PM:name=pirate_kk)--><div class='quotetop'>QUOTE(pirate_kk @ Feb 26 2007, 03:48 PM) [snapback]184446[/snapback]</div><div class='quotemain'><!--quotec-->
I made change in code that places information about cannon status even without any compass equiped. I've also added 'Enhanced compass' which has full functionality (normal compass will show land and other ships but will display those ships only as floating (grey) or sinking (blue).<!--QuoteEnd--></div><!--QuoteEEnd-->
EXCELLENT! Sounds like a VERY good idea! Looking forward to it! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
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