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B14 Alpha 2 Bug or Bogus

HawkerT

Sailor Apprentice
Storm Modder
Ahoy me fellow swachbucklers <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

Newbie alert this is ... make ready the guns!

First of all a resounding THANK YOU! to all the saber swinging POTC modding pirates amongst you. You have been working wonders with the POTC builds, no less!

I am going to start my first POTC playing endeavour using the Build 14 Alpha 2. I know it is not completely stable and bug free yet but it has so much going for it that I just have to use it from the get go.

So I thought that I might as well help with reporting bugs as I have completely fresh eyes on this baby and will be learning the ropes by looking slowly and meticolously in all the corners. So I have installed as per instructions and turned on logging. So ...

... first observation:
<img src="http://www.cmoc.dk/POTC/runme_bat_snap.jpg" border="0" alt="IPB Image" />

Please note the few uncompleted commands at the end of the script!

My question is this - is this a bug I should report using the POTC bug tracker site or just something with no importance stemming from the fact that RunMe.bat originates from ealier builds?

All the best
Frans
 
i THINK that it is the same as the modders told me: those files where removed by the program, so it can't find them. they where removed because they where no longer needed. the program just thinks that they should be still there.

by the way, i thought that there was a certain problem with running that program. i thought i read somewhere that if you would run it, it would cause problems with the game. i'm not sure though, so don't be alarmed. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
 
Thank you Morgan ... <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->snip ... by the way, i thought that there was a certain problem with running that program. i thought i read somewhere that if you would run it, it would cause problems with the game. i'm not sure though, so don't be alarmed.<!--QuoteEnd--></div><!--QuoteEEnd-->
Okay, just being curious here ... Pieters install instructions specifically says to run this baby (step 5) ... so are you saying that this might not be the right thing to do?

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->1) Make sure you have Build 13 installed properly
2) Extract and run preset.bat from the Build 14 Alpha file
3) Remove the folder RESOURCE\MODELS\locations\DECKS
4) Extract the Build 14 Alpha version on top of your game
5) Run RunMe.bat
6) Reset the controls to default!
7) Change the game's settings, controls, etc. and play<!--QuoteEnd--></div><!--QuoteEEnd-->
All the best
Frans
 
... observation number 2:
<img src="http://www.cmoc.dk/POTC/weapons_locker.jpg" border="0" alt="IPB Image" />

In build 13 you had access to the weapons locker in the tutorial cabin. You also had the 'hot action' (a grabbing hand) appear in the upper left corner of the screen when being near the locker! In B14A2 I can not find the weapons locker? Should it not be the small chest depicted above?

Anyway I simply would like to see ...
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Improved Ship and Location Icons - By Pirate_KK, Petros and Kazeite
Several new ships have new icons and the newly added ship locations also have improved icons. The weapons locker now also has it's own "open" icon.<!--QuoteEnd--></div><!--QuoteEEnd--> ...in my Lugger cabin!

Am I missing something?

All the best
Frans
 
i think that you should move a little to the left. it's not the chest ON the desk, but the drawer IN the desk. rather silly mistake actually, but nevermind. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> it's definatly not the worst. here's one that's MUCH worse:

'i can't access any other islands! i'm stopped by soem white line running around the island!'

what that person didn't realise was that that was the shore, and that he had to press space to enter. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> however, you MIGHT be right after all. sometimes, strange problems occur with the mods that nobody else has. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

and i AM saying that the instructions could be wrong. i think it was something like having run runme.bat before installing the update, but as i said, i'm not sure. don't try this until you get an answer from something who knows about this.
 
Okay! Thank you Morgan for trying to help this iznogood newbie <img src="style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />

However I can not find (nor see) any drawer in that desk what so ever??? On the deck I can see and open a 'ship chest' as shown in the picciepoo below ...

<img src="http://www.cmoc.dk/POTC/ship_chest.jpg" border="0" alt="IPB Image" />

... is this the new weapons locker?

Sorry for all the questions. If I am being a nuicense rather than any help then please let me know and I will stop my babbling ... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

... Observation number 3:

When entering the deck of the Lugger with Malcolm for fencing practise during the tutorial I hear shooting???
Every 2-5 seconds the sound of a bullet passing close by will rip through the air! Now there is nothing wrong with the sound itself ... cool sounding 'near miss', but it sounds more like something you should hear during boarding fights???

So again my question is this: Bug or Bogus? ... <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Could it be due to Me and Malcolm actually being in a 'fight' and thus the flying bullet sounds?

All the best
Frans
 
... Observation number 4:

This time I really do believe that I have found a bug ... huuurrrrraaaaaa!!! <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

I tried to switch back to the original tutorial cabin using the BuildSettings.h entry below
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->#define USE_PROPER_TUTORIAL_DECK 0
// 1: Start the game in proper cabin for a given ship type
// 0: Use stock game's tutorial cabin <!--QuoteEnd--></div><!--QuoteEEnd-->

When the engine tries to render the cabin all I get is a black screen .. no crash ... just a black screen with the usual log text appearing near the top left corner as it should. It is perfectly possible to use the F1 and F2 screens that renders just fine.

I believe that this should be an easy fix for some of the gifted geometry modders around here. My system.log says ...
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->snip ... BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
resource\models\locations\decks\Tut_deck\tut_Deck_l.gm: can't open geometry file
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Unloading
System exit and cleanup:
Mem state: User memory: 0 MSSystem: 0 Blocks: 0<!--QuoteEnd--></div><!--QuoteEEnd-->
I will try to add my first entry into the bug tracker with this one ... <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

All the best
Frans
 
RE Nr 3:

The shooting in the background is the background sound that PotC runs for all boarding locations. And that Lugger deck is usually a boarding location which is only being "abused" for the tutorial.

I would call that a bug not worth fixing <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Please do go ahead with your observations. It is always interesting to hear how the build looks to people who are not influenced by years of modding or hardcore pirating, regardless whether it's a bug or mere bogus which looks odd.
 
I noticed that you can't access the weapons locker during the tutorial as well. However, when you enter your ship after the tutorial is over, you can access the weapon's locker. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

Thanks for telling us of the bug with the USE_PROPER_TUTORIAL_DECK toggle; it's probably an easy fix. Apparently that code points to some files that were moved and renamed, so no wonder it doesn't work.
 
don't be afraid of asking questions. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" /> the only way to play this game is by asking questions, or at least to make it more fun. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=175876:date=Dec 15 2006, 08:37 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 15 2006, 08:37 PM) [snapback]175876[/snapback]</div><div class='quotemain'><!--quotec-->
I noticed that you can't access the weapons locker during the tutorial as well. However, when you enter your ship after the tutorial is over, you can access the weapon's locker. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

Thanks for telling us of the bug with the USE_PROPER_TUTORIAL_DECK toggle; it's probably an easy fix. Apparently that code points to some files that were moved and renamed, so no wonder it doesn't work.
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> I've reported that Black Screen Bug a few times and
I'm "glad" somebody else found this!!!!!!!!!!!!!!
I was allready depressed as some people did not pay attention to this,
except a few I mentioned before! <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
I tested the Build Alpha 14 version 2 & after 1 shot there remained 5 gp + 5 pb. To fill it up I went to the "lowest" deck but the Gunpowder Barrel was closed.

I really like this walking between the decks but please clean this ammo restock thing up.
 
To Jack Rackham: You should contact Pirate_KK about that. He made that free walk aboard ship mod; he probably forgot about the gunpowder storage functionality.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pirate_KK Do you hear me? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Best way to do it is to PM him or put it on the bug tracker. I'm not sure if he reads all forum threads.
 
<!--quoteo(post=175951:date=Dec 16 2006, 04:51 AM:name=Jack Rackham)--><div class='quotetop'>QUOTE(Jack Rackham @ Dec 16 2006, 04:51 AM) [snapback]175951[/snapback]</div><div class='quotemain'><!--quotec-->
I tested the Build Alpha 14 version 2 & after 1 shot there remained 5 gp + 5 pb. To fill it up I went to the "lowest" deck but the Gunpowder Barrel was closed.

I really like this walking between the decks but please clean this ammo restock thing up.
<!--QuoteEnd--></div><!--QuoteEEnd-->
As long as you're cleaning up gunpowder barrels, how about changing some of the 6 gunpowder barrels on the large boarding top decks back to spawning regular items? I can't see any advantage to having 6 powder barrels, and some of us don't play with the ammo mod.

Hook
 
About the Gunpowder Barrels on deck: I didn´t invent them or can see the very meaning with them, maybe a little variation I guess. If ammo mod is off they certainly should NOT provide ammo related items.

(The Gunpowder Barrel I meant was the place (on smaller ships) replacing the Gunpowder Storage.)
 
I have to agree with you Hook!

I'm guessing those were added by Maximus or were actually part of where ever he got them, Slib or Corsairs.

I use the Ammo mod and 1 powder barrel is enough IMHO.


As boarding decks and such are still being ironed out, I'd hold off right now.

Once the decks are finalized, it will be no problem changing "gunpowder_#" boxes back to box# boxes.

Even I can do it.
Pieter, say when.
 
<!--quoteo(post=175993:date=Dec 16 2006, 11:51 AM:name=Jack Rackham)--><div class='quotetop'>QUOTE(Jack Rackham @ Dec 16 2006, 11:51 AM) [snapback]175993[/snapback]</div><div class='quotemain'><!--quotec-->If ammo mod is off they certainly should NOT provide ammo related items.<!--QuoteEnd--></div><!--QuoteEEnd-->
If the ammo mod is off they provide nothing at all. You can't even open them, there's no option.

I have no idea what those barrels will give you if the ammo mod is on. That's one of the mods I'll never use, even to test. But someone, somewhere, coded those barrels, and made every one of them powder barrels. Perhaps at one time these provided useful items. Now, with the ammo mod turned off, they're a waste of space.

I didn't even know how many there were until I turned on the visible locators.

If the gunpowder barrels also provide loot, then it's possible that the toggles for the ammo mod are in the wrong place. If so, that's likely something I did. When I supplemented the three toggles you'd coded for the ammo mod with 70 addtional ones (in an attempt to get rid of pages of error messages), I may have included too much code. I was basically going by your initials in comments. Feel free to check that out and fix it at your convenience.

Hook
 
<!--quoteo(post=176015:date=Dec 16 2006, 04:32 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Dec 16 2006, 04:32 PM) [snapback]176015[/snapback]</div><div class='quotemain'><!--quotec-->
... If the gunpowder barrels also provide loot, then it's possible that the toggles for the ammo mod are in the wrong place. ...<!--QuoteEnd--></div><!--QuoteEEnd-->

It's possible that it is Ammo mod code related, as both "boxes" and "gunpowder boxes" are only locator names for the same locator group, "Box".

If "ammo mod" code controls the contents of "gunpowder boxes", then switching it off might release those boxes for regular items if the code is fixed.

However, the problem is that, with ammo mod on, there are too many "gunpowder boxes" that give nothing but powder.

These boxes just have to be renamed "Box" in each deck locator.gm file.
 
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