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Beta CTDs need squashing!

IncredibleHat

Landlubber
Storm Modder
Two big CTD issues stand right now for the Build Mod 13:

<a href="http://swankyplace.com/potcbugs/view.php?id=152" target="_blank">http://swankyplace.com/potcbugs/view.php?id=152</a>
<a href="http://swankyplace.com/potcbugs/view.php?id=273" target="_blank">http://swankyplace.com/potcbugs/view.php?id=273</a>

These may or may not be related, as they both happen during 3d sailing mode and ship battles. However one happens on the top of the hour change (as reported by Hook when fighting the French invasion fleet), and the other happens whenever you hit F1 (and possibly F2 as well).

PLEASE, if anyone wants to help do the grind of finding out when this occurs with more precision pinpointing, and possibly suggest ideas on what may be causing this, please help.

If you help, TURN ON LOGGING to aide in trying to find the problem. When these two CTDs occur, there is no error.log entry for them. They simply quit the application with no reasoning whatsoever. However the compile.log will contain more information on what occurred 'before' the CTD.

If anyone wants to edit your files to add a ton more trace lines (and you know how), then that may help even further. Hook has reported to have put in a ton of them on his own testing, and still cannot find when this happens. THESE CTDS ARE VILE!

I would help play test, but unfotunately my access to my home gaming rig is near to non-existent right now, and for at least another few weeks. However when I do get a chance to try, I will. I have my work Mac with me at all times, which has internet access, and all the code files, so I can whip up code changes, and work on code ideas to fix the problem. I just cant test the shtuff!

So, if anyone is willing to help, please do. These last two CTD's (or the same one), are basically the last really nasty problems left in Build 13 !!!

<img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

The classic bomber "DeleteAttribute" of an attribute that has an aref made to it, for which you use the aref after the delete, was my first guess. However after looking over all some 1200 instances of DeleteAttribute, and looking at what they deleted, and tracing the attribute within the action, so on so forth... I didn't find anything that raised an eyebrow <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

So, that inital hunch, didn't pan out.

I know of another CTD causer, and thats doing a calculation with a number that is way too friggen big. This type came to my attention with the Donating to the Church when you were level 100 and wanted to raise up to "Hero" status. The number got so ungainly large, that a float operation on it caused a CTD.

Now, trying to find one of THOSE is next to impossible on a grand scale. There is really nothing you can search by. The only way to find those, is to pinpoint the 'area' of crash, and then go through the code with a fine toothed comb.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I usually go after the French ships when I've got my hands on a 74 gun SOL. It seems like every time I fire on the French ships, I end up with a CTD before I can capture them all. The only way I can capture them all is to never fire a shot.

I've put all sorts of probes in the code to try to figure out exactly when the CTD occurs, but the game always gets through everything I've traced. For example, the weather change always works and finished before the CTD. I did a lot of tracing of the surrender code, but the CTD never happened in the middle of it. And every time the traces I had were the last things that were recorded by the program before the CTD.

Hook<!--QuoteEnd--></div><!--QuoteEEnd-->

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I am not entirely sure the French CTD is the same as the one you get during any ole run of the mill Two Fleet ship battles at sea... but they could be related.

The CTD's I have even gotten, are the ones where you hit "F1" in the middle of a massive battle (8+ ships) and it randomly CTD's. I've never personally seen the one with the French ships myself, and I have fired on them a fair bit out of frustration and my will to simply die wink.gif But then, I wasn't in a SOL... more of a beefed up Xebec, with a crapload of skills and attributes.

Maybe its ship related... a particular 'ship' that is used, causes a problem somewhere down the line?

........If you help, TURN ON LOGGING to aide in trying to find the problem.<!--QuoteEnd--></div><!--QuoteEEnd-->

So going from Hooks comments at top on using a 74 gun SOL, this is a reasonable time into the game? Or have you ahem.....'cheated' to get that ship?

From game start I have tried quite hard to get this bug. To date i've used all the stock starting ships (Lugger/sloop/cutter/tartane/yaught etc) while engaging the french invaision fleet and pressing F1/F2 in all possible combinations(even both together)and ship views(in captains cabin etc). The only certanty i've seen is that i loose the battle at some point <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Ref turn logging on - how do i do that exactly?

And my thoughts are if this is something that is happening in a later stage of the game(or ships/savegames from a later stage), then maybe it is related to the 'too big number' problem hat had found eleswhere?? Overflow of game chars? Ships stats? ship combat calculations?
But then i'm not a programmer so what do i know - i just made all that up <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
back to playtesting i'll give up on this bug for a bit to help my sanity levels(i'd started 'preying' for the bug to happen, like i used to 'prey' for my games to load from tape in the olden days!) and untill i have more info to go on so i can replicate this bug - small ships+game start seems clean though.

oh just thought of another: could it be related to a problem with incorrect ship model collision detections as talked about in the thread on the new black pearl?

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->If they'd update the tools to support Maya 8, I could be helpful there. As it is, apparently anything I make would have collision problems, which bothers me a bit. I know I've got an old copy of 4.5 floating around somewhere, but damned if I can find it.

Cap'n Drow<!--QuoteEnd--></div><!--QuoteEEnd-->
 
There is a doc file on the bug tracker on how to do logging:

<a href="http://swankyplace.com/potcbugs/proj_doc_page.php" target="_blank">http://swankyplace.com/potcbugs/proj_doc_page.php</a>

As for starting ships... interesting. I can't recall ever having the bug with a sloop. I do recall having it with the gaff rigged xebec and encountering two fleets at battle in the middle of the sea, and each side had some 'big' ships with them (I dont know what they are, they look big!).

Maybe it could be something with badly created ships, and some sort of calculation dealing with bounding boxes... maybe. Maybe not... hard to tell <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
Should this bug delay the release of Build 13? At the moment we have NO idea how thi is caused, let alone on how to fix this. If this bug is considered so bad that we should delay the Build 13 release for it, then we will have no idea when we <i>can</i> release it. I think it's important to release a Build 13 soon, whether it'll be perfect or not. Otherwise progress on modding PotC will be pretty much halted, which would be a shame. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Well, what I am proposing, is that we try to gear all effort in finding these two (maybe one) major crash events. To Hook, it basically ruins his game for him when the french CTD happens. As for the F1/F2... it will basically make people skittish and weary of trying to manage their character, or whatever in fear of crashing in the middle of a really great battle.

If we can't make ANY headway towards these CTDs by like, Nov 15th... then maybe we can simply proceed with wrapping up Build 13 into an installable etc (which will need to be tested before its made global).

I would just hate for these two insanely aweful crashes to exist in an otherwise awesome build. If we can get enough people working towards these, I am sure we can clear and nail them down in no time.

However, if everyone just ups and leaves, and all that is left is You, Me and Bart... I doubt the CTD issue will ever get resolved (baring any luck factor).

There are other issues on the BT that are open... and could do with some solving too. However they are not as major as a total game crash.
 
About the F1 bug: tried to follow the LaunchMainMenu code but couldn't find anything supicious. If we can't find the cause, would it make sense to disable the menu during battles? Just an idea, I'm not sure about it:

Pro: No CTD, and one could reason that you simply "can't leave your deck in the middle of a fight", might even add some thrill

Con: Would of course deprave the player of some options

<img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Heh, right. Often times I have found myself leveling up, and wanting to dive into character sheet, to give myself that next perk I am dying to have for sea battles or something. Plus it could be instead of hitting F2, I hit F1 instead. However I recall it happening even when I hit F2.

When I looked at that action, I could only deduce that maybe its something with the unloading of entities or sounds or something. Like, somehow its trying to unload something that aint there, and it just 'freaks' on it. But if that were the case, why doesnt it happen a LOT more than it does??? So thats why I go back to the idea of, well maybe its only with SPECIFIC ships in the battle. Its ok when that one bad-seed-ship isnt there, but when it is, BAM!!
 
<!--quoteo(post=170330:date=Nov 7 2006, 09:39 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 7 2006, 09:39 PM) [snapback]170330[/snapback]</div><div class='quotemain'><!--quotec-->
Con: Would of course deprave the player of some options
<!--QuoteEnd--></div><!--QuoteEEnd-->
Oops, I think "deprive" is the correct English term, right ? <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> We don't want "depraved players", do we? <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

And on second thought, disabling the menu during battles would DEPRIVE the player of the option to leave the program. Maybe not SUCH a good idea...
 
Have any of the guys who can get this bug to work for them tried going back through the different betas to see where its come from? might be easier than looking for that needle in the haystack?

I would love to do this process myself but so far i've been completely inept at reproducing the bug <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

....he he and speaking of 'depraved'...... i'm still chortleing at hooks mention of 'roger-the-cabin-boy' in another thread. 'Captain Pugwash' was a great kids tv series in its day <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
I'll get the latest beta installed now. Are there any other updates I need to grab from the bug tracker? I've already made Hook's edit to the boarding locators, so I shouldn't see any problems with boardings.... I hope.

What else do I need, and do I just need to set the 1 for loggin in engine.ini?

I'll do my best to help you guys out. But remember, I'm also busy modding for AOP at the same time. **grins**

Cap'n Drow
 
I've updated the issues a bit more tonight. I had some time to kill to do some tracing. I found 'where' it bombs with the F1/F2 CTD... and have a general idea of how to get it to happen. What I've always been saying: major battles... go find a bunch of ships.

Helps to be on Journeyman difficulty too, as you get more ships in battles that way.

I also got a chance hit with the CTD of the 'top of the hour' one. Hit me out of the blue.
 
Just got the crash myself. Got a system.log and a compile.log, but no error.log.

Was in a huge fight, must have been at least 10 frenchies and 6 dutch ships. Smaller frenchie ships just started striking colors left and right. No crash from F1/F2, but while I was trying to cap the ships that had struck their colors, I got fired on by two what I was assuming were MOW's. Right as they both fired at me, BAM, CTD.

Anyhow, how should I post up the two logs I got?

Cap'n Drow
 
<!--quoteo(post=170291:date=Nov 7 2006, 07:04 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 7 2006, 07:04 PM) [snapback]170291[/snapback]</div><div class='quotemain'><!--quotec-->
Well, what I am proposing, is that we try to gear all effort in finding these two (maybe one) major crash events. To Hook, it basically ruins his game for him when the french CTD happens. As for the F1/F2... it will basically make people skittish and weary of trying to manage their character, or whatever in fear of crashing in the middle of a really great battle.

If we can't make ANY headway towards these CTDs by like, Nov 15th... then maybe we can simply proceed with wrapping up Build 13 into an installable etc (which will need to be tested before its made global).

I would just hate for these two insanely aweful crashes to exist in an otherwise awesome build. If we can get enough people working towards these, I am sure we can clear and nail them down in no time.

However, if everyone just ups and leaves, and all that is left is You, Me and Bart... I doubt the CTD issue will ever get resolved (baring any luck factor).

There are other issues on the BT that are open... and could do with some solving too. However they are not as major as a total game crash.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree with everything of the above. My views exactly. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

Could we figure out which bugs are the ones we really, really want to fix before Build 13 is done? The ship-to-ship battle CTDs, obviously, but which other ones? I especially mean the bugs that are so bad that we should delay the final Build 13 release for them.

<!--quoteo(post=170372:date=Nov 8 2006, 06:22 AM:name=Cap'n_Drow)--><div class='quotetop'>QUOTE(Cap'n_Drow @ Nov 8 2006, 06:22 AM) [snapback]170372[/snapback]</div><div class='quotemain'><!--quotec-->
Anyhow, how should I post up the two logs I got?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Just post the text here as a quote or add the files to the Bug Tracker issue, I think.
 
<!--quoteo(post=170391:date=Nov 8 2006, 07:02 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 8 2006, 07:02 AM) [snapback]170391[/snapback]</div><div class='quotemain'><!--quotec-->
Could we figure out which bugs are the ones we really, really want to fix before Build 13 is done? The ship-to-ship battle CTDs, obviously, but which other ones? I especially mean the bugs that are so bad that we should delay the final Build 13 release for them.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I've tried going through whats left. Closing out ones that are unimportant, moving others to the Build 14 Alpha project, and resolving others that got fixed or dont seem to appear anymore.

Whats left is basically whats left. There are some more in there that are not as important, but would be nice to clear up.

I think you ought to not use the "Post Build Mod 13" naming convention for new stuff.

Here is an idea:

When Build Mod 13 goes final, it will be one massive download. It will install over 12.1 (which will still be required). It will be complete. Any 'fixes' (actual fixes, not tweaks, or additions) will be labeled as Build Mod 13.01, Build Mod 13.02. And these 'patches' will be UBER TINY because all they are fixing is fatal bugs!

Now, work after Build 13, is basically going to be for Build 14... so start right off by calling it that. Start putting "new" stuff into the Build Mod 14 alpha. Label them with numbers, not backwards dates that don't sort in file listings. Like this:

Build Mod 14 alpha 001 (or BM14 a001)
Build Mod 14 alpha 002
...
Build Mod 14 Beta 01 (or BM14 b01)
Build Mod 14 Beta 02
...
Build Mod 14 rc 1 (rc stands for release candidate)
Build Mod 14 Release


For the internal numbering you can start with BUILDVERSION "14.0.0.01", then 'graduate' each project change. Beta would start at BUILDVERSION "14.0.1". This would mean you have to stop using BUILDVERSION as a float and in mathmatical actions. The 'reinit.c' function is the only thing 'using' buildversion in this manner, but its for a bunch of stuff that no longer applies (I have a new reinit.c file with all that upgrade junk outcommented).

With 'IS_SGV' you can use any number... so long as its sequential and a float. It is never seen, and does NOT have to match the build version at all. It can simply grow step by step from the number it is. Because honestly, not EVERY update requires people to start a brand new game!!!

This will make it clear to people the stage in which Build 14 is progressing. Alpha stages are basically a free for all of ideas and pumping it full of new content left and right. When it hits beta stages, it means all new major features are locked, and crackdown on bug fixing commences. Release candidates are for when you THINK you have a final build that will be good enough for release... but arn't sure yet. Then of course release.

Now, if a MAJOR FLAW is found in Build 13, that major flaw should be isolated and added to the 13.01 patch, and so forth as time progresses. This means that people who are using Build Mod 13, who NEED a fix for some major problem in the build, won't have to go try downloading all of Build 14 alphas to get that one tiny fix (but hopfully there will never be a time we need to make a patch for BM13).

It's easy enough to isolate those important fixes WHEN THEY OCCUR and get fixed. Waiting till later, and trying to pull out just the changes needed for it, is a major pain. No need to work on two seperate builds. When a problem of that magnatude comes up and is discovered in the working of Build 14, then it can most likely be easily applied to what Build 13 is. Make sense? I'm not talking like all the code for walking the ship to fix the bug of not being able to use the locked doors in the cabins... I mean like finding pressing Block while in a dungeon causes a CTD (or something). You know, pressing issue fixes. Patches for BM13 should basically never contain resources, just code files.

I think I rambled on too long... its a bit off topic, but you asked here, so I figured might as well nail it in one post <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

This is only an idea of course. You can do what you please.
 
Okay, first up the system.log:

Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
Techniques: 9 shaders compiled.
Techniques: 180 techniques compiled.
Techniques: compiled by -1941936653 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Bad rope data for rope: (rope num = 5) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 112870868
Bad rope data for rope: (rope num = 4) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 112870868
Ship Boat doesn't have fire places
Can't load texture resource\textures\LIGHTING\AMMO\SHADOW.TGA.tx
Warning: NPCharacter -> trace node not found
Can't load texture resource\textures\LIGHTING\AMMO\SHADOW.TGA.tx
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Character animation: not set idle action: "Lay_2"
Character animation: not set idle action: "Lay_2"
Character animation: not set idle action: "Lay_2"
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Bad rope data for rope: (rope num = 5) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 149642900
Bad rope data for rope: (rope num = 4) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 149642900
Ship Boat doesn't have fire places
Can't load texture resource\textures\LIGHTING\AMMO\SHADOW.TGA.tx
Warning: NPCharacter -> trace node not found
Can't load texture resource\textures\LIGHTING\AMMO\SHADOW.TGA.tx
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Bad rope data for rope: (rope num = 5) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 150374348
Bad rope data for rope: (rope num = 4) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 150374348
Ship Boat doesn't have fire places
Can't load texture resource\textures\LIGHTING\AMMO\SHADOW.TGA.tx
Warning: NPCharacter -> trace node not found
Can't load texture resource\textures\LIGHTING\AMMO\SHADOW.TGA.tx
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Bad rope data for rope: (rope num = 5) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 150343892
Bad rope data for rope: (rope num = 4) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 150343892
Island Set
Island Set
Fader::Init() -> Fader already created, fade out phase
Bad rope data for rope: (rope num = 5) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 150633076
Bad rope data for rope: (rope num = 4) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 150633076
Bad rope data for rope: (rope num = 17) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 151917724
Bad rope data for rope: (rope num = 9) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 151917724
Bad rope data for rope: (rope num = 10) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 151917724
Bad rope data for rope: (rope num = 19) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 111475180
Bad rope data for rope: (rope num = 5) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 112488068
Bad rope data for rope: (rope num = 6) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 112488068
Bad rope data for rope: (rope num = 17) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 114664228
Bad rope data for rope: (rope num = 9) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 114664228
Bad rope data for rope: (rope num = 10) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 114664228
Bad rope data for rope: (rope num = 19) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 146911004
Bad rope data for rope: (rope num = 5) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 114313044
Bad rope data for rope: (rope num = 6) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 114313044
Bad rope data for rope: (rope num = 0) (begin group=0, end group=0)
Begin pointer = 0? end pointer = 0
Bad rope data for rope: (rope num = 6) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 100442244
Bad rope data for rope: (rope num = 5) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 100442244
Bad rope data for rope: (rope num = 101) (begin group=0, end group=0)
Begin pointer = 112182788? end pointer = 0
Bad rope data for rope: (rope num = 104) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 112182788
Bad rope data for rope: (rope num = 1) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 146171268
Bad rope data for rope: (rope num = 2) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 146171268
Bad rope data for rope: (rope num = 15) (begin group=-1, end group=0)
Begin pointer = 112438172? end pointer = 0
Bad rope data for rope: (rope num = 766) (begin group=-1, end group=0)
Begin pointer = 145616564? end pointer = 0
Bad rope data for rope: (rope num = 101) (begin group=0, end group=0)
Begin pointer = 114227460? end pointer = 0
Bad rope data for rope: (rope num = 104) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 114227460
Bad rope data for rope: (rope num = 1) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 157277516
Bad rope data for rope: (rope num = 2) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 157277516
Bad rope data for rope: (rope num = 15) (begin group=-1, end group=0)
Begin pointer = 113689148? end pointer = 0
Bad rope data for rope: (rope num = 766) (begin group=-1, end group=0)
Begin pointer = 111543188? end pointer = 0
Bad rope data for rope: (rope num = 57) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 144171084
Bad rope data for rope: (rope num = 57) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 144534964
Bad rope data for rope: (rope num = 17) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 145212500
Bad rope data for rope: (rope num = 9) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 145212500
Bad rope data for rope: (rope num = 10) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 145212500
Bad rope data for rope: (rope num = 19) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 145585364
Bad rope data for rope: (rope num = 5) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 145687220
Bad rope data for rope: (rope num = 6) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 145687220
Island Set
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Island Set

Thats it for the system.log. I'll put the compile.log into my next post, since they are both absolutely huge.

I've looked at the compile log though, and I'm now wondering if it might be the weather system thats being a bugger. You'll see what I mean when I get the compile.log posted.

Cap'n Drow


<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Note: Edited by Pieter Boelen to remove a lot of double lines that cause major scrolling on this page. It's still quite long, even with those lines removed<!--colorc--></span><!--/colorc--> <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
To IncredibleHat: Thanks a lot for your lengthy post. But what should we do with Build 13.1? I wanted to release a Post Build 13 modpack shortly after Build 13 is done and, once we fixed the few bugs there are in there, that could be released as a new stable modpack update, Build 13.1. Should ALL new mods go in Build 14, even the ones that are already (almost) stable enough? I had thought that perhaps we could try to work with less mods and more frequent stable updates. So we would try to make all current new mods stable and release that as Build 13.1 after we finished Build 13. Then, when new mods are done after Build 13.1's release, we can try to make Build 13.2. That way we would try to fix the bugs as soon as they're introduced, so that we shouldn't get any long-standing bugs anymore. But that is just a random thought of mine; not sure if it's actually good. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Gauging: StartGauging
Gauging: starting init
Gauging: nations
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
Gauging: islands
Init weathers complete. 320 weathers found.
Gauging: weather
Gauging: perks
InitModels: Total number of models: 314
Gauging: models
Gauging: goods
Gauging: ifaces
Main_LogoVideo() 0
PauseAllSounds
ResetSoundScheme
Main_LogoVideo() 1
PauseAllSounds
ResetSoundScheme
Main_LogoVideo() 2
PauseAllSounds
ResetSoundScheme
Main_LogoVideo() 3
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 595
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: load options
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
SETTING MUSIC: music_main_menu
Init character names complete.
ResetSoundScheme
Init character names complete.
Gauging: start new game
Gauging: start NPC init
Gauging: done NPC init
Gauging: done second pass through char array
Gauging: ng iface
Gauging: ng initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 595
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: load options
Gauging: infoshow
Gauging: ng initgame stop
Gauging: start reinit
InitModels: Total number of models: 314
Gauging: Models
Gauging: nosave
Gauging: RM mod and rumors
Gauging: shipberthing
Gauging: CRs
Gauging: KR mod
Gauging: FBQ
Gauging: towns
Gauging: fill stores
Gauging: update all towns
Gauging: itrade update
Gauging: Enc Officers
Gauging: CabinCaptains
Gauging: reinit stop
Gauging: load mch in first
running qcase beg
!!! Reload to 454
LoadLocation(ref loc) Tutorial_Deck
LocLoadShips: Can't find Location.locators.ships in location: Tutorial_Deck
ItemLogic: On load location Tutorial_Deck
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade1
Gauging: done load mch in first
Started with tutorial.
ResetSoundScheme
SetSoundScheme: residence
SETTING MUSIC: music_gubernator
Template <follow> -> timeout chr.id = Malcolm Hatcher
Template <follow> -> teleport chr.id = Malcolm Hatcher to pos(0.29001, 8.2363, 7.6314)
LAi_type_actor_EndDialog -> LAi_type_actor_Reset
Actor error: character <Malcolm Hatcher> now is do template <goto>, his not is free for new task
ActorDialog got error in type_actor_error
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 454
reload_island_index = -1
reload_location_index = 92
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Tutorial_Deck
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_port
ItemLogic: On load location Oxbay_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\potion
ItemLogic: Loaded model items\\Antidote
::: QUESTMOVIE: StartQuestMovie func call
::: QUESTMOVIE: StartQuestMovie func complete
::: QUESTMOVIE: start in Tut_StartTalkInPort
ResetSoundScheme
SetSoundScheme: port
AddSoundScheme: land_day
AddSoundScheme: seashore_weather
SETTING MUSIC: music_gorod
IT ch Oxbay_Street_merchant_1 has no items tree
IT for Oxbay_Street_merchant_1, town Oxbay size 800, raw quality set to 1
IT tradetype checked street, now Stall
IT tradetype assign to chr, now Stall
IT for Oxbay_Street_merchant_1, quality set to 1
IT dropped low quality weapon (blade1-1) in favor of higher quality (blade1+1)
IT traded with trader 2 times
::: QUESTMOVIE: EndQuestMovie func call
::: QUESTMOVIE: EndQuestMovie func proceed
::: QUESTMOVIE: end in Tut_ReloadToOxbay
IT ch Flann Vickers has no items tree
IT for Flann Vickers, town Oxbay size 800, raw quality set to 1
IT tradetype checked street, now Stall
IT tradetype assign to chr, now Stall
IT for Flann Vickers, quality set to 1
IT traded with trader 1 times
IT ch Gregor Samsa has no items tree
IT for Gregor Samsa, quality passed 12
IT tradetype chr override, now Sneaky Trader
IT for Gregor Samsa, quality set to 12
IT traded with trader 1 times
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 92
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_port
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\potion
ItemLogic: Loaded model ammo\\blade3
ItemLogic: Loaded model items\\Antidote
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
IT ch Oxbay_Street_merchant_1 has no items tree
IT for Oxbay_Street_merchant_1, town Oxbay size 800, raw quality set to 1
IT tradetype checked street, now Stall
IT tradetype assign to chr, now Stall
IT for Oxbay_Street_merchant_1, quality set to 1
IT dropped low quality weapon (blade1-1) in favor of higher quality (blade1+1)
IT traded with trader 1 times
IT traded with trader 2 times
locator_name = reload15 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 96
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_Store
ItemLogic: On load location Oxbay_Store
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: shop
SETTING MUSIC: music_shop
IT ch Alan Milds has no items tree
IT for Alan Milds, town Oxbay size 800, raw quality set to 1
IT tradetype checked store, now Store
IT tradetype assign to chr, now Store
IT for Alan Milds, quality set to 2
IT dropped low quality weapon (blade5-1) in favor of higher quality (blade5+1)
IT dropped low quality weapon (blade1-1) in favor of higher quality (blade1+1)
IT dropped low quality weapon (blade2-1) in favor of higher quality (blade2+1)
IT dropped low quality weapon (blade4-1) in favor of higher quality (blade4+1)
IT dropped low quality weapon (blade7-1) in favor of higher quality (blade7+1)
IT dropped low quality weapon (blade3-1) in favor of higher quality (blade3+1)
IT traded with trader 1 times
locator_name = locator2 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 96
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_Store
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade3
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
Template <follow> -> timeout chr.id = Malcolm Hatcher
Template <follow> -> teleport chr.id = Malcolm Hatcher to pos(20.045, 3.4564, -5.3889)
locator_name = reload13 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 97
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàöèÿ Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ãðóïïà encdetector
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàòîð enc01
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÒÈÏ ËÎÊÀÖÈÈ: tavern
ItemLogic: On load location Oxbay_Tavern
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: tavern
SETTING MUSIC: music_tavern
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 97
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_Tavern
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade3
Template <follow> -> timeout chr.id = Malcolm Hatcher
Template <follow> -> teleport chr.id = Malcolm Hatcher to pos(21.583, 2.1738, 8.723)
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
IT traded with trader 3 times
IT traded with trader 5 times
locator_name = reload3 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 95
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_shipyard
ItemLogic: On load location Oxbay_shipyard
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: shop
SETTING MUSIC: music_shop
SY player level 4. gains access to class 5 and below
IT dropped low quality weapon (blade1) in favor of higher quality (blade1+2)
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 95
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_shipyard
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade3
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
::: QUESTMOVIE: EndQuestMovie func call
::: QUESTMOVIE: end in Tut_SkipTutorialInTown_AfterMalcolmGone
locator_name = reload15 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 96
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_Store
ItemLogic: On load location Oxbay_Store
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: shop
SETTING MUSIC: music_shop
locator_name = locator2 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 96
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_Store
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade3
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
CHANGE REP FOR PLAYER: 1
Your reputation has increased to Bloke
locator_name = reload11 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 133
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Dungeon 1
ItemLogic: On load location Dungeon 1
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade12
SETTING MUSIC: music_bitva
ResetSoundScheme
SetSoundScheme: inca_temple
SETTING MUSIC: music_bitva
IT dropped low quality weapon (blade1) in favor of higher quality (blade1+2)
IT dropped low quality weapon (blade4) in favor of higher quality (blade4+2)
IT dropped low quality weapon (blade7) in favor of higher quality (blade7+2)
IT dropped low quality weapon (blade1) in favor of higher quality (blade1+2)
IT dropped low quality weapon (blade2) in favor of higher quality (blade2+2)
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 133
reload_island_index = -1
reload_location_index = 98
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Dungeon 1
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_tavern_upstairs
SetCharacterTask_GotoPoint -> locator 'table1' in group 'tables' not found
Template <goto> -> path not found chr.id = Oxbay_officiant
ItemLogic: On load location Oxbay_tavern_upstairs
ItemLogic: found 0 buttons
SETTING MUSIC: music_gorod
ResetSoundScheme
SetSoundScheme: house
SETTING MUSIC: music_gorod
SetCharacterTask_GotoPoint -> locator 'barmen' in group 'waitress' not found
Template <goto> -> path not found chr.id = Oxbay_officiant
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 98
reload_island_index = -1
reload_location_index = 97
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_tavern_upstairs
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàöèÿ Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ãðóïïà encdetector
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàòîð enc01
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÒÈÏ ËÎÊÀÖÈÈ: tavern
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÂÛÁÐÀÍ ÒÈÏ ÝÍÊÀÓÍÒÅÐÀ: ENC_OFFICER
no sex found
ÃÅÍÅÐÀÖÈß ÝÍÊÀÓÍÒÅÐÎÂ: Ïåðñîíàæ 1 ïðèñâîåí ID Enc_Char1
ItemLogic: On load location Oxbay_Tavern
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: tavern
SETTING MUSIC: music_tavern
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 97
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_Tavern
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade7
ItemLogic: Loaded model ammo\\blade3
ItemLogic: Loaded model items\\potion
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
locator_name = reload11 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 133
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Dungeon 1
ItemLogic: On load location Dungeon 1
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade12
SETTING MUSIC: music_bitva
ResetSoundScheme
SetSoundScheme: inca_temple
SETTING MUSIC: music_bitva
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 133
reload_island_index = -1
reload_location_index = 98
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Dungeon 1
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_tavern_upstairs
ItemLogic: On load location Oxbay_tavern_upstairs
ItemLogic: found 0 buttons
SETTING MUSIC: music_gorod
ResetSoundScheme
SetSoundScheme: house
SETTING MUSIC: music_gorod
SetCharacterTask_GotoPoint -> locator 'barmen' in group 'waitress' not found
Template <goto> -> path not found chr.id = Oxbay_officiant
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 98
reload_island_index = -1
reload_location_index = 97
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_tavern_upstairs
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàöèÿ Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ãðóïïà encdetector
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàòîð enc02
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÒÈÏ ËÎÊÀÖÈÈ: tavern
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÂÛÁÐÀÍ ÒÈÏ ÝÍÊÀÓÍÒÅÐÀ: ENC_OFFICER
no sex found
ÃÅÍÅÐÀÖÈß ÝÍÊÀÓÍÒÅÐÎÂ: Ïåðñîíàæ 1 ïðèñâîåí ID Enc_Char1
ItemLogic: On load location Oxbay_Tavern
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: tavern
SETTING MUSIC: music_tavern
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 97
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_Tavern
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\potion
ItemLogic: Loaded model ammo\\blade3
ItemLogic: Loaded model ammo\\blade3
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
IT dropped low quality weapon (blade1) in favor of higher quality (blade1+2)
IT traded with trader 12 times
IT traded with trader 13 times
monk_dialog.c 5 : Oxbay_town
monk_dialog.c 5 : Oxbay_town
monk_dialog.c 5 : Oxbay_town
monk_dialog.c 5 : Oxbay_town
monk_dialog.c 5 : Oxbay_town
monk_dialog.c 5 : Oxbay_town
monk_dialog.c 5 : Oxbay_town
monk_dialog.c 5 : Oxbay_town
monk_dialog.c 5 : Oxbay_town
locator_name = reload3 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 95
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_shipyard
ItemLogic: On load location Oxbay_shipyard
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: shop
SETTING MUSIC: music_shop
SY player level 4. gains access to class 5 and below
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 95
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_shipyard
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade3
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
locator_name = reload19 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 133
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Dungeon 1
ItemLogic: On load location Dungeon 1
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade12
SETTING MUSIC: music_bitva
ResetSoundScheme
SetSoundScheme: inca_temple
SETTING MUSIC: music_bitva
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
IT dropped low quality weapon (blade11-1) in favor of higher quality (blade11+1)
IT dropped low quality weapon (blade3-1) in favor of higher quality (blade3+2)
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 133
reload_island_index = -1
reload_location_index = 98
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Dungeon 1
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_tavern_upstairs
ItemLogic: On load location Oxbay_tavern_upstairs
ItemLogic: found 0 buttons
SETTING MUSIC: music_gorod
ResetSoundScheme
SetSoundScheme: house
SETTING MUSIC: music_gorod
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 98
reload_island_index = -1
reload_location_index = 97
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_tavern_upstairs
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàöèÿ Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ãðóïïà encdetector
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàòîð enc02
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÒÈÏ ËÎÊÀÖÈÈ: tavern
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÂÛÁÐÀÍ ÒÈÏ ÝÍÊÀÓÍÒÅÐÀ: ENC_OFFICER
no sex found
ÃÅÍÅÐÀÖÈß ÝÍÊÀÓÍÒÅÐÎÂ: Ïåðñîíàæ 1 ïðèñâîåí ID Enc_Char1
ItemLogic: On load location Oxbay_Tavern
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: tavern
SETTING MUSIC: music_tavern
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 97
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_Tavern
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\Antidote
ItemLogic: Loaded model ammo\\blade3
ItemLogic: Loaded model items\\potion
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
IT dropped low quality weapon (blade5-1) in favor of higher quality (blade5+1)
IT dropped low quality weapon (blade5) in favor of higher quality (blade5+2)
IT dropped low quality weapon (blade4-1) in favor of higher quality (blade4+1)
IT dropped low quality weapon (blade7-1) in favor of higher quality (blade7+1)
IT dropped low quality weapon (blade3-1) in favor of higher quality (blade3+1)
IT Oxbay_Street_merchant_1 raised to level 2
IT traded with trader 3 times
locator_name = reload19 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 133
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Dungeon 1
ItemLogic: On load location Dungeon 1
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade12
SETTING MUSIC: music_bitva
ResetSoundScheme
SetSoundScheme: inca_temple
SETTING MUSIC: music_bitva
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 133
reload_island_index = -1
reload_location_index = 98
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Dungeon 1
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_tavern_upstairs
SetCharacterTask_GotoPoint -> locator 'table1' in group 'tables' not found
Template <goto> -> path not found chr.id = Oxbay_officiant
ItemLogic: On load location Oxbay_tavern_upstairs
ItemLogic: found 0 buttons
SETTING MUSIC: music_gorod
ResetSoundScheme
SetSoundScheme: house
SETTING MUSIC: music_gorod
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 98
reload_island_index = -1
reload_location_index = 97
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_tavern_upstairs
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàöèÿ Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ãðóïïà encdetector
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàòîð enc01
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÒÈÏ ËÎÊÀÖÈÈ: tavern
ItemLogic: On load location Oxbay_Tavern
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: tavern
SETTING MUSIC: music_tavern
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 97
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_Tavern
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\potion
ItemLogic: Loaded model ammo\\blade3
ItemLogic: Loaded model items\\potion
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land_rain
SETTING MUSIC: music_gorod
IT traded with trader 10 times
locator_name = reload19 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 133
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Dungeon 1
ItemLogic: On load location Dungeon 1
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade12
SETTING MUSIC: music_bitva
ResetSoundScheme
SetSoundScheme: inca_temple
SETTING MUSIC: music_bitva
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
IT ch Oxbay_Street_merchant_1 has no items tree
IT dropped low quality weapon (blade1-1) in favor of higher quality (blade1+1)
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 133
reload_island_index = -1
reload_location_index = 98
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Dungeon 1
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_tavern_upstairs
ItemLogic: On load location Oxbay_tavern_upstairs
ItemLogic: found 0 buttons
SETTING MUSIC: music_gorod
ResetSoundScheme
SetSoundScheme: house
SETTING MUSIC: music_gorod
SetCharacterTask_GotoPoint -> locator 'barmen' in group 'waitress' not found
Template <goto> -> path not found chr.id = Oxbay_officiant
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 98
reload_island_index = -1
reload_location_index = 97
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_tavern_upstairs
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàöèÿ Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ãðóïïà encdetector
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàòîð enc01
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÒÈÏ ËÎÊÀÖÈÈ: tavern
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÂÛÁÐÀÍ ÒÈÏ ÝÍÊÀÓÍÒÅÐÀ: ENC_OFFICER
no sex found
ÃÅÍÅÐÀÖÈß ÝÍÊÀÓÍÒÅÐÎÂ: Ïåðñîíàæ 1 ïðèñâîåí ID Enc_Char1
ItemLogic: On load location Oxbay_Tavern
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: tavern
SETTING MUSIC: music_tavern
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 97
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_Tavern
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\spyglass4
ItemLogic: Loaded model ammo\\blade3
ItemLogic: Loaded model items\\potion
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
IT dropped low quality weapon (blade2) in favor of higher quality (blade2+2)
IT traded with trader 19 times
CHANGE REP FOR PLAYER: 1
IT traded with trader 21 times
locator_name = reload15 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 96
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_Store
ItemLogic: On load location Oxbay_Store
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: shop
SETTING MUSIC: music_shop
IT ch Oxbay_Street_merchant_1 has no items tree
IT dropped low quality weapon (blade1-1) in favor of higher quality (blade1+1)
locator_name = locator2 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 96
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_Store
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\spyglass4
ItemLogic: Loaded model ammo\\blade3
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
IT traded with trader 1 times
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 92
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_port
ItemLogic: On load location Oxbay_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade3
ItemLogic: Loaded model items\\Antidote
ResetSoundScheme
SetSoundScheme: port
AddSoundScheme: land_day
AddSoundScheme: seashore_weather
SETTING MUSIC: music_gorod
IT ch Flann Vickers has no items tree
IT dropped low quality weapon (blade5-1) in favor of higher quality (blade5+1)
IT traded with trader 4 times
IT ch Oxbay_Street_merchant_1 has no items tree
IT dropped low quality weapon (blade5-1) in favor of higher quality (blade5+1)
IT traded with trader 3 times
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 92
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_port
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade3
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
locator_name = reload3 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 95
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_shipyard
ItemLogic: On load location Oxbay_shipyard
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: shop
SETTING MUSIC: music_shop
SY player level 6. gains access to class 5 and below
IT dropped low quality weapon (blade1) in favor of higher quality (blade1+2)
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 95
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_shipyard
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade2
ItemLogic: Loaded model ammo\\blade3
ItemLogic: Loaded model items\\Antidote
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
locator_name = reload19 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 133
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Dungeon 1
ItemLogic: On load location Dungeon 1
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade12
SETTING MUSIC: music_bitva
ResetSoundScheme
SetSoundScheme: inca_temple
SETTING MUSIC: music_bitva
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
IT dropped low quality weapon (blade1) in favor of higher quality (blade1+2)
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 133
reload_island_index = -1
reload_location_index = 98
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Dungeon 1
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_tavern_upstairs
SetCharacterTask_GotoPoint -> locator 'table1' in group 'tables' not found
Template <goto> -> path not found chr.id = Oxbay_officiant
ItemLogic: On load location Oxbay_tavern_upstairs
ItemLogic: found 0 buttons
SETTING MUSIC: music_gorod
ResetSoundScheme
SetSoundScheme: house
SETTING MUSIC: music_gorod
SetCharacterTask_GotoPoint -> locator 'barmen' in group 'waitress' not found
Template <goto> -> path not found chr.id = Oxbay_officiant
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 98
reload_island_index = -1
reload_location_index = 97
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_tavern_upstairs
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàöèÿ Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ãðóïïà encdetector
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàòîð enc01
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÒÈÏ ËÎÊÀÖÈÈ: tavern
ItemLogic: On load location Oxbay_Tavern
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: tavern
SETTING MUSIC: music_tavern
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 97
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_Tavern
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade2
ItemLogic: Loaded model ammo\\blade3
ItemLogic: Loaded model items\\Antidote
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
IT dropped low quality weapon (blade4) in favor of higher quality (blade4+2)
IT dropped low quality weapon (pistol1) in favor of higher quality (pistol1+2)
IT Oxbay_Street_merchant_1 raised to level 3
IT dropped low quality weapon (pistol2-1) in favor of higher quality (pistol2+1)
IT traded with trader 3 times
locator_name = reload19 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 133
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Dungeon 1
ItemLogic: On load location Dungeon 1
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade12
SETTING MUSIC: music_bitva
ResetSoundScheme
SetSoundScheme: inca_temple
SETTING MUSIC: music_bitva
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 133
reload_island_index = -1
reload_location_index = 98
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Dungeon 1
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_tavern_upstairs
ItemLogic: On load location Oxbay_tavern_upstairs
ItemLogic: found 0 buttons
SETTING MUSIC: music_gorod
ResetSoundScheme
SetSoundScheme: house
SETTING MUSIC: music_gorod
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 98
reload_island_index = -1
reload_location_index = 97
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_tavern_upstairs
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàöèÿ Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ãðóïïà encdetector
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàòîð enc02
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÒÈÏ ËÎÊÀÖÈÈ: tavern
ItemLogic: On load location Oxbay_Tavern
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: tavern
SETTING MUSIC: music_tavern
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 97
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_Tavern
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\potionbig
ItemLogic: Loaded model ammo\\blade3
ItemLogic: Loaded model ammo\\blade2
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
IT traded with trader 4 times
IT traded with trader 12 times
locator_name = reload19 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 133
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Dungeon 1
ItemLogic: On load location Dungeon 1
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade12
SETTING MUSIC: music_bitva
ResetSoundScheme
SetSoundScheme: inca_temple
SETTING MUSIC: music_bitva
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 133
reload_island_index = -1
reload_location_index = 98
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Dungeon 1
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_tavern_upstairs
ItemLogic: On load location Oxbay_tavern_upstairs
ItemLogic: found 0 buttons
SETTING MUSIC: music_gorod
ResetSoundScheme
SetSoundScheme: house
SETTING MUSIC: music_gorod
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 98
reload_island_index = -1
reload_location_index = 97
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_tavern_upstairs
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàöèÿ Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ãðóïïà encdetector
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàòîð enc02
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÒÈÏ ËÎÊÀÖÈÈ: tavern
ItemLogic: On load location Oxbay_Tavern
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: tavern
SETTING MUSIC: music_tavern
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 97
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_Tavern
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\Antidote
ItemLogic: Loaded model ammo\\blade3
ItemLogic: Loaded model ammo\\blade2
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
IT dropped low quality weapon (blade6) in favor of higher quality (blade6+2)
IT traded with trader 22 times
locator_name = reload3 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 95
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_shipyard
ItemLogic: On load location Oxbay_shipyard
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: shop
SETTING MUSIC: music_shop
SY player level 6. gains access to class 5 and below
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 95
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_shipyard
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade3
ItemLogic: Loaded model items\\potion
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 92
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_port
ItemLogic: On load location Oxbay_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade3
ItemLogic: Loaded model items\\Antidote
ResetSoundScheme
SetSoundScheme: port
AddSoundScheme: land_day
AddSoundScheme: seashore_weather
SETTING MUSIC: music_gorod
IT ch Flann Vickers has no items tree
IT dropped low quality weapon (blade5-1) in favor of higher quality (blade5+1)
IT traded with trader 6 times
IT traded with trader 7 times
IT ch Oxbay_Street_merchant_1 has no items tree
IT dropped low quality weapon (blade5-1) in favor of higher quality (blade5+1)
IT traded with trader 4 times
IT ch Gregor Samsa has no items tree
IT traded with trader 2 times
locator_name = reload2_back lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 92
reload_island_index = 3
reload_location_index = -1
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_port
ItemLogic: On unload location
ReloadEndFade
Load from location to sea sLoc = l1, x = -1523.57,z = 975.987
SEA: SeaLogin begin
SEA: sealogin loading island Oxbay
SEA: added pchar to sea
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather
ResumeAllSounds
SEA: SeaLogin end
SURR: for char CrOxbay6 of ship Olympia surrender chance is 4
SURR: for char CrOxbay5 of ship Standard surrender chance is 4
Canloss: char CrOxbay5 of ship Standard has lost a gun from arc 3 (port). Fix: 1
Canloss: char CrOxbay5 of ship Standard has lost a gun from arc 3 (port). Fix: 0
SURR: for char CrOxbay6 of ship Olympia surrender chance is 4
SURR: for char CrOxbay5 of ship Standard surrender chance is 5
SURR: for char CrOxbay6 of ship Olympia surrender chance is 4
SURR: for char CrOxbay5 of ship Standard surrender chance is 5
SURR: for char CrOxbay6 of ship Olympia surrender chance is 4
SURR: for char CrOxbay5 of ship Standard surrender chance is 5
SURR: for char CrOxbay6 of ship Olympia surrender chance is 4
SURR: for char CrOxbay5 of ship Standard surrender chance is 5
SURR: for char CrOxbay6 of ship Olympia surrender chance is 5
Canloss: char CrOxbay6 of ship Olympia has lost a gun from arc 1 (starboard). Fix: 0
PauseAllSounds
ResetSoundScheme
ResetSoundScheme
PauseAllSounds
LoadLocation(ref loc) Tutorial_Deck
ItemLogic: On load location Tutorial_Deck
ResetSoundScheme
SetSoundScheme: residence
SETTING MUSIC: music_gubernator
ResetSoundScheme
PauseAllSounds
UnloadLocation(aref loc) Tutorial_Deck
ItemLogic: On unload location
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather
ResumeAllSounds
SURR: for char CrOxbay5 of ship Standard surrender chance is 5
SURR: for char CrOxbay6 of ship Olympia surrender chance is 5
SURR: for char CrOxbay5 of ship Standard surrender chance is 5
SURR: for char CrOxbay6 of ship Olympia surrender chance is 5
SURR: for char CrOxbay5 of ship Standard surrender chance is 5
SURR: for char CrOxbay6 of ship Olympia surrender chance is 5
SURR: Ship_Surrender begin idx: 1056
SURR: CrOxbay6 is surrendering
SURR: ship nation: 0
SURR: SeaAI_GetRelation cmdr relation: 1
Sir, the Olympia has struck her colors to the enemy!
SURR: done lbc boost, now cycle through ships
SURR: Ship_Surrender complete
SURR: for char CrOxbay5 of ship Standard surrender chance is 5
Canloss: char CrOxbay5 of ship Standard has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char CrOxbay5 of ship Standard has lost a gun from arc 1 (starboard). Fix: 1
SURR: for char CrOxbay5 of ship Standard surrender chance is 6
SURR: for char CrOxbay5 of ship Standard surrender chance is 6
SURR: for char CrOxbay5 of ship Standard surrender chance is 6
SURR: for char CrOxbay5 of ship Standard surrender chance is 6
SURR: Ship_Surrender begin idx: 1055
SURR: CrOxbay5 is surrendering
SURR: ship nation: 0
SURR: SeaAI_GetRelation cmdr relation: 1
SURR: fleet commander change, numships in group: 1
SURR: no other ships to change commander too
Sir, the Standard has struck her colors to the enemy!
SURR: done lbc boost, now cycle through ships
SURR: Ship_Surrender complete
PauseAllSounds
ResetSoundScheme
ResetSoundScheme
AddSoundScheme: sea_map
SETTING MUSIC: music_map
ResumeAllSounds
AddSoundScheme: seashore_weather
PauseAllSounds
ResetSoundScheme
ResumeAllSounds
AddSoundScheme: seashore_weather
PauseAllSounds
SEA: SeaLogin begin
SEA: added pchar to sea
SEA: Did CRs
SEA: Did any groups
SEA: Set group : egroup__2, x = -242.73, z = 5.0982
SEA: Set group : egroup__3, x = -554.92, z = 36.039
SEA: added ships
SEA: Set tasks
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather
ResumeAllSounds
SEA: SeaLogin end
Canloss: char fenc_1403 of ship Zeeland has lost a gun from arc 3 (port). Fix: 0
SURR: for char fenc_1407 of ship Fortunée surrender chance is 5
SURR: for char fenc_1404 of ship Semillante surrender chance is 7
SURR: for char fenc_1405 of ship Calliope surrender chance is 8
SURR: for char fenc_1407 of ship Fortunée surrender chance is 5
SURR: Ship_Surrender begin idx: 1407
SURR: fenc_1407 is surrendering
SURR: ship nation: 1
SURR: SeaAI_GetRelation cmdr relation: 2
Sir, the Fortunée has struck her colors!
SURR: done lbc boost, now cycle through ships
SURR: Ship_Surrender complete
SURR: for char fenc_1404 of ship Semillante surrender chance is 7
Canloss: char fenc_1400 of ship Ter Goes has lost a gun from arc 0 (bow). Fix: 0
SURR: for char fenc_1405 of ship Calliope surrender chance is 8
SURR: for char fenc_1404 of ship Semillante surrender chance is 8
SURR: for char fenc_1405 of ship Calliope surrender chance is 8
SURR: for char fenc_1406 of ship Proserpine surrender chance is 7
SURR: for char fenc_1405 of ship Calliope surrender chance is 8
SURR: for char fenc_1404 of ship Semillante surrender chance is 8
SETTING MUSIC: music_sea_battle
SURR: for char fenc_1406 of ship Proserpine surrender chance is 8
SURR: for char fenc_1405 of ship Calliope surrender chance is 8
SURR: for char fenc_1404 of ship Semillante surrender chance is 8
SURR: for char fenc_1405 of ship Calliope surrender chance is 8
SURR: for char fenc_1406 of ship Proserpine surrender chance is 8
SURR: for char fenc_1404 of ship Semillante surrender chance is 8
SURR: for char fenc_1405 of ship Calliope surrender chance is 9
SURR: Ship_Surrender begin idx: 1405
SURR: fenc_1405 is surrendering
SURR: ship nation: 1
SURR: SeaAI_GetRelation cmdr relation: 2
Sir, the Calliope has struck her colors!
SURR: done lbc boost, now cycle through ships
SURR: Ship_Surrender complete
SURR: for char fenc_1406 of ship Proserpine surrender chance is 8
SURR: for char fenc_1404 of ship Semillante surrender chance is 8
SURR: for char fenc_1404 of ship Semillante surrender chance is 9
SURR: for char fenc_1406 of ship Proserpine surrender chance is 8
SURR: for char fenc_1404 of ship Semillante surrender chance is 9
SURR: for char fenc_1406 of ship Proserpine surrender chance is 8
SURR: for char fenc_1404 of ship Semillante surrender chance is 9
SURR: for char fenc_1406 of ship Proserpine surrender chance is 8
SURR: for char fenc_1404 of ship Semillante surrender chance is 9
SURR: for char fenc_1406 of ship Proserpine surrender chance is 8
SURR: for char fenc_1404 of ship Semillante surrender chance is 9
Canloss: char fenc_1404 of ship Semillante has lost a gun from arc 3 (port). Fix: 1
SURR: for char fenc_1406 of ship Proserpine surrender chance is 8
SURR: for char fenc_1404 of ship Semillante surrender chance is 10
SURR: for char fenc_1406 of ship Proserpine surrender chance is 8
SURR: for char fenc_1404 of ship Semillante surrender chance is 10
SURR: Ship_Surrender begin idx: 1404
SURR: fenc_1404 is surrendering
SURR: ship nation: 1
SURR: SeaAI_GetRelation cmdr relation: 2
SURR: fleet commander change, numships in group: 6
SURR: commander changed too fenc_1406
Sir, the Semillante has struck her colors!
SURR: done lbc boost, now cycle through ships
SURR: Ship_Surrender complete
SURR: for char fenc_1406 of ship Proserpine surrender chance is 8
SURR: for char fenc_1406 of ship Proserpine surrender chance is 8
SURR: for char fenc_1406 of ship Proserpine surrender chance is 8
SURR: for char fenc_1406 of ship Proserpine surrender chance is 8
SURR: for char fenc_1406 of ship Proserpine surrender chance is 8
SURR: for char fenc_1406 of ship Proserpine surrender chance is 8
SURR: for char fenc_1406 of ship Proserpine surrender chance is 8
SURR: for char fenc_1406 of ship Proserpine surrender chance is 8
SURR: for char fenc_1406 of ship Proserpine surrender chance is 8
SURR: for char fenc_1406 of ship Proserpine surrender chance is 8
SURR: Ship_Surrender begin idx: 1406
SURR: fenc_1406 is surrendering
SURR: ship nation: 1
SURR: SeaAI_GetRelation cmdr relation: 2
SURR: fleet commander change, numships in group: 5
SURR: commander changed too fenc_1408
Sir, the Proserpine has struck her colors!
SURR: done lbc boost, now cycle through ships
SURR: Ship_Surrender complete
PauseAllSounds
ResetSoundScheme
FindFreeCabinCaptain: Enc_CabinCaptain_0 found with index of 1132
FindFreeCabinCaptain: returned index 1132
LoadLocation(ref loc) BOARDING_PINNACE
ItemLogic: On load location BOARDING_PINNACE
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: deck
SETTING MUSIC: music_gorod
ResetSoundScheme
PauseAllSounds
UnloadLocation(aref loc) BOARDING_PINNACE
ItemLogic: On unload location
PauseAllSounds
ResetSoundScheme
PauseAllSounds
ResetSoundScheme
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather
ResumeAllSounds
SETTING MUSIC: music_sea_battle
ShipDead: iDeadCharacterIndex = 1404, iKillStatus = 3, iKillerCharacterIndex = -1
Add good : Oil, rCharacter.id = fenc_1404, iQuantity = 4
Add good : Oil, rCharacter.id = fenc_1404, iQuantity = 5
Add good : Oil, rCharacter.id = fenc_1404, iQuantity = 7
Add good : Oil, rCharacter.id = fenc_1404, iQuantity = 5
CHANGE REP FOR PLAYER: 1
CHANGE REP FOR PLAYER: 1
For character 1402 fall Mast name mast2 has index 2
For character 1404 fall Mast name mast1 has index 1
For character 0 fall Mast name mast1 has index 1
Canloss: char fenc_1408 of ship Royal César has lost a gun from arc 1 (starboard). Fix: 1
SURR: for char fenc_1408 of ship Royal César surrender chance is 0
SURR: for char fenc_1408 of ship Royal César surrender chance is 1
SURR: for char fenc_1408 of ship Royal César surrender chance is 1
SURR: for char fenc_1408 of ship Royal César surrender chance is 1
Canloss: char Blaze of ship Semillante has lost a gun from arc 2 (stern). Fix: 0
Canloss: char Blaze of ship Semillante has lost a gun from arc 2 (stern). Fix: 0
Canloss: char Blaze of ship Semillante has lost a gun from arc 2 (stern). Fix: 0
Canloss: char Blaze of ship Semillante has lost a gun from arc 0 (bow). Fix: 0
Canloss: char Blaze of ship Semillante has lost a gun from arc 0 (bow). Fix: 0
Canloss: char Blaze of ship Semillante has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char Blaze of ship Semillante has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char Blaze of ship Semillante has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char Blaze of ship Semillante has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char Blaze of ship Semillante has lost a gun from arc 1 (starboard). Fix: 1
Canloss: char Blaze of ship Semillante has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char Blaze of ship Semillante has lost a gun from arc 1 (starboard). Fix: 2
Canloss: char Blaze of ship Semillante has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char Blaze of ship Semillante has lost a gun from arc 1 (starboard). Fix: 3
SURR: for char fenc_1408 of ship Royal César surrender chance is 2
SURR: for char fenc_1408 of ship Royal César surrender chance is 2
SURR: for char fenc_1408 of ship Royal César surrender chance is 2
SURR: for char fenc_1408 of ship Royal César surrender chance is 3
Whr_UpdateWeather start weather update Time: 07:01
Whr_UpdateWeather finish weather update


And there you have it. As you can see, the last update the compiler did was a weather update, shortly after that I CTD'd during the battle. I'm no code guru, but that just makes me really wonder if the weather changes with so many ships having to retrim their sails might be a part of the problem.

Really hope these logs help you guys out.

Cap'n Drow
 
Could you perhaps attach the compile.log and error.log to the Bug Tracker issue instead? By posting it in this thread, it requires major scrolling on this page, which is quite annoying. There is also the risk that people will miss the posts between the long log files. I hadn't thought of that before, but I think it's better to attach them to the Bug Tracker issue.
 
LOL.... I was kinda wondering about that myself, just figured I'd follow yer instructions and see what happened. Definitely makes scrolling through this sucker a pain.

Well, I'll go ahead and try to attach both files to the bug tracker issue and see if I can get it to work. If I have any trouble, I'll let you guys know.

Cap'n Drow
 
<!--quoteo(post=170426:date=Nov 8 2006, 12:48 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 8 2006, 12:48 PM) [snapback]170426[/snapback]</div><div class='quotemain'><!--quotec-->
To IncredibleHat: Thanks a lot for your lengthy post. But what should we do with Build 13.1? I wanted to release a Post Build 13 modpack shortly after Build 13 is done and, once we fixed the few bugs there are in there, that could be released as a new stable modpack update, Build 13.1. Should ALL new mods go in Build 14, even the ones that are already (almost) stable enough? I had thought that perhaps we could try to work with less mods and more frequent stable updates. So we would try to make all current new mods stable and release that as Build 13.1 after we finished Build 13. Then, when new mods are done after Build 13.1's release, we can try to make Build 13.2. That way we would try to fix the bugs as soon as they're introduced, so that we shouldn't get any long-standing bugs anymore. But that is just a random thought of mine; not sure if it's actually good. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Could do that too.

Just try avoiding that "twenty new mods in this update" type updates <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Either way. However I think the versioning should start with build 13 release. Get that puppy on track, stop using "Post" and "Pre" as they are the same thing.

The reason why I suggested jumping to 14 alpha, was that people can know that whats potentially untested/unstable. Where as something like 13.1 Update, sounds like its a must-have patch for Build 13. Even though 13.1 may have some new and overwhelming issues due to the new mod that was introduced in it.

Could do what linux programmers do. Mark things labeled as Stable Release:

Build_Mod_12.1_stable
Build_Mod_12.92_beta
Build_Mod_13.0_stable
Build_Mod_13.1_new_content
Build_Mod_13.2_new_content
Build_Mod_13.3_stable

When a version actually IS stable, mark it as so, then it would be an Update that people would get for Build 13 (those people who are tired of beta testing new stuff, and just want 'stable patches' to their game).

Oh... and if you want to post compile logs and whatnot in the forums (or bug tracker "Notes" area), just include like the last 15 lines or so... not the whole thing <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

But if you want to submit the whole thing, just use the "Browse..." and "Upload attachement" to the Bug Tracker issue like you did.
 
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