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CTSupermod - Caribbean Tales Historical Immersion Supermod v5.0 - Crashes during play

AoPCapt

Landlubber
Hi everyone, new member here with a bit of a problem playing the Caribbean Tales Historical Immersion Mod v5.0

Yesterday I saw the CTSupermod listed on Moddb.com. I was a regular player of Age of Pirates back in the day so thought I would give it a try.

The download was 6,755,950 KB (on disc) and the Winmd5 hash checked passed OK once download was complete. The files were extracted into a folder simply called CTSupermod on the C: drive. (It wasn't installed over any existing game).

So far so good...

The first problem I encountered was the game crashing immediately as the intro videos played. This was fixed by editing the seadogs.c file as outlined in the installation instructions preventing them from being played.

Walking around the town was fine, the graphics were set on max and the playback was smooth and character interaction was OK too - great fun!

The problem I have, and I can't find an answer for, is after leaving a boarded ship to sink the game crashes with the following error message:

"Gentlemen of Fortune, ERAS has stopped working - A problem has caused the program to stop working correctly. Windows will close the program and notify you if a solution is available".

I can't get beyond this stage. I created other players and boarded other vessels but after beating the captain and exiting the capture items screen, that error appears immediately every single time (screenshot attached).

I have changed the nVidia graphics driver, set the in-game graphics options to minimum and maximum and everything in between, edited different screen sizes, sound options etc etc - all to no avail.

The laptop is (quite) a few years old but would run Age of Pirates Caribbean Tales without problem before (I have the disc version). It's running 4GB memory, GeForce 7950 GTX 512MB GPU, Intel Core 2 T7400 CPU, Windows 7 Professional 64-Bit. Everything else runs fine including Kerbal Space Program, Anno 1404 Venice to name a couple.

One last thing I have notice is the system.log file. Each time they reference "Bad rope data for rope". I have attached 3 numbered system.log files to show what I mean.

Sorry for the long post, but please can someone point me in the right direction with this?

Thanks all!

AoPCapt
 

Attachments

  • 1system.log
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  • 2system.log
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  • 3system.log
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  • CTSupermod Crash Error Message.jpg
    CTSupermod Crash Error Message.jpg
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I have some mixed news for you.

First, that engine is old and has been updated and fixes applied since then; the root of the problem, if it is an engine problem, rather than a script problem, may have already been addressed, but the older moddb version you have won't possess those fixes.

Second, there might be some script program problems that still exist in that mod. I have a copy of it, but have not actually played it, beyond troubleshooting some issues back when Modder01 was working on it.

Third, good news is that you are playing on an OS similar to mine, so that is helpful if I troubleshoot, to know we are on the "same page" in that respect, but if the problem stems from a quirk of the particular video card, I can't replicate that since you are on GeForce and I just have the basic Intel. Sometimes problems arise due to particular shader particularities of certain video cards and since I don't have assorted cards to test/debug, those problems will remain until some magic drops them all into my house...I'm not holding my breath for that day ;)

If the game created a boarding save and you can post that up somewhere on a file share, I am willing to take a look by downloading and attempting to run that save and go through the boarding process/exit you describe. If I get the same problem, I am confident I can drill down to the cause and fix it.

The "mixed" part is that while the engine is continually updated, and if it turns out to be a problem in the engine, the only place the updated/fixed engine gets updated is now on Itch.io. I cannot update Modder01's moddb offering. If it is instead a program script problem, I freely distribute that, but I don't remember if it will remain compatible with that older engine that is found on moddb; we would have to try it and see. I don't remember making any significant changes since then and it will likely remain compatible, but I can't 100% guarantee it.
 
Hi, thanks for the information.

I didn't realise the level of work that's gone into this game\mod over the years what with new engines etc, (and honestly I hadn't even heard of Itch.io since yesterday - I must be getting old!)

If it helps with future bug fixing I've uploaded a save game at this address. Lame name I know... :oops:

On the Load Game screen the required saved game is on the far left. When it loads you are about to overtake the target vessel so hit F3 straight away. There are only a couple of crew to contend with but your crew take care of them, and the captain is weak.

The crash error appears once you exit the items screen and it goes back to the 3D world.

I hope it's useful.

Thanks again for all your help.
 
I loaded two of the saves.

One is near another ship and I could board right away. I was able to fight the crew, defeat the captain and return to sea after the ship exchange screen without an issue; I did this several times.

I also loaded the save where 3 pirate ships are chasing. I engaged and boarded a couple of them too. Did not have any problems after exiting the ship exchange screen.

So we still don't know if this is a program script problem, or a problem within the older engine yet. I will send you a PM about what we can try next.

There have been quite a few changes since that February 2018 moddb version. Perusing my notes, these are what pertain to the engine since around that time:

#20180205-01 Antialiasing option

#20180206-01 AI Defend/follow changes

#20180207-01 Factor ship downwind/pointofsail strength/weakness in Runaway determination

#20180208-01 Add flexibility to AI ship coefficients

#20180208-02 Runaway will tend toward to fort if not enemy, avoid if enemy

#20180209-01 Worldmap task switching fix

#20180209-02 Error handling

#20180211-01 Ship AI tacking adjustments

#20180213-01 GEO model string adjustment

#20180213-02 Attribute stale fix

#20180214-01 Fix bad model strings

#20180214-02 Fix interface mousewheel 64 bit

#20180215-01 External resource path option

#20180215-02 Fix Restore

#20180219-01 Background Process Function

#20180219-02 Multithread Execute

#20180220-02 Fix bug in string tags

#20180221-01 Extend Formatted Text buffer length

#20180221-03 Fix tag state for spanning multiple lines.

#20180222-01 64 bit cannon charge fix

#20180222-02 Attack Rotate change to only do so if can-fire

#20180222-03 Primary/Secondary task complete post event

#20180224-02 Add Engine output to Print in GDI

#20180224-03 SaveFileData fix

#20180224-04 Flag movement, very low wind fix

#20180227-01 64 bit fix

#20180312-01 Change lighting directory file save

#20180312-02 Set Renderer startup options

#20180315-01 Multi-Monitor mod

#20180316-01 More DirectX config settings

#20180319-01 Performance tweaks

#20180325-01 SEA_AI fixes

#20180327-02 Tack for Island Navigation Points

#20180329-01 If collision detection is free left/right, tend toward destination

#20180330-01 FlowPath change

#20180330-02 Finish Tack

#20180402-01 AI path improvement

#20180404-01 Remove nameless structs

#20180404-02 Fix warnings

#20180411-01 Implement new memory allocation

#20180415-01 64 bit ammo/cannon recharge problem

#20180415-02 Foam dir change

#20180415-03 Fix Attack Distance

#20180416-01 Code analysis fixes

#20180417-01 mem_utils fixes

#20180417-02 Code analysis fixes

#20180514-01 Sky next dir change

#20180517-01 Available memory

#20180522-01 Remove alpha blending from .sha

#20180523-01 Fix for blank music

#20180609-02 People/sailors on ship ratio

#20180609-03 Idle animation log

#20180614-01 Character Group message additions

#20180615-01 Sky blend changes for blue palm outlines

#20180618-01 Island Texture set

#20180620-01 Fix rain bug

#20180621-01 Dialog fix

#20180629-01 Fix jump to continue movement, without need to halt action key and resume

#20180706-01 Fix 64 bit casts

#20180707-01 Fix real node number, nodeType missing/error causes crash

#20180709-01 64bit change

#20180709-02 Incompatible 32/64 bit save changes: Fixes crash

#20180712-01 Max sea camera height fix

#20180712-02 Fix sail state from save-load

#20180717-01 Fix sun Realize

#20180719-01 DX Lights

#20180719-02 Fix Island reflection on alt-tab fullscreen

#20180719-04 Sound Callback fix

#20180805-01 Sound Callback fix

#20180807-01 Stream non-block change

#20180810-01 MAX_SOUNDS_SLOTS change

#20180811-01 Speed of sound delay

#20180812-01 Fast square root using intrinsics

#20180813-01 Remove double loop in AI

#20180814-01 Fix music resume

#20180815-01 Fix per Dmitry

#20180815-02 Change to use channel groups

#20180815-03 Reverb changes

#20180816-01 Max distance changes

#20180817-02 Fix ShipLights

#20180820-01 FMOD thread fix

#20180820-02 AVI thread fix

#20180823-01 ShipLight fix

#20180823-02 Master Channel Group

#20180824-01 Retain sound change

#20180828-01 Fix constructor

#20180901-01 Logging option

#20180918-01 AI runaway changes

#20180928-01 Config command line

#20181013-02 Fix random numbers

#20181103-01 Group commander removal fixes Group_DelCharacter

#20181103-02 Group Events addition

#20181104-01 Automagically update relations if needed

#20181104-02 Overlapped file writes

#20181105-01 Fix to delete flag group

#20181109-01 Code analysis fixups

#20181110-10 Update zlib

#20181108-02 SKY pixel color fix for compressed textures

#20181111-01 Change compress

#20181111-02 memset zero problem

#20181112-01 Flag various constructors

#20181113-01 Fix various destructors

#20181114-01 Fix spyglass problems

#20181116-01 Remove unused pixel shader instructions

#20181116-02 Fix group/commander change for when call executes on same group

#20181117-01 Reduce sea threads

#20181118-01 Antialiasing levels

#20181201-01 Fix crash

#20181207-01 Bug fix file read

#20181207-02 Tame sun bursts

#20181209-01 AIGroup bug fix

#20181215-01 Attributes performance enhancement

#20190107-02 DMA preprocessor

#20190107-03 Sound string fix

#20190109-01 Sound userdata fix

#2019011-01 64 bit code fixes

#2019011-02 Fish school attractor addition for fishing fleet

#2019011-03 Fix bug in sharks

#2019012-03 Config.exe Error 740: The requested operation requires elevation

#20190113-02 Fix 64 bit battle interface "sailto"

#20190113-05 Fix for group of one

#20190113-06 Fort sanctuary

#20190114-02 AI coefficient fixes

#20190122-02 Add crabs

#20190131-02 Limit screenshots to 1 per second...no multiples on key hold.

#20190202-01 Config defaultLang support

#20190205-01 OnLoad bug fix

#20190210-01 Direct cannon aim

#20190211-01 Enable ship lights on/off toggle when daylight change

#20190212-01 Sink_Effect bug fix

#20190214-01 GEOM fix for backward sails

#20190214-02 Flare position fix

#20190215-01 Sail change to square sail billowing for both sides

#20190217-01 Change square sail upwind turn angle

#20190217-02 Fix b side sail rollup

#20190219-01 Fix new light bug introduced with day/night switchover

#20190218-02 Fix square sail upwind

#20190218-03 Transitions for square sail switching sides

#20190220-01 Fix light transitions

#20190221-01 Smooth billow transition

#20190225-01 Change Config.exe lang list


******Pending Update ********

#20190226-02 Fix for dupe SHIP_LIST

#20190227-01 XBox controller support

#20190304-01 Fix AI Task for dead fort

#20190309-01 Allow for different lo_man model dirs

#20190320-01 Fix XP incompatibility in Config.exe and render routine
 
Just a note to say that the AoP/SD:CT engine is known to crash when it comes to tight ship collisions. If, when you are boarding, you are (seriously-damagingly-tightly) grinding against the ship you are boarding, it is entirely possible upon exiting the boarding scenario that the tight collision will result in a game crash (and the Windows error report message you are seeing). The trick to avoiding this is ensuring that the damage to the ship hulls is minimal during boarding (which makes sense even in terms of realism if you want to keep your ship or the other one).

In other words, don't directly ram other ships "Viking-style" (or, rather, ancient-Greek/Roman-style)! Wrong era, folks, and quite unlike a gentleman (of fortune) to do so... :wp

"A key element in the design and construction of a ramming vessel is the ability to stop its forward progress and reverse course, the better to allow the rammed ship to sink without her crew boarding the ramming vessel. As navies became more dependent on sailing ships, which do neither well, rams were generally discarded, particularly as gunpowder increased the range at which ships could effectively attack one another. Only a few instances of non-accidental ramming are recorded from the Age of Sail."
Source: Naval ram - Wikipedia
 
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Just a note to say that the AoP/SD:CT engine is known to crash when it comes to tight ship collisions. If, when you are boarding, you are (seriously-damagingly-tightly) grinding against the ship you are boarding, it is entirely possible upon exiting the boarding scenario that the tight collision will result in a game crash (and the Windows error report message you are seeing). The trick to avoiding this is ensuring that the damage to the ship hulls is minimal during boarding (which makes sense even in terms of realism if you want to keep your ship or the other one).

In other words, don't directly ram other ships "Viking-style" (or, rather, ancient-Greek/Roman-style)! Wrong era, folks, and quite unlike a gentleman (of fortune) to do so... :wp


Source: Naval ram - Wikipedia

What I don't understand is the reluctance to bring these sorts of things to my attention?

The game engine used to crash all the time when ships were de-masted in GOF; I fixed the majority of that (for all ships I was made aware of).

The game engine used to crash during some ship collisions in GOF and ERAS; I fixed that (for all ships I was made aware of).

When these sorts of things happen, if I get save-games, descriptions of activity, Windows crash-dump files, and if I can then replicate the problem on my machine, I can troubleshoot/debug them and usually fix the underlying problem; I've done this numerous times. Yet this is the first I've heard of this problem in CT Historical Immersion and I've never been provided files and information about it.
 
What I don't understand is the reluctance to bring these sorts of things to my attention?

I didn't know you were working on fixing these bugs, Chez. In fact, I didn't even know these bugs could be fixed, seeing as the engine code itself is still closed source. That's a remarkable achievement! I'm impressed. How did you accomplish these fixes? What was the exact cause of the engine crashes (with the collisions)?

Note that I'm still talking of the 'out-of-the-box' game and its inclinations, not of GOF in particular (of which I have admittedly little playing experience with). I just thought I'd chime in in case my general observations about the engine's behaviour helped.
 
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I didn't know you were working on fixing these bugs, Chez. In fact, I didn't even know these bugs could be fixed, seeing as the engine code itself is still closed source. That's a remarkable achievement! I'm impressed. How did you accomplish these fixes? What was the exact cause of the engine crashes (with the collisions)?

Note that I'm still talking of the 'out-of-the-box' game and its inclinations, not of GOF in particular (of which I have admittedly little playing experience with). I just thought I'd chime in in case my general observations about the engine's behaviour helped.

Modder01's mod CT Historical Immersions does not work with the out-of-the-box game engine; I can guarantee it.

When Modder01 started work on this, I offered to help in conjunction with the ability for the mod to be played on an updated engine; he agreed, so that mod uses Maelstrom, not Storm.

I have had the source for a few years now, and have consistently updated/improved/fixed it. Also comes in 64 bit and DirectX 9. I believe Modder01's is the 32 bit DX 9, though I still offer a fixed-up DX8 and as mentioned, 64 bit DX9 as well.

I can only fix these crashes for the program scripts that are compatible with Maelstrom. I have them for:

POTC
New Horizons (incomplete, but mostly workable if anyone cares to troubleshoot and get that fully compatible)
CT Supermod
CT Supermod Historical
COAS
GOF 1.2
GOF 2.0
GOF 2.1.5
ERAS II
 
Hi,

I'm writing to ask for info or help about this mod...

I found it on Moddb and as itsaid it is standalone i thought it would be as an indipendent game, so not requiring Age of Pirates: Caribbean Tales, and downloaded it.
Once unzipped, when i try to launch it it says in the launch reading window: can't read the library, and at a certain loading point it says fail to create program check the Ini files or Program Script files for Sintax errors...
I don't know what to do, any info or assistance is very appreciated, thanks!
 
@Cerez could know something.
Thanks, The Nameless Pirate, i will ask her then :)
I know about CT, but I'm far from an expert on this particular mod. :unsure

@ChezJfrey and @Modder01 undoubtedly know more. Here is the official mod thread: Mod Release - AoP:CT - Historical Immersion Mod v5.0

As far as I know, it is standalone, but sometimes requires a bit of tweaking to get it to work. Perhaps the "library" it's referring to is not game files but a Windows gaming related library or component? It may help if you posted the error logs here.
 
#20190219-01 Fix new light bug introduced with day/night switchover

I guess i have to necro this thread XD

I have this bug, during night the building are illuminated, like highlighted. It annoys me, were can i find the fix to this bug? ModDB only has the Feb 2018 Version of this Mod.

Thanks in advance!
 
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