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Solved Fixing the Different Flags Mod

<!--quoteo(post=332297:date=Jun 24 2009, 11:44 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 24 2009, 11:44 AM) <a href="index.php?act=findpost&pid=332297"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Douwesen didn't have a flag before the Different Flags mod either. I'll check in the stock game as soon as I can.
What do you mean by "main character's flagship has a missing flag"?
Does that apply to Lugger1 (default main ship) or any ship used by the main character?<!--QuoteEnd--></div><!--QuoteEEnd-->
I remember that in B13, when I had a battleship (that was Battleship1, the stock one) when I was in Douwesen I didn't see a flag on bowsprit (although it was there in other locations)...

And yes, that was long before I even started coding my newest bugs loader.

pirate_kk
 
Wow... that's a weird one. Maybe there's some misplaced flag locators flying around in the Douwesen island GM files then???
Anyway, I'll go and check that when I get back home.
 
<!--quoteo(post=332299:date=Jun 24 2009, 07:56 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 24 2009, 07:56 PM) <a href="index.php?act=findpost&pid=332299"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wow... that's a weird one. Maybe there's some misplaced flag locators flying around in the Douwesen island GM files then???
Anyway, I'll go and check that when I get back home.<!--QuoteEnd--></div><!--QuoteEEnd-->
Stock game... Flag pole, NO flag
 
Thanks for checking. How about if you have a Battleship1 at Douwesen in the stock game? Is the bowsprit flag missing then too?
 
<!--quoteo(post=332311:date=Jun 24 2009, 09:11 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 24 2009, 09:11 PM) <a href="index.php?act=findpost&pid=332311"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for checking. How about if you have a Battleship1 at Douwesen in the stock game? Is the bowsprit flag missing then too?<!--QuoteEnd--></div><!--QuoteEEnd-->
By Battleship1 I'm guessing you mean Battleship_ENGLAND <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

It only has one flag and that is on the front mast.

Where as normally there is also a flag on the middle mast

PS. Jeeze the Build makes the original game look <i>really really really really really</i> bad! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
The port CTDs aren't entirely fixed yet.
Jack Sparrow storyline "Grand Entrance" scene crashes the game. This is a quest reload, so there's no coastal raiders present.
However, there is two ships in port:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->            setCharacterShipLocation(characterFromID("James Norrington"), "Redmond_port");
            SetCharacterShipLocation(Pchar, "Redmond_port");<!--c2--></div><!--ec2-->
Is it possible that this would cause a crash with there being one more ship than the game "expects"?

<b>Edit:</b> Confirmed. Commenting out <i>setCharacterShipLocation(characterFromID("James Norrington"), "Redmond_port");</i> does work.
But how should that then be fixed? <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
To Screwface: Did you install that Patch 2 WIP file? If so, you can test the "Grand Entrance Scene" in the following way:
1 - Walk to the Cayman city gates, play the governor mansion scene.
2 - Go to Cayman tavern.
3 - Exit tavern and Billy Brock will be sitting on the floor opposite the governor mansion.
4 - Talk to him, say you're "testing the waters" and opt for the "Grand Entrance" scene.
5 - Sail to Redmond, enter 3D sailing mode and you'll notice soon enough.

What happens in cases where there's quest reloads into ports, but the player does have companion ships?
You can probably test that after the first problem is fixed by talking to Thomas the Terror in the Cayman tavern at step #2.
 
I'll test it <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Thanks a lot. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
I just noticed that the Batavia1 did work right, while she's set up in pretty much the same wat as Merchant11, Warship11 and Sirius1.
Then I noticed that the code for the Batavia1 is actually NOT what it should be from what I understand of the Different Flags mod.
However, applying the Batavia1 code to the other non-working ships enabled me to get them to work! So...

<!--coloro:#008000--><span style="color:#008000"><!--/coloro-->- Merchant11 CTD: fixed with the following code<!--colorc--></span><!--/colorc--><!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    refShip.Flags.Mast1.Flag1 = FLAG_ENSIGN;
    refShip.Flags.Mast2.Flag1 = FLAG_ENSIGN;
    refShip.Flags.Mast3.Flag1 = FLAG_ENSIGN;
    refShip.Flags.Mast4.Flag1 = FLAG_ENSIGN;
    refShip.Flags.NoPennants = true;<!--c2--></div><!--ec2-->
<!--coloro:#008000--><span style="color:#008000"><!--/coloro-->- Warship11 CTD: fixed with the following code<!--colorc--></span><!--/colorc--><!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    refShip.Flags.Mast1.Flag1 = FLAG_ENSIGN;
    refShip.Flags.Mast2.Flag1 = FLAG_ENSIGN;
    refShip.Flags.Mast3.Flag1 = FLAG_ENSIGN;
    refShip.Flags.Mast4.Flag1 = FLAG_ENSIGN;
    refShip.Flags.Mast4.Flag2 = FLAG_ENSIGN;
    refShip.Flags.NoPennants = true;<!--c2--></div><!--ec2-->
<!--coloro:#008000--><span style="color:#008000"><!--/coloro-->- Sirius1 CTD: fixed with the following code<!--colorc--></span><!--/colorc--><!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    refShip.Flags.Mast1.Flag1 = FLAG_ENSIGN;
    refShip.Flags.Mast2.Flag1 = FLAG_ENSIGN;
    refShip.Flags.Mast3.Flag1 = FLAG_ENSIGN;
    refShip.Flags.Mast4.Flag1 = FLAG_ENSIGN;
    refShip.Flags.Mast4.Flag2 = FLAG_ENSIGN;
    refShip.Flags.NoPennants = true;<!--c2--></div><!--ec2-->
Isn't that all ship CTDs fixed then? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
Another way of causing a CTD: Give yourself a different ship at sea (GiveShip2Character),
then open an interface and close it before you went into worldmap/location mode to enable to load your new ship.
The game now crashes, probably because it tries to applythe flags for your new ships, while it's still the old one that is loaded.

Of course the above is not something that would regularly happen, though I imagine it could also happen if
you had gotten a new ship through dialog, then open an interface and close it. I haven't found an actual example of this though.

In the Development Resources, Pirate_KK added some code that made ship-swapping instantaneous.
This code could probably solve this problem.
 
<!--quoteo(post=332750:date=Jun 25 2009, 08:40 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 25 2009, 08:40 PM) <a href="index.php?act=findpost&pid=332750"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just noticed that the Batavia1 did work right, while she's set up in pretty much the same wat as Merchant11, Warship11 and Sirius1.
Then I noticed that the code for the Batavia1 is actually NOT what it should be from what I understand of the Different Flags mod.
However, applying the Batavia1 code to the other non-working ships enabled me to get them to work! So...

<!--coloro:#008000--><span style="color:#008000"><!--/coloro-->- Merchant11 CTD: fixed with the following code<!--colorc--></span><!--/colorc--><!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    refShip.Flags.Mast1.Flag1 = FLAG_ENSIGN;
     refShip.Flags.Mast2.Flag1 = FLAG_ENSIGN;
     refShip.Flags.Mast3.Flag1 = FLAG_ENSIGN;
     refShip.Flags.Mast4.Flag1 = FLAG_ENSIGN;
     refShip.Flags.NoPennants = true;<!--c2--></div><!--ec2-->
<!--coloro:#008000--><span style="color:#008000"><!--/coloro-->- Warship11 CTD: fixed with the following code<!--colorc--></span><!--/colorc--><!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    refShip.Flags.Mast1.Flag1 = FLAG_ENSIGN;
     refShip.Flags.Mast2.Flag1 = FLAG_ENSIGN;
     refShip.Flags.Mast3.Flag1 = FLAG_ENSIGN;
     refShip.Flags.Mast4.Flag1 = FLAG_ENSIGN;
     refShip.Flags.Mast4.Flag2 = FLAG_ENSIGN;
     refShip.Flags.NoPennants = true;<!--c2--></div><!--ec2-->
<!--coloro:#008000--><span style="color:#008000"><!--/coloro-->- Sirius1 CTD: fixed with the following code<!--colorc--></span><!--/colorc--><!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    refShip.Flags.Mast1.Flag1 = FLAG_ENSIGN;
     refShip.Flags.Mast2.Flag1 = FLAG_ENSIGN;
     refShip.Flags.Mast3.Flag1 = FLAG_ENSIGN;
     refShip.Flags.Mast4.Flag1 = FLAG_ENSIGN;
     refShip.Flags.Mast4.Flag2 = FLAG_ENSIGN;
     refShip.Flags.NoPennants = true;<!--c2--></div><!--ec2-->
Isn't that all ship CTDs fixed then? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

so what abaut that fixing u requested still actuall or noo ?????
 
If you'd want to fix them still, that'd be great. From what I can tell through the GM Viewer, those models, along with Batavia1 and Batavia2,
use <i>waaay</i> more textures than should be needed, so just for performance's sake it'd be nice to have that sorted too.
But at least I've got them working without crashing now, so you can decrease the priority on them for sure. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

In fact, I think I'd put the LuggerVML on a higher priority; that one appears to still have the reverse lighting bug. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
I'm planning to go over all ships in the game, try to add pennants to them and then post on the forum
if I find any other "weird effects" that would be nice if they were fixed.

Question to Screwface: Do you know what happens when ships surrender? Should they be showing a white flag then?
Because the last time I saw a surrendered ship, she had no flags at all. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=332785:date=Jun 25 2009, 09:32 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 25 2009, 09:32 PM) <a href="index.php?act=findpost&pid=332785"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In the Development Resources, Pirate_KK added some code that made ship-swapping instantaneous.
This code could probably solve this problem.<!--QuoteEnd--></div><!--QuoteEEnd-->This is the code, to be added to PROGRAM\NK.c at the end of the GiveShip2Character function:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// KK -->
    if (FindLoadedLocation() >= 0 && locNumShips > 0) {
        DeleteRiggingEnvironment();
        LocLoadShips(&Locations[FindLoadedLocation()]);
    }
// <-- KK<!--c2--></div><!--ec2-->
It works, but only partly. The new ship model is loaded, but without rigging or flags.
I can't check right now if it did work WITH rigging in the Development Resources though.
I vaguely remember that it DID work right then. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=332792:date=Jun 25 2009, 09:58 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 25 2009, 09:58 PM) <a href="index.php?act=findpost&pid=332792"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Question to Screwface: Do you know what happens when ships surrender? Should they be showing a white flag then?
Because the last time I saw a surrendered ship, she had no flags at all. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
are you sure that surrendered ships had a flag in the different period mod before ? Because if you check all the flag textures with convertorTx you will see that none of them have the white flag in, except those for the forts (frtflg#)

<!--quoteo(post=332806:date=Jun 25 2009, 10:36 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 25 2009, 10:36 PM) <a href="index.php?act=findpost&pid=332806"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=332785:date=Jun 25 2009, 09:32 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 25 2009, 09:32 PM) <a href="index.php?act=findpost&pid=332785"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In the Development Resources, Pirate_KK added some code that made ship-swapping instantaneous.
This code could probably solve this problem.<!--QuoteEnd--></div><!--QuoteEEnd-->This is the code, to be added to PROGRAM\NK.c at the end of the GiveShip2Character function:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// KK -->
    if (FindLoadedLocation() >= 0 && locNumShips > 0) {
        DeleteRiggingEnvironment();
        LocLoadShips(&Locations[FindLoadedLocation()]);
    }
// <-- KK<!--c2--></div><!--ec2-->
It works, but only partly. The new ship model is loaded, but without rigging or flags.
I can't check right now if it did work WITH rigging in the Development Resources though.
I vaguely remember that it DID work right then. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
I think this section of code is made to work only when you are at land <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I have just encountered a random CTD upon anchoring in Havana port. Upon second time, it did work right.
Here's the relevant excerpt from compile.log:<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space:pre;overflow:auto'>SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 127, theDay = 131
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 10
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island Cuba
SEA: added pchar to sea
SetCoastTraffic() called for Cuba
-
SetCoastTraffic: Char CrCuba1 of type trade and nation France and we'll check to see if we regen: yes.
CrCuba1 is not dead, adding.
cr is group commander
A Merchantman flying Spanish colors sighted at Cuba
Ship is San Augustín
-
SetCoastTraffic: Char CrCuba2 of type trade and nation France and we'll check to see if we regen: yes.
CrCuba2 is not dead, adding.
cr is not group commander
do not need to create new group
A Pinnace flying Spanish colors sighted at Cuba
Ship is Tartar
-
SetCoastTraffic: Char CrCuba3 of type trade and nation Spain and we'll check to see if we regen: yes.
CrCuba3 is not dead, adding.
cr is group commander
A Lugger flying Spanish colors sighted at Cuba
Ship is Africa
-
SetCoastTraffic: Char CrCuba4 of type trade and nation Spain and we'll check to see if we regen: yes.
CrCuba4 is not dead, adding.
cr is not group commander
do not need to create new group
A Fleut flying Spanish colors sighted at Cuba
Ship is Reina Mercedes
-
SetCoastTraffic: Char CrCuba5 of type trade and nation Pirate and we'll check to see if we regen: yes.
CrCuba5 is not dead, adding.
cr is group commander
A Ketch flying Spanish colors sighted at Cuba
Ship is San Felipe
-
SetCoastTraffic: Char CrCuba6 of type trade and nation Pirate and we'll check to see if we regen: yes.
CrCuba6 is not dead, adding.
cr is not group commander
do not need to create new group
A Tartane flying Spanish colors sighted at Cuba
Ship is Cubas
-
SEA: Did CRs
SEA: Error: Group CrCuba3, Island Cuba
SEA: Error: Find locators Group Quest_Ships, Locator Quest_Ship_17
SEA: Did any groups
SEA: added ships
SEA: Set tasks
SETTING MUSIC: music_spokplavanie
ResumeAllSounds
SEA: SeaLogin end
BattleInterface DoSetFlags: 0
procGetRiggingData: n=-2, chr.id=Blaze, nation=-1, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
BattleInterface DoSetFlags: 1
procGetRiggingData: n=-2, chr.id=CrCuba1, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba1, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba1, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba1, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=4, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba1, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=5, ShipFlagsQuantity=5, FlagType=E
BattleInterface DoSetFlags: 2
procGetRiggingData: n=-2, chr.id=CrCuba2, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba2, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba2, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba2, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=4, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba2, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=5, ShipFlagsQuantity=5, FlagType=E
BattleInterface DoSetFlags: 3
procGetRiggingData: n=-2, chr.id=CrCuba3, nation=2, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba3, nation=2, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=2, FlagType=E
BattleInterface DoSetFlags: 4
procGetRiggingData: n=-2, chr.id=CrCuba4, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba4, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba4, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba4, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=4, ShipFlagsQuantity=4, FlagType=E
BattleInterface DoSetFlags: 5
procGetRiggingData: n=-2, chr.id=CrCuba5, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba5, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=4, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-3, chr.id=CrCuba5, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=4, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=CrCuba5, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=4, FlagType=P
BattleInterface DoSetFlags: 6
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 11
Whr_UpdateWeather finish weather update
Directsail aborted during sail to
PauseAllSounds
For character 896 fall Mast name mast1 has index 1
locator_name = reload_3 lockedReloadLocator =
reload_cur_island_index = 10
reload_cur_location_index = -1
reload_island_index = -1
reload_location_index = 227
Start reload
PauseAllSounds
ReloadStartFade
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 11
For character 896 fall Mast name mast1 has index 1
Bnd: 0, Vag: 1, Sk: 0, Mo: 0, Mu: 0
ItemLogic: On load location Cuba_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade1
LandInterface DoSetFlags: 0
procGetRiggingData: n=-2, chr.id=Blaze, nation=-1, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
LandInterface DoSetFlags: 1
procGetRiggingData: n=-2, chr.id=CrCuba1, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba1, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba1, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba1, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=4, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba1, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=5, ShipFlagsQuantity=5, FlagType=E
LandInterface DoSetFlags: 2
procGetRiggingData: n=-2, chr.id=CrCuba2, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba2, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba2, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba2, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=4, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba2, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=5, ShipFlagsQuantity=5, FlagType=E
LandInterface DoSetFlags: 3
procGetRiggingData: n=-2, chr.id=CrCuba3, nation=2, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba3, nation=2, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=2, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba3, nation=2, ShipFlagsQuantity=2, bShipWithoutPennants=1</div>
I can detect no particular reason for crashing here. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--quoteo(post=332817:date=Jun 25 2009, 11:13 PM:name=Screwface)--><div class='quotetop'>QUOTE (Screwface @ Jun 25 2009, 11:13 PM) <a href="index.php?act=findpost&pid=332817"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->are you sure that surrendered ships had a flag in the different period mod before ? Because if you check all the flag textures with convertorTx you will see that none of them have the white flag in, except those for the forts (frtflg#)<!--QuoteEnd--></div><!--QuoteEEnd-->Good point. There used to be a white flag in the files at some point though and there still is in <i>RESOUCE\Textures\flagall.tga.tx</i> .
I suspect that they SHOULD be there, but aren't. Maybe their place is even there, but they're "alpha-d out".
Which would explain the flag disappearing (eg. going transparent) even if the code IS correct.

<!--quoteo(post=332817:date=Jun 25 2009, 11:13 PM:name=Screwface)--><div class='quotetop'>QUOTE (Screwface @ Jun 25 2009, 11:13 PM) <a href="index.php?act=findpost&pid=332817"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think this section of code is made to work only when you are at land <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->True, at sea it doesn't do anything at all, not even update the ship model. However, at land it doesn't show the rigging.
 
<!--quoteo(post=332819:date=Jun 25 2009, 11:22 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 25 2009, 11:22 PM) <a href="index.php?act=findpost&pid=332819"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have just encountered a random CTD upon anchoring in Havana port. Upon second time, it did work right.
...
I can detect no particular reason for crashing here. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->AGH! Happened again. And just after I had won a battle with some pirates too:<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space:pre;overflow:auto'>SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 171, theDay = 175
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 9
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island Cuba
SEA: added pchar to sea
SetCoastTraffic() called for Cuba
-
SetCoastTraffic: Char CrCuba1 of type pirate and nation Portugal and we'll check to see if we regen: yes.
CrCuba1 is not dead, adding.
cr is group commander
A Sloop flying Pirate colors sighted at Cuba
Ship is Prevoyante
-
SetCoastTraffic: Char CrCuba2 of type pirate and nation Portugal and we'll check to see if we regen: yes.
CrCuba2 is not dead, adding.
cr is not group commander
do not need to create new group
A Xebec flying Pirate colors sighted at Cuba
Ship is Princesse Louise
-
SetCoastTraffic: Char CrCuba3 of type trade and nation Spain and we'll check to see if we regen: yes.
CrCuba3 is not dead, adding.
cr is group commander
A Schooner flying Spanish colors sighted at Cuba
Ship is Gaillardo
-
SetCoastTraffic: Char CrCuba4 of type trade and nation Spain and we'll check to see if we regen: yes.
CrCuba4 is not dead, adding.
cr is not group commander
do not need to create new group
A Gaff Boom Galeoth flying Spanish colors sighted at Cuba
Ship is San Pablo
-
SetCoastTraffic: Char CrCuba5 of type trade and nation Spain and we'll check to see if we regen: yes.
CARGO: Fantom_SetGoods rare chance gold shipment!
CrCuba5 is not dead, adding.
cr is group commander
A Sloop flying Spanish colors sighted at Cuba
Ship is San Rafael
-
SetCoastTraffic: Char CrCuba6 of type trade and nation Spain and we'll check to see if we regen: yes.
CrCuba6 is not dead, adding.
cr is not group commander
do not need to create new group
A Ketch flying Spanish colors sighted at Cuba
Ship is Lepanto
-
SEA: Did CRs
SEA: Error: Group CrCuba3, Island Cuba
SEA: Error: Find locators Group Quest_Ships, Locator Quest_Ship_17
SEA: Did any groups
SEA: added ships
SEA: Set tasks
SETTING MUSIC: music_spokplavanie
ResumeAllSounds
SEA: SeaLogin end
BattleInterface DoSetFlags: 0
procGetRiggingData: n=-2, chr.id=Blaze, nation=-1, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
BattleInterface DoSetFlags: 1
procGetRiggingData: n=-2, chr.id=CrCuba1, nation=3, ShipFlagsQuantity=1, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=1, FlagType=E
BattleInterface DoSetFlags: 2
procGetRiggingData: n=-2, chr.id=CrCuba2, nation=3, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba2, nation=3, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=2, FlagType=E
BattleInterface DoSetFlags: 3
procGetRiggingData: n=-2, chr.id=CrCuba3, nation=2, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba3, nation=2, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=2, FlagType=E
BattleInterface DoSetFlags: 4
procGetRiggingData: n=-2, chr.id=CrCuba4, nation=2, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba4, nation=2, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba4, nation=2, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=3, FlagType=E
BattleInterface DoSetFlags: 5
procGetRiggingData: n=-2, chr.id=CrCuba5, nation=2, ShipFlagsQuantity=1, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=1, FlagType=E
BattleInterface DoSetFlags: 6
procGetRiggingData: n=-2, chr.id=CrCuba6, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba6, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=4, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-3, chr.id=CrCuba6, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=4, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=CrCuba6, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=4, FlagType=P
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
SETTING MUSIC: music_sea_battle
For character 896 fall Mast name mast1 has index 1
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
== Directsail called at 09:44
PauseAllSounds
ItemLogic: On load location BOARDING_ShipDeck4vs5
ItemLogic: found 0 buttons
BOARDING: EquipFromLocker got:
BOARDING: EquipFromLocker got:
BOARDING: EquipFromLocker got:
BOARDING: EquipFromLocker got:
BOARDING: EquipFromLocker got:
BOARDING: EquipFromLocker got:
BOARDING: EquipFromLocker got:
BOARDING: EquipFromLocker got:
SETTING MUSIC: music_bitva
SetSchemeForLocation: deck
SETTING MUSIC: music_bitva
SETTING MUSIC: music_abordage
BOARDING: GiveItemsBack returned: blade4
BOARDING: GiveItemsBack returned: blade4
BOARDING: GiveItemsBack returned: blade4
BOARDING: GiveItemsBack returned: blade4
BOARDING: GiveItemsBack returned: blade4
BOARDING: GiveItemsBack returned: blade4
BOARDING: GiveItemsBack returned: blade4
BOARDING: GiveItemsBack returned: blade4
PauseAllSounds
ItemLogic: On unload location
ItemLogic: On load location BOARDING_Hold
ItemLogic: found 0 buttons
BOARDING: EquipFromLocker got: a Cutlass
BOARDING: EquipFromLocker got: a Cutlass
BOARDING: EquipFromLocker got: a Cutlass
BOARDING: EquipFromLocker got: a Cutlass
BOARDING: EquipFromLocker got: a Cutlass
SETTING MUSIC: music_bitva
SetSchemeForLocation: deck
SETTING MUSIC: music_bitva
SETTING MUSIC: music_abordage
CHANGE REP for player: -1 - attacking friends
BOARDING: GiveItemsBack returned: blade4
BOARDING: GiveItemsBack returned: blade4
BOARDING: GiveItemsBack returned: blade4
BOARDING: GiveItemsBack returned: blade4
BOARDING: GiveItemsBack returned: blade4
PauseAllSounds
ItemLogic: On unload location
ItemLogic: On load location Boarding_Cabin_small
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\Antidote
ItemLogic: Loaded model ammo\\Sapphire
LAi_CreateFantomCharacter -> can't teleportation character to <rld::loc2>
BOARDING: EquipFromLocker got: a Cutlass
SETTING MUSIC: music_bitva
SetSchemeForLocation: deck
SETTING MUSIC: music_bitva
SETTING MUSIC: music_abordage
BOARDING: GiveItemsBack returned: blade4
PauseAllSounds
ItemLogic: On unload location
*** Group_UpdateGroup: begin id: CrCuba1 ***
*** Group_UpdateGroup: Ships quantity in group: 2 ***
*** Group_UpdateGroup: Commander changed to CrCuba2 ***
PauseAllSounds
ShipDead: iDeadCharacterIndex = 894, iKillStatus = 2, iKillerCharacterIndex = 0
*** Group_UpdateGroup: begin id: CrCuba1 ***
*** Group_UpdateGroup: Character CrCuba1 doesn't belongs to any group anymore ***
Sloop 'Prevoyante' has been sunk by Johan Elting. Gained 2034 Total XP.
Type: pirate ship. Points: 1.
Add good : Oil, rCharacter.id = CrCuba1, iQuantity = 1
Add good : Oil, rCharacter.id = CrCuba1, iQuantity = 1
Add good : Oil, rCharacter.id = CrCuba1, iQuantity = 1
Add good : Oil, rCharacter.id = CrCuba1, iQuantity = 1
Add good : Oil, rCharacter.id = CrCuba1, iQuantity = 1
PauseAllSounds
SETTING MUSIC: music_spokplavanie
ResumeAllSounds
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 9, theHour = 10
Whr_UpdateWeather finish weather update
BattleInterface DoSetFlags: 0
procGetRiggingData: n=-2, chr.id=Blaze, nation=-1, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
BattleInterface DoSetFlags: 1
BattleInterface DoSetFlags: 2
procGetRiggingData: n=-2, chr.id=CrCuba2, nation=3, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba2, nation=3, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=2, FlagType=E
BattleInterface DoSetFlags: 3
procGetRiggingData: n=-2, chr.id=CrCuba3, nation=2, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba3, nation=2, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=2, FlagType=E
BattleInterface DoSetFlags: 4
procGetRiggingData: n=-2, chr.id=CrCuba4, nation=2, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba4, nation=2, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba4, nation=2, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=3, FlagType=E
BattleInterface DoSetFlags: 5
procGetRiggingData: n=-2, chr.id=CrCuba5, nation=2, ShipFlagsQuantity=1, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=1, FlagType=E
BattleInterface DoSetFlags: 6
procGetRiggingData: n=-2, chr.id=CrCuba6, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba6, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=4, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-3, chr.id=CrCuba6, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=4, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=CrCuba6, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=4, FlagType=P
SETTING MUSIC: music_sea_battle
Error!!! Overup maximum crew quantity (character=0)
CHANGE REP FOR PLAYER: 1
Change of rep for Chico 1 (46)
Error!!! Overup maximum crew quantity (character=0)
CHANGE REP FOR PLAYER: 1
Change of rep for Chico 1 (47)
Error!!! Overup maximum crew quantity (character=0)
CHANGE REP FOR PLAYER: 1
Change of rep for Chico 1 (48)
Your reputation has increased to Bloke
== Directsail called at 10:09
Ship_SetTaskAttack before
Ship_SetTaskAttack after
== Directsail called at 10:14
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Johan Elting has gained a new level! (Now level 7)
== Directsail called at 10:29
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Henrique das Marinas has gained a new level! (Now level 6)
Ship_SetTaskAttack before
Ship_SetTaskAttack after
== Directsail called at 10:44
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
ShipDead: iDeadCharacterIndex = 895, iKillStatus = 1, iKillerCharacterIndex = 0
*** Group_UpdateGroup: begin id: CrCuba2 ***
*** Group_UpdateGroup: Ships quantity in group: 1 ***
*** Group_UpdateGroup: No other ships to change commander to ***
Xebec 'Princesse Louise' has been sunk by Johan Elting. Gained 2592 Total XP.
Type: pirate ship. Points: 1.
Add good : ration, rCharacter.id = CrCuba2, iQuantity = 18
Add good : rum, rCharacter.id = CrCuba2, iQuantity = 5
Add good : gunpowder, rCharacter.id = CrCuba2, iQuantity = 2
Add good : sailcloth, rCharacter.id = CrCuba2, iQuantity = 1
Add good : planks, rCharacter.id = CrCuba2, iQuantity = 1
Add good : paprika, rCharacter.id = CrCuba2, iQuantity = 35
Add good : ale, rCharacter.id = CrCuba2, iQuantity = 71
Add good : Oil, rCharacter.id = CrCuba2, iQuantity = 2
Add good : Oil, rCharacter.id = CrCuba2, iQuantity = 2
Add good : Oil, rCharacter.id = CrCuba2, iQuantity = 2
Add good : Oil, rCharacter.id = CrCuba2, iQuantity = 2
Add good : Oil, rCharacter.id = CrCuba2, iQuantity = 2
SETTING MUSIC: music_spokplavanie
Got Goods: You've got 2 cwt of Sailcloth
Got Goods: You've got 36 cwt of Food
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 11
Whr_UpdateWeather finish weather update
== Directsail added a day to sailing time
Repair & Defence skill added in ProcessHullRepair: 1.7755 actual 2
Repair & Defence skill added in ProcessSailRepair: 1.5115 actual 2
Got Goods: You've got 70 cwt of Paprika
CHANGE REP FOR PLAYER: 1
Change of rep for Chico 1 (49)
Got Goods: You've got 4 cwt of Planks
Got Goods: You've got 5 cwt of Rum
== Directsail called at 11:14
CHANGE REP FOR PLAYER: 1
Change of rep for Chico 1 (50)
CHANGE REP FOR PLAYER: 1
Change of rep for Chico 1 (51)
Got Goods: You've got 71 cwt of Ale
BattleInterface DoSetFlags: 0
procGetRiggingData: n=-2, chr.id=Blaze, nation=-1, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
BattleInterface DoSetFlags: 1
BattleInterface DoSetFlags: 2
BattleInterface DoSetFlags: 3
procGetRiggingData: n=-2, chr.id=CrCuba3, nation=2, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba3, nation=2, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=2, FlagType=E
BattleInterface DoSetFlags: 4
procGetRiggingData: n=-2, chr.id=CrCuba4, nation=2, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba4, nation=2, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba4, nation=2, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=3, FlagType=E
BattleInterface DoSetFlags: 5
procGetRiggingData: n=-2, chr.id=CrCuba5, nation=2, ShipFlagsQuantity=1, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=1, FlagType=E
BattleInterface DoSetFlags: 6
procGetRiggingData: n=-2, chr.id=CrCuba6, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba6, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=4, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-3, chr.id=CrCuba6, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=4, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=CrCuba6, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=4, FlagType=P
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 12
Whr_UpdateWeather finish weather update
Directsail aborted during sail to
PauseAllSounds
locator_name = reload_3 lockedReloadLocator =
reload_cur_island_index = 10
reload_cur_location_index = -1
reload_island_index = -1
reload_location_index = 227
Start reload
PauseAllSounds
ReloadStartFade
DS: Player ship was at sea for 2 days
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 12
For character 896 fall Mast name mast1 has index 1
Bnd: 0, Vag: 1, Sk: 0, Mo: 0, Mu: 0
ItemLogic: On load location Cuba_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade1
LandInterface DoSetFlags: 0
procGetRiggingData: n=-2, chr.id=Blaze, nation=-1, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
LandInterface DoSetFlags: 1
procGetRiggingData: n=-2, chr.id=CrCuba3, nation=2, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba3, nation=2, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=2, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba3, nation=2, ShipFlagsQuantity=2, bShipWithoutPennants=1</div>
 
And another seemingly random crash. This time from Marigot port to 3D sailing mode:<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space:pre;overflow:auto'>SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 23, theHour = 23
SEA: sealogin loading island SaintMartin
SEA: added pchar to sea
SetCoastTraffic() called for SaintMartin
-
SetCoastTraffic: Char CrSaintMartin1 of type war and nation Pirate is dead and we'll check to see if we regen: no.
reusing old ship: type = Xebec2, name is Sphinx
The ship is type *Xebec*
The Sphinx was deleted from the group
-
SetCoastTraffic: Char CrSaintMartin2 of type war and nation Pirate is dead and will be regen'd from dead.
CrSaintMartin2 is not dead, adding.
cr is not group commander
create new grp
A Xebec flying French colors sighted at Saint Martin
Ship is Marat
-
SetCoastTraffic: Char CrSaintMartin3 of type trade and nation France and we'll check to see if we regen: no.
reusing old ship: type = Shnyava2, name is Pegase
The ship is type *Snow*
CrSaintMartin3 is not dead, adding.
cr is group commander
A Snow flying French colors sighted at Saint Martin
Ship is Pegase
-
SetCoastTraffic: Char CrSaintMartin4 of type trade and nation France and we'll check to see if we regen: no.
reusing old ship: type = Caravel2, name is Amérique
The ship is type *Caravel*
CrSaintMartin4 is not dead, adding.
cr is not group commander
do not need to create new group
A Caravel flying French colors sighted at Saint Martin
Ship is Amérique
-
SetCoastTraffic: Char CrSaintMartin5 of type trade and nation Spain and we'll check to see if we regen: no.
reusing old ship: type = Caravel2, name is San Josef
The ship is type *Caravel*
CrSaintMartin5 is not dead, adding.
cr is group commander
A Caravel flying Spanish colors sighted at Saint Martin
Ship is San Josef
-
SetCoastTraffic: Char CrSaintMartin6 of type trade and nation Spain and we'll check to see if we regen: no.
reusing old ship: type = Lugger2, name is Trucha
The ship is type *Lugger*
CrSaintMartin6 is not dead, adding.
cr is not group commander
do not need to create new group
A Lugger flying Spanish colors sighted at Saint Martin
Ship is Trucha
-
SEA: Did CRs
SEA: Error: Sea_LoginGroup sGroupID = CrSaintMartin1, but group doesn't contain any quest ships!
SEA: I am deleting empty group 'CrSaintMartin1'
For character 909 fall Mast name mast3 has index 3
SEA: Did any groups
SEA: added ships
SEA: Set tasks
SETTING MUSIC: music_night_sailing
ResumeAllSounds
SEA: SeaLogin end
BattleInterface DoSetFlags: 0
procGetRiggingData: n=-2, chr.id=Blaze, nation=-1, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
BattleInterface DoSetFlags: 1
procGetRiggingData: n=-2, chr.id=CrSaintMartin3, nation=1, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrSaintMartin3, nation=1, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrSaintMartin3, nation=1, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=3, FlagType=E
BattleInterface DoSetFlags: 2
procGetRiggingData: n=-2, chr.id=CrSaintMartin4, nation=1, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrSaintMartin4, nation=1, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrSaintMartin4, nation=1, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrSaintMartin4, nation=1, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=4, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrSaintMartin4, nation=1, ShipFlagsQuantity=4, bShipWithoutPennants=1</div>
<b>Edit:</b> This one is actually NOT random at all. Now I can't go to sea anymore in this savegame without the game crashing!
<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space:pre;overflow:auto'>Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 23, theHour = 23
SEA: sealogin loading island SaintMartin
SEA: added pchar to sea
SetCoastTraffic() called for SaintMartin
-
SetCoastTraffic: Char CrSaintMartin1 of type trade and nation Pirate is dead and we'll check to see if we regen: no.
reusing old ship: type = Xebec2, name is Sphinx
The ship is type *Xebec*
The Sphinx was deleted from the group
-
SetCoastTraffic: Char CrSaintMartin2 of type trade and nation Pirate is dead and we'll check to see if we regen: no.
reusing old ship: type = Xebec2, name is Flying Horse
The ship is type *Xebec*
The Flying Horse was deleted from the group
-
SetCoastTraffic: Char CrSaintMartin3 of type trade and nation France and we'll check to see if we regen: no.
reusing old ship: type = Shnyava2, name is Pegase
The ship is type *Snow*
CrSaintMartin3 is not dead, adding.
cr is group commander
A Snow flying French colors sighted at Saint Martin
Ship is Pegase
-
SetCoastTraffic: Char CrSaintMartin4 of type trade and nation France and we'll check to see if we regen: no.
reusing old ship: type = Caravel2, name is Amérique
The ship is type *Caravel*
CrSaintMartin4 is not dead, adding.
cr is not group commander
do not need to create new group
A Caravel flying French colors sighted at Saint Martin
Ship is Amérique
-
SetCoastTraffic: Char CrSaintMartin5 of type trade and nation Spain and we'll check to see if we regen: no.
reusing old ship: type = Caravel2, name is San Josef
The ship is type *Caravel*
CrSaintMartin5 is not dead, adding.
cr is group commander
A Caravel flying Spanish colors sighted at Saint Martin
Ship is San Josef
-
SetCoastTraffic: Char CrSaintMartin6 of type trade and nation Spain and we'll check to see if we regen: no.
reusing old ship: type = Lugger2, name is Trucha
The ship is type *Lugger*
CrSaintMartin6 is not dead, adding.
cr is not group commander
do not need to create new group
A Lugger flying Spanish colors sighted at Saint Martin
Ship is Trucha
-
SEA: Did CRs
SEA: Error: Sea_LoginGroup sGroupID = CrSaintMartin1, but group doesn't contain any quest ships!
SEA: I am deleting empty group 'CrSaintMartin1'
For character 909 fall Mast name mast3 has index 3
SEA: Did any groups
SEA: added ships
SEA: Set tasks
SETTING MUSIC: music_night_sailing
ResumeAllSounds
SEA: SeaLogin end
BattleInterface DoSetFlags: 0
procGetRiggingData: n=-2, chr.id=Blaze, nation=-1, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
BattleInterface DoSetFlags: 1
procGetRiggingData: n=-2, chr.id=CrSaintMartin3, nation=1, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrSaintMartin3, nation=1, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrSaintMartin3, nation=1, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=3, FlagType=E
BattleInterface DoSetFlags: 2
procGetRiggingData: n=-2, chr.id=CrSaintMartin4, nation=1, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrSaintMartin4, nation=1, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrSaintMartin4, nation=1, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrSaintMartin4, nation=1, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=4, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrSaintMartin4, nation=1, ShipFlagsQuantity=4, bShipWithoutPennants=1</div>
Game seems to crash on CrSaintMartin4, which is a Caravel2. Setting that ship as player ship, I can confirm that ship does NOT crash the game on her own.
So why then DOES the game crash?
 
Here's my current game version for somebody to test with. I included the savegame that keeps crashing:
<a href="http://piratesahoy.net/build/temp/pb_code_09-6-26.zip" target="_blank">http://piratesahoy.net/build/temp/pb_code_09-6-26.zip</a>
Note that I made some modifications to ships_init.c for pennants I added to various ships, so you'll be wanting to remove that in the merge.
The model-files aren't included yet... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
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