1. Dismiss Notice
  2. GOG.com logo

    Thanks to YOUR votes, GOG.com now sells:
    - Sea Dogs - Sea Dogs: Caribbean Tales
    - Sea Dogs: City of Abandoned Ships

    Vote now to add Pirates of the Caribbean to the list!

    Dismiss Notice
  3. Under the Crossbones Podcast

    A Pirate Podcast with Interviews
    Music, Comedy and all things Pirate!

    - Episode Guide - About - Subscribe -
    - Twitter - Facebook - iTunes - Android -
    - Youtube - Fill the Coffers -

    Dismiss Notice
  4. New Horizons logo

    Quick links for PotC: New Horizons
    - Download latest version
    - Wiki - FAQ - Report bugs here
    - ModDB profile

  5. GOF logo

    Quick links for AoP2: Gentlemen of Fortune 2
    - Downloads and info
    - Historical Immersion Supermod
    - ModDB Profile

Dismiss Notice
New to the forum?
Please take a moment to read our Welcome Message and Forum Rules.

New Horizons on JLB Maelstrom 2.8.2 engine

Discussion in 'POTC: New Horizons Mod' started by pedrwyth, Oct 28, 2017.

  1. ChezJfrey

    ChezJfrey Master Mariner Storm Modder

    Joined:
    Apr 24, 2015
    Messages:
    249
    Thanks for the kind words. I will add that @pedrwyth is a real trooper, going through the machinations and weeding out the anomalies.

    Though I already PMed, here's the latest, adding some of the private message tidbits:

    I got the crash after a couple ransackings. It's the Ship_OnDead call, sending MSG_SHIP_DELETE to SeaFoam. It has to do with somewhere, the ship entity for a character is already removed somewhere, or that even is being called multiple times per already dead ship.

    Like I suspected, it is a SendMessage call and looking at the particular one causing the problem, for SeaFoam entity, the back-end is attempting a virtual call on something that has already been flagged as deleted. Since it was inconsequential, in terms that the entity in question is already gone, it was trivial to test and skip the rest of that message processing in that event; it was far quicker to do that in the engine, rather than try sifting for how/why it may have already been done in the script. I think that fixes the ransack problem, obviating trying to find where the char ship entity goes away 'out of order' of that event call. I no longer got a crash after that and I sent pedrwyth the link for the changed executables.

    The new interface for COAS is different. You see a little star for each weapon charge you have (e.g. a single barrel shows 1, a double-barrel shows 2). When you shoot, the star turns red and when it's recharged per the 'chargespeed' attribute, it turns yellow again. It appears to work as intended when I shoot and wait; I see it red, then yellow.

    The blue is character energy. In COAS, as you fight, different sword attacks deplete your energy at different rates, and when it is gone, your character's replenish stats determine how fast it recharges. Since there is no such thing as char energy in NH that I could see, it remains static at 100%.

    Also, unrelated, I fixed the worldmap encounters because while looking for a ship, I never saw them at sea when the worldmap encounter popped up.

    I see that fence and cannon. The fence is ammo\buildingset\b_fence.gm. When I open it without giving the proper texture folder, I see the same shape. It also tells me the texture is wood_all.tga. When I point gmviewer at the textures\ammo folder, where that file sits. The image in the viewer goes blank.

    Then, I used TXConverter.exe to view textures\ammo\wood_all.tga.tx and it is blank; I see nothing. There is something up with the texture file itself...maybe corrupted? Which is further supported by the fact that the other 'items masquerading as buildings' look fine.

    This one is tricky. The engine receives the char.ship.sp and the actual ship.sp in the BI_IN_CREATE_SHIP message. When that is first sent, a trace statement: trace("chRef ship.sp = " + chref.id + ", " + chRef.ship.sp); just before the call shows correct. However, when I go from port to sea, those trace statement sets show up 3 groups for 3 repeated calls on each ship. The first set shows correct values, but the next 2 sets show a percentage of the original values. Since the character's ship is 200, the percentage at full strength was 100, and that's why you see 50% in the sail health bar. I tried the same trace message in ERAS/COAS and when I go to sea, that function only gets called once per ship, with the correct values. I suspect, similar to our Ship_OnDead problem, the multiple calls are causing problems and should be removed in the scripts, but I'm not yet sure where NH is calling it so many times in the single launch to sea, but it really shouldn't have been set up to repeatedly call like that.

    Looking at the sound problem you describe, I note that COAS changed most of their ResetSoundScheme calls, to ResetSound() and they also changed that function in sound.c

    So, will likely have to do similarly for NH. Although not all the ResetSoundScheme calls were changed, like one in LAi_boarding.c: LAi_EnableReload() did not change. But most of them were changed over. I went ahead and made the change for ResetSound to all the files that looked similar to intent to the places where that change was made in COAS. We'll see how that fares.

    Heh, it's a mystery. It was once a big deal, desired. Now, it appears not so much. Oh well.

    I will say, Caribbean Tales is already done and appears much more solid than the original from what I can tell from @Modder01. COAS, GOF, ERAS are nearly rock solid, going on a couple years in this new configuration...especially the GOF-derived flavors, considering they were pretty shaky and unstable against the original Storm 2.8.

    Granted, NH has posed several unexpected problems, but I would think if more than just pedrwyth were digging into it, would have been done much sooner.
     
  2. ChezJfrey

    ChezJfrey Master Mariner Storm Modder

    Joined:
    Apr 24, 2015
    Messages:
    249
    This is now fixed. I was slightly wrong about my guess as to why. Turned out to be a missing attribute in procGetSailTextureData; undoubtedly a new one for the later engine version.
     
  3. DeathDaisy

    DeathDaisy Freebooter Storm Modder

    Joined:
    Aug 18, 2017
    Messages:
    431
    Gender:
    Female
    @ChezJfrey: Id cut off my right ear in a heartbeat if I thought thatd help :p srsly tho, Ive been trying out @Modder01's CT and ERAS and they seem real solid so far and itd be hella cool to get NH running in maelstrom too, its awesome that you and @pedrwyth are working on it. just the possibility to fix engine bugs and limitations, like the char poly limit frex, makes it worth it imo. got a char in the pipeline that Ill never in hell get below 6000 polys, so she ll be for maelstrom only (if I ever get done fixing the mesh, I dunno why I always pick the most broken models)
    if you decide to upload the NH version again Id def be stoked to help testing :type1 even if I do more modding than playing atm tbh.. :pgot a bit less time rn than I had before the holidays sadly. anyway Im rambling again. thanks for your work:beer:
     
  4. ChezJfrey

    ChezJfrey Master Mariner Storm Modder

    Joined:
    Apr 24, 2015
    Messages:
    249
    I have a little bit of sad news about that higher poly-count character models. I want to be the first to offer that for this sector of 'Storm Engine' games, and since there are a handful of other mods using this engine (Modder01, Myth, and perhaps another that is working on it), it remains deliberately governed to the original specs for the time-being (even the latest ERAS), until we finish a new player-character for the model you supplied. So, it's coming, but not until we get your model in our game, first. Sorry about your luck, everyone else...we come first! LOL
     
  5. DeathDaisy

    DeathDaisy Freebooter Storm Modder

    Joined:
    Aug 18, 2017
    Messages:
    431
    Gender:
    Female
    no worries, Im just glad the work isnt going to waste :beer:
     

Share This Page