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Pre Build Mod 13 beta Fix Pack posted!

Excellent! <img src="style_emoticons/<#EMO_DIR#>/wavarr.gif" style="vertical-align:middle" emoid=":warr" border="0" alt="wavarr.gif" />

I've made a very brief start, and so far everything looks great.

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<i><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>A bunch of comments to Hook and IncredibleHat:</b><!--sizec--></span><!--/sizec--></i>
<b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Others feel free to read as well, of course.<!--sizec--></span><!--/sizec--></b>
Most, but not all, are related to this fixpack. Please note that I have not tried the pack myself yet and that I am basing my comments on the ReadMe file only. Also: Please find attached the latest code files that Maximus sent me. Maybe you could use them for something. I will try to make a new modpack update in a couple of days and I'll try to merge your new fixes with Maximus' new fixes and changes. Hopefully <i>without</i> introducing new bugs, of course. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

Have you noticed that I fixed the "being attacked while talking" issue some more? I already made it so that (almost) all instances where fights are initiated by the dialog occur AFTER the dialog is finished instead of during the dialog. I have now also made it so that enemies won't draw blades when you are talking to someone by using the LocationFightDisable code. I don't seem to be able to make enemies put their blades away when you start talking though. But you should, of course, not go talking to characters while there are enemies with drawn blades around, right?

<b>Default nation is Personal Nation</b>
This sounds like an excellent change to me. One comment though: There are no tutorials on any of the new islands, only on the old stock game islands, so the islands themselves are not broken. And I believe that all tutorials do work. There might be some dialog weirdnesses, but they do all work, for all I know. With dialog weirdnesses, I mean, for example, that on the Pirate tutorial Malcolm talks about going to buy a spyglass, but that doesn't really happen because there are no stalls in the QC port. This is just some weirdness and doesn't kill the game.

<b>Save games now are controlled with versioning</b>
Sounds good. How does that work? If you try to use an older savegame, the game will refuse to load it or something like that?

<b>Quicksaves are gone</b>
In Build 12.1 the quicksaves did work for me. They also worked at some point in the Post Build 12 modpack, but I have not used the feature for a long time. The saves would show up as Bad Save, but that didn't prevent them from loading properly.

<b>Quick Equip key better</b>
I never coded that button to equip the BEST weapon you have. I coded it in such a way that at least no worse item would be equipped. That was the reason for the quality-check. Otherwise you might've equipped a badly worn Bosun's Choice instead of an excellent Atwood's F100 Saber. The quality-check prevented that.

Any improvement to my code is quite welcome. My code worked, but I'm sure it could've been better. Still, I do hope that the new code also has some sort of quality-check in there, because I don't want to equip a worn Solingen Rapier and have it shatter in my hands in no-time.

<b>BuildSettings.h (chrforward and backward key for Init_pc.c)</b>
Why? You can do that in the controls menu. And if you want to change the default controls, you can edit init_pc.c. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<b>set ch.money back to stock 1,000,000 from Maximus' changes</b>
Why? If you kill them, you can loot a ridiculous amount of money. I do agree that you should get quite a bit, but 1,000,000 is a bit overdone.

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Includes beta version of new boarding code:
    Active and working. This is the new code and the old code will NOT return.
    Test it out! Its much more fun! it does too many things to list out.
    But it sure feels smoother and ends up a lot better on the numbers.<!--c2--></div><!--ec2-->
The above text brings me to a question that doesn't have anything in particular to do with the boarding code, but <i>does</i> have to do with: Who is the modpack compiler? At the moment I am still the modpack compiler, so I still take the final decisions on the modpack. I agree that the old boarding code probably shouldn't return, but this text speaks of a decision that I have been unable to participate in, which I find a bit odd. Of course I will not be able to continue my compiling work next year because I'll be gone sailing for six months, so if you are wanting to take over from me, that is something that we would be able to arrange. I think that you would make an excellent modpack compiler, possibly an even better one than me. And having a new modpack compiler would ensure that this community doesn't die as soon as I leave. I am not entirely happy if I am being superceded without me actually knowing though... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Maybe this is something we should discuss in the community?

<b>About removed Bug Tracker issue [Pre Build Mod 13 0000132]: Ship changes colors and sails randomly while sailing</b>
Would it be possible to force a weather event after you captured a ship? The weather events can be called in the <i>Weather</i> files, so why not in another file? The only problem I see with this is that it would be odd to see that the weather changed after closing the interface screen. But it might enable the captured ship's sails and flags to update.
 
Hey Pieter.

Keep in mind that the update we put together was done in the *spirit* of making a stable build 13 release candidate. So some stuff that didn't work was removed... like quicksave which has caused a lot of CTD's lately. If we couldn't fix it, we took it out. If we get it fixed again, we can put it back in, or leave it for build 14.

I did notice your changes for being attacked while talking. I was too busy trying to figure out what to do at the time however. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> At least I didn't get hit while talking.

I really don't know what to do with Personal Nation myself. I started a new game with it, and everything worked, and I didn't have to bother with flags for a while. I know the tutorial works (well enough, anyway) on QC. It's up to other people to decide if they want Personal Nation to default to a random stock game island.

Since there are many problems with loading a saved game from a previous version, the Load button is disabled for these games. Actually, it was while researching how to make quicksaves work the same way that the nastiness of the whole function was uncovered, and why it was eventually removed.

Hat has already added some code for the autoequip based on your suggestions there.

Ok, the chrforward key in BS.h. That was my addition, and it was in the build at one time but subsequently removed. There are some of us who prefer using the mouse buttons to move. People are used to modifying the BS.h file, but making them go change init_pc.c or changing the key in options is an annoyance I can live without. This is in the spirit of the BuildSettings.h file.

Changing the money back from 5,000 to 1,000,000 was another of my changes. A new player should be rewarded for taking the initiative and killing these quest characters. Intermediate players can use this to get a good windfall of cash. Advanced players already have more money than they have any use for, so it doesn't matter except for those of us who use money to keep score. If you don't like 1,000,000 then change it to 100,000, or even 50,000, but not 5,000 for goshsake. Or better yet, make it a setting in BS.h so everyone will be happy.

The boarding code. That was probably unfortunate wording on Hat's part, but I had originally said I was going to try to keep the old code around for those who wanted to use it instead. But there are problems with that which have cropped up since.

There is no one who understands the old boarding code well enough to make any worthwhile changes to it. The best they can do is poke it randomly and hope the outcome is beneficial *most* of the time. Also, there are changes made outside the boarding code that will affect the boarding code, and I don't feel like trying to maintain two totally different versions of the code. It would double my testing time and probably triple my coding time. If someone else wants to mess with it, I'd suggest saving it for build 14.

We're not trying to supercede you as the modpack compiler. We're just trying to make a stable build. Sorry if we're stepping on your toes; it wasn't intentional.

Hook
 
This patch, and this post is no disrespect to you Pieter.

Note this patch <i>only</i> updates code files. That is how things should be progressing at this point in the build. Code.

We felt the need to release a patch that is heading in the proper direction of getting this build to a stable and working condition. We posted this patch so that people can actually have something more stable to play before the next update. We also wanted that patch to be play tested without additional unknown code being added.

Its wise to get something stable, before adding entirely new things to it.

The boarding code is not a new thing. It fixes what was seriously broken. Some fixes require a total rework like that. Hook: you'd have to be a fool to want to use the old boarding code still! lol.

Looking back, I have yet to contribute anything new to this build mod. I (and hook) have simply been fixing countless bugs. I have the graphical skills, and prior experience, to make entirely new modifications to this game. I would rather fix the groundwork first, so that it is a nice new stable thing to work on for Build14.

As for the issues, hook covered them all. A few points though:

I overlooked the need for a toggle on the "bladedamage_enable" mod. I've worked it in, so that if its on, it looks at 'quality', but if its off, it uses the most powerful sword you got (swords dont break when its off). Sorry for the confusion on that.

The fact you saw "Bad Save" was a direct result of how bad the quicksaves were not working. There is a specific and vital key string for every save that will not get saved with the quicksave action. I spent a solid weekend straight pounding on that to make it save properly. In short, most of the save process is hard coded, and anything done outside of it is seemingly ignored. Saves must be done in that interface... otherwise they are corrupted to the game, and cause out of memory errors on any internal action for reading the saved game. You can imagine, with the increased variable and memory need of the build itself, that this 'small' glitch can have catastrophic results. Quicksaves simply were never built right to begin with, and by luck it lasted as long as it did. I took it out, only as a last ditch effort to remove the errors associated with it. We cant have people using corrupted saves while trying to test for stability, right?

That all said, sorry if you felt slighted about that. Not our intention.
<img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
After playing the game with new 28 Aug update here what I have found :

- Ghost ship is gone <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ,

- No more problems with boarding , no stuck or can't assign captain to captured ship ..etc .

The only thing I had is crashing to desktop in few occaution's , happens only when I hit F2 ( I do it before boarding to add/remove officer ) and there is a neutral/allied surrendered ship which is no pig problem cus can always pickup new battle or simply reload .

Have few questions :

Is there a way to slow down time when sailing in world map , for me it seem time is going a bit fast so want to slow the rythem a bit , where in buildsetting.h file to do that ??

The last option when talking to officer ( something about building ) , what can we build , what for and can we do it anywhere or in any island ??

A great jop is done to get the game at current stable point so many thanks to any who has contributed in getting it out <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
Grrr! I wrote a long reply here, but it disappeared without any obvious reason before I had the chance to post it. I will try to rewrite the main points of my reply again. <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />
------------------------------------------------------------
I know you both mean well. You have done a lot of great modding work for PotC and I think that without your bugfixing effort, Build 13 might never get done. So thanks a LOT! You might not have made any major gamechanging mods, but you did make the game much more playable by fixing bugs and making some small tweaks that make the life of the players much easier. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

<b>About the personal startnation:</b> I think your idea is excellent. It saves the problem of beginning players being blown to smithereens without actually removing the option of starting the game as it works in the current "official" Pre Build 13 modpack version.

One problem: Pirate_KK is using the personal startnation for something else: If you select that nation, you will start on the location specified in BuildSettings.h instead. That is also a good idea. But you can, of course, do that already using the POTCMODHELPER settings.

<b>About disabeling old savegames:</b> Excellent idea. That should save a lot of compatibility problems. Some people might not be happy with it, but a new game is required anyway, so it's a good idea to force the player to start a new game.

<b>About the chrforward key in BS.h:</b> I removed it again because I figured it could be set in the controls menu. But it can't hurt to make it a BS.h setting, so with the next pack, it will go back in and it will stay in this time. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<b>About changing the money back from 5,000 to 1,000,000:</b> Making it a BS.h toggle is a good idea. We should try to find a good average as default setting though.

<b>About the boarding code:</b> I agree that your code is probably much better than the current code and I think we should use your code instead of the current code as well. What I have seen when testing your alpha versions worked really well and what you told sounds excellent. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<b>About the Quick-Equip button:</b> I never was quite happy with how it worked, so I thank you for improving it now. I just wanted to explain about the reason for the quality check. I recall reading that you didn't understand why somebody added that, but I wanted you to know that I did have a good reason to add it. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<b>About the Quicksave feature:</b> Quite crazy that those Bad Saves actually did load properly for me. I don't really need the Quicksave feature though, so if it is causing trouble now, I agree it's probably best to turn it off for the time being.

------------------------------------------------------------

As far as me being superceded as a modpack compiler goes: I have to be superceded anyway, because I will be gone in half a year. Schoolwork is also pretty busy (even though the schoolyear started three days ago), so I won't have as much time for PotC as I used to. So someone must continue the work that I took over from Nathan Kell. Otherwise I fear this community would die. So I don't mind being superceded at all. I would just prefer it to happen in such a way that everyone, me included, can be happy with how it goes. I was once superceded without me knowing in another community and that was not nice. I am sorry for bringing this up like this, but I want to make sure I prevent something similar from happening again. I'm sorry for that... <img src="style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />

If anyone would want to try taking over from me, I think it would be a good idea if we discuss that and start with that before I leave. I would be quite willing to help that person while I am still around. When I have to leave for half a year, I want to be sure that you'll be able to continue without any troubles. I don't want this community to die. <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />

<!--quoteo(post=159998:date=Aug 30 2006, 09:13 PM:name=PirateSam)--><div class='quotetop'>QUOTE(PirateSam @ Aug 30 2006, 09:13 PM) [snapback]159998[/snapback]</div><div class='quotemain'><!--quotec-->
Is there a way to slow down time when sailing in world map , for me it seem time is going a bit fast so want to slow the rythem a bit , where in buildsetting.h file to do that ??
<!--QuoteEnd--></div><!--QuoteEEnd-->
These settings are not in BuildSettings.h at the moment. They're at the top of PROGRAM\WorldMap\worldmap.c. You can change them there, but you can also move these lines into BuildSettings.h and change them afterwards.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define MAPSPEED    0.6    // ccc mapships, slows worldmap down, stock setting 1.0
#define MAP_VOYAGELENGTH    8.0    // ccc maptweak, lets voyages take longer, original 4.0

/*
    Programm interface:
    Init world map in start<!--c2--></div><!--ec2-->

<!--quoteo(post=159998:date=Aug 30 2006, 09:13 PM:name=PirateSam)--><div class='quotetop'>QUOTE(PirateSam @ Aug 30 2006, 09:13 PM) [snapback]159998[/snapback]</div><div class='quotemain'><!--quotec-->
The last option when talking to officer ( something about building ) , what can we build , what for and can we do it anywhere or in any island ??
<!--QuoteEnd--></div><!--QuoteEEnd-->
Read the "Building Set ReadMe.txt" file in the <i>buildinfo</i> subfolder.
 
Wow. Great work with that new boarding code <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I don't like the way dead bodies pile up and block my way. Well, they block just about anybody's way. Usually I have to holster my sword to be able to walk through them or reach new enemies (who are similiary unable to reach me). The corpses shouldn't have any bounding box.

Also, sometimes when I board ship I am unable to continue until I found certain man, Barbarossa with armor, and kill him. Even though I can kill him, he doesn't defend, and my men ignore him.
 
<!--quoteo(post=160004:date=Aug 30 2006, 03:27 PM:name=Kazeite)--><div class='quotetop'>QUOTE(Kazeite @ Aug 30 2006, 03:27 PM) [snapback]160004[/snapback]</div><div class='quotemain'><!--quotec-->
I don't like the way dead bodies pile up and block my way. Well, they block just about anybody's way. Usually I have to holster my sword to be able to walk through them or reach new enemies (who are similiary unable to reach me). The corpses shouldn't have any bounding box.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Good thing the corpses no longer pile up and block the way then, isn't it? <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> Pieter did some great work fixing that problem. You still see corpses, but they no longer block the way.

Hook
 
Hey everyone.

The more feedback we can get on the download Hat posted above the better. Especially useful is feedback from just that version, before Pieter releases another. That way we can know that new updates have not introduced new bugs. The more bugs you can find, the better.

PirateSam: we know about some of the random CTD's and we're tracking them down the best we can. Especially annoying is when you hit F2 and get a crash. It's been happening to me for a long time, even before I started working on the new boarding code.

The good news is, we're getting a pretty good handle on how the code works, so we'll be able to find and fix more bugs.

World map speed: I'd suggest finding and setting the following variable as well as MAPSPEED suggested above:

#define WDM_TIMESCALE 1 // run map at (this)x time.

It's in PROGRAM\WorldMap\worldmap_globals.c about line 17. For example, if you change MAPSPEED to 0.5, you should also set this line to 0.5 as well. I haven't tested it yet, but there's already a bug in the game where if you hit R on the worldmap to increase speed, then hit it again to change back to normal, it goes back to 1.0 instead of the 0.6 set in MAPSPEED. This should fix it.

Hook
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
Good thing the corpses no longer pile up and block the way then, isn't it? <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
But they <b>do</b> pile up and block the way. <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> The typical multi-opponent fight looks like this: I kill three or four opponents, and their buddies are unable to walk past the corpses to fight me. Neither can I - to walk past them I have to sheath my sword first. <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
 
Did you install the latest updates? That sounds like what happens when:

A) You dont have the latest updates
B) You turned off "AUTOLOOT_BOARDINGS" in Buildsettings.h
C) You turned off "CORPSEMODE" in Builsettings.h



<b>IMPORTANT VIRGILE BOONE NOTICE</b>

The current update (along with the prior three or four updates... hard to tell really, the bug has existed for a while) you will have issues when trying to talk to Virgile Boone on his ship if he happens to surrender to you.

This has been fixed, so we will try to get that into the next update!

In the meantime, if you get to the quest to stop the ammo shipment... try killing him on shore before you even go out to sea. That will stop him. Or, make sure when you are at sea, you fill him so full of holes, he sinks!

Take it easy <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->PirateSam: we know about some of the random CTD's and we're tracking them down the best we can. Especially annoying is when you hit F2 and get a crash. It's been happening to me for a long time, even before I started working on the new boarding code.

The good news is, we're getting a pretty good handle on how the code works, so we'll be able to find and fix more bugs.<!--QuoteEnd--></div><!--QuoteEEnd-->

Np , am quite sure u guys will fix it ..

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->World map speed: I'd suggest finding and setting the following variable as well as MAPSPEED suggested above:

#define WDM_TIMESCALE 1 // run map at (this)x time.

It's in PROGRAM\WorldMap\worldmap_globals.c about line 17. For example, if you change MAPSPEED to 0.5, you should also set this line to 0.5 as well. I haven't tested it yet, but there's already a bug in the game where if you hit R on the worldmap to increase speed, then hit it again to change back to normal, it goes back to 1.0 instead of the 0.6 set in MAPSPEED. This should fix it.<!--QuoteEnd--></div><!--QuoteEEnd-->

Thanks <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
A) You dont have the latest updates
B) You turned off "AUTOLOOT_BOARDINGS" in Buildsettings.h
C) You turned off "CORPSEMODE" in Builsettings.h<!--QuoteEnd--></div><!--QuoteEEnd-->
I do have the latest updates. Yesterday I've reinstalled tha game, installed Build 12, installed August 21 update, and then beta Fix Pack. My buildsettings.h file remained unchanged.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->You will need to install Pre Build Mod 13 base and the August 21st Update before you extract this archive onto your directory.<!--QuoteEnd--></div><!--QuoteEEnd-->

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I do have the latest updates. Yesterday I've reinstalled tha game, installed Build 12, installed August 21 update, and then beta Fix Pack.<!--QuoteEnd--></div><!--QuoteEEnd-->

I didn't notice the pre build mod 13 base in there.

Hook
 
Err... yeah, that too. I've reinstalled tha game, installed Build 12, installed bild mod 13, installed August 21 update, and then beta Fix Pack.

Curiously, it seems to be working now, even though the only changes I've made in <i>buildsettings.h</i> were auto-buy values...
 
Not sure if this is the right place but since u guys still working in the build I have a request for a feature to be added before the final release .

The idea is :

Adding the option for ship(s) commanded by my officer's to sail to eighter nearest friendly/nuetral port or my settlement if any .

For now any prize ship stay with us till we moore at port but it will be good to be able to order the officer to go to do repaire's and such , but still , when u do that the ship might be attacked by other pirates , a hoistle navy or caught at storm so we should be able to know if such happen <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Those things will go for Buil14. Sorry... we are trying to get Build13 finished <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
Well, as long as you've added the ability to visit the decks of your own ship, how about allowing the player to go directly from one to another? Because right now, if I want to go from main cabin to crew quarters, I have to go back to sea view...

EDIT: Um, never mind. I've read through Bug Tracker and found out it's not possible. Bummer <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Well, as long as you've added the ability to visit the decks of your own ship, how about allowing the player to go directly from one to another? Because right now, if I want to go from main cabin to crew quarters, I have to go back to sea view...

EDIT: Um, never mind. I've read through Bug Tracker and found out it's not possible. Bummer<!--QuoteEnd--></div><!--QuoteEEnd-->

Right.... I wanted this as well from day one. Vastly annoying to be popping back to top deck, when you are actually walking through the deck to get there from your cabin, ya know? <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Anyhow... I personally think its still possible. I just have not looked into the locators code yet, as I have been learning every other aspect of the code so far fixing bugs. I believe those that tried before, didn't know the code fully, or gave up too quickly after failing once or twice.

I'm a firm believer in that "anything is possible... you just have to figure it out!" The question being though "how much time do you want to waste on it before things get out of hand elsewhere?"

So... I've been pouring through other more pressing matters at the moment, like the other coders have been. Its still on my list to look into, but I'm swamped.
 
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