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Sparrow Search

there's another bug i noticed some time ago, which might be in this build version as well. it's hardly noticable, but if you use crimson sails, they're slightly darker after you've won a boarding battle and are back to 3D sailing. it looks like a lighting issue.
 
<!--quoteo(post=220197:date=Nov 5 2007, 02:58 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 5 2007, 02:58 PM) [snapback]220197[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=220061:date=Nov 3 2007, 10:58 PM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Nov 3 2007, 10:58 PM) [snapback]220061[/snapback]</div><div class='quotemain'><!--quotec-->Unfortunatelly, I re-confirm the lock issue!
No reload from Cayman Kai Shore to jungle. Lock icon
No error report

However I am not sure if this issue hasn't been solved in a later version.
In this case would it still be appropriate to test 13full.exe "as it is"? - or will there be updates made available?<!--QuoteEnd--></div><!--QuoteEEnd-->
Could that be the same bug like this (solved) bugtracker issue:<a href="http://swankyplace.com/potcbugs/view.php?id=299" target="_blank">http://swankyplace.com/potcbugs/view.php?id=299</a>
...

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

Hey,

I can confirm the fix. This is it! The edited file posted in the bugtracker does the trick.
I made a quick detour to check Cayman Kai an here is the log:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->ItemLogic: On load location Cayman_Shore_02
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\potionbig
ResetSoundScheme
ResetSoundScheme
AddSoundScheme: land_day
AddSoundScheme: seashore_weather
SETTING MUSIC: music_jungle
locator_name = locator3_back lockedReloadLocator = see
reload_cur_island_index = -1
reload_cur_location_index = 347
reload_island_index = -1
reload_location_index = 346
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Cayman_Shore_02
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Cayman_Jungle_05
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàöèÿ Cayman_Jungle_05
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ãðóïïà encdetector
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàòîð enc02
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÒÈÏ ËÎÊÀÖÈÈ: jungle
ItemLogic: On load location Cayman_Jungle_05
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\potion
ResetSoundScheme
SetSoundScheme: jungle
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_jungle<!--QuoteEnd--></div><!--QuoteEEnd-->

It works!

It's fun now!

<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Thanks a lot CCC!

Running now Build 13 full.exe with:
Fixed Map speed 1.0
Fixed dialog John Coxon - as uploade by Bartolomeo o Portugues
Fixed Cayman file - as uploaded by Couch Captain Charles in the bugtracker
 
OK, so is everyone still testing Build 13 FULL? I've gone through about 5 iterations, with various start points and doing a variety of missions (trader, treasure hunter, pirate) and I have yet to get a CTD, but that's just me. I have found several small issues (already noted), that might already be fixed in Build 13 Update 3 (AKA Build 13 Final), and several issues that still need to be addressed (Ship Transfer Arrows, etc.).

Or are we getting bored and wanting to move to the next milestone/phase?

kevin
 
Sorry for the delay. I'm back now. I will try the French start and let you know how it goes.
 
Rum Runner: Great! I´ll go Spanish then <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Los caballeros, encienden sus motores!

KevinAtlanta: Getting bored..hmm no. For my part, I actually enjoy having no crashes and just play the game without reloading all the time. I mean, I am actually able to make progress in my career now <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
But I shiver like a little kid looking forward to christmas when I think of all the goodies in the alpha included in the final stable version <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Has anyone completed the main quest in the Sparrow Search project yet? Also: Did anyone notice their blade's quality degrading over time? I made that mod a long time ago, but I want to know if it still works. Otherwise I'll need to check what's wrong. Since I haven't heard any complaints about that mod, I am somewhat worried about it. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
so every mod has to be complained about to make sure it works? <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
 
Hehe. It's the kind of mod many people would probably complain about if they didn't know it was in there and would suddenly find their blade was decreasing in quality.
 
that had crossed my mind, yes. but it would also seem to me that when you have blades of lower quality, it came because of use. therefore, it would be logical if their quality would decrease with usage.
 
That's what I thought and is in fact the reason I made that mod.
 
Yeah, I turn if off as well.
Sorry, Pieter, but I have no desire to use it.

Another mod I turn off is ammo mod.
That is not because I can't be bothered with counting bullets, I really don't mind hat especially in the beginning of the game. It is because it still doesn't work! Merchants don't sell ammo.

Has anyone else been testing this in Build 13 full?
I also remember it conflicting with the Zaid Murro quest way back in Build 13 1 &2.

Anyway, I just turn it off now, and don't bother myself any more with it. Sorry JRH. <img src="style_emoticons/<#EMO_DIR#>/icon_sad.gif" style="vertical-align:middle" emoid=":sad" border="0" alt="icon_sad.gif" />
 
As far as I know, traders do sell bullets now. Also you can get them from the gunpowder locker aboard your ship for free.
 
<!--quoteo(post=220609:date=Nov 8 2007, 03:08 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 8 2007, 03:08 PM) [snapback]220609[/snapback]</div><div class='quotemain'><!--quotec-->As far as I know, traders do sell bullets now. Also you can get them from the gunpowder locker aboard your ship for free.<!--QuoteEnd--></div><!--QuoteEEnd-->
No they don't.
They carry them in inventory and will buy from you, but you can't buy, i.e. transfer, from them to you.
 
Not? I'll have to check that in my game version. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=220627:date=Nov 8 2007, 04:32 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 8 2007, 04:32 PM) [snapback]220627[/snapback]</div><div class='quotemain'><!--quotec-->Not? I'll have to check that in my game version. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I posted that here because this is in my Build13 Final.
 
I just checked and in my Alpha 8 WIP version traders do actually sell bullets and gunpowder, so that was fixed somewhere along the way.
 
Sooo ... someone will find that fix and add it into Build 13.

This is what I was talking about almost a year ago when I said I didn't want B13 abandoned.
Looks like it was, as several bugs were fixed, but not put into B13.
 
yep, they do sell them. maybe you can loot the stuff from corpses? that was how i norally did it.
 
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