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JRH quest

As I said earlier it worked well in Build 13. There is another difference too. I have added a raft with cannons( just for fun).
The flag on that "ship" was ok in B13 but in B14 I never got it to work.

I'm not at home before very very late so I can't check anything at the moment but could it be an idea to change that raft or raft2 (not sure) to "invisible".
(In TempQuest) But that would need a new game to... :|
 
What ships or "ships" that you added to the game have flags? Those probably need their ensign/pennant stuff sorted out to prevent issues.
 
From what I can tell:
PrisonShip1 has got 1 flag on mast2
PrisonShip2 has got 1 flag on mast2
raft has 1 flag

Are any of those ships involved in the scene where the CTD occurs?
 
Add the following to both Prison Ship's ships_init.c entries:
Code:
refShip.Flags.Mast2.Flag1 = FLAG_ENSIGN;
refShip.Flags.NoPennants = true;
Add the following to the raft's ships_init.c entry:
Code:
	refShip.Flags.Mast0.Flag1 = FLAG_ENSIGN;
refShip.Flags.NoPennants = true;
This will give the game the information it needs to draw the flags properly without getting confused.
Hopefully this fixes the problem, but even if it doesn't, it's still a good idea to have it.

Try to load a savegame from before the scene that contains the crash, perform a Reinit (F11), then try again and see if things work better.
 
From what I can tell:
PrisonShip1 has got 1 flag on mast2
PrisonShip2 has got 1 flag on mast2
raft has 1 flag

Are any of those ships involved in the scene where the CTD occurs?


I don't think the Prison ships ( they are in a different beach ) are in the scene - just the raft - but it is not visable ( can't turn round enough to see it. )
 
Add the following to both Prison Ship's ships_init.c entries:
Code:
refShip.Flags.Mast2.Flag1 = FLAG_ENSIGN;
refShip.Flags.NoPennants = true;
Add the following to the raft's ships_init.c entry:
Code:
	refShip.Flags.Mast0.Flag1 = FLAG_ENSIGN;
refShip.Flags.NoPennants = true;
This will give the game the information it needs to draw the flags properly without getting confused.
Hopefully this fixes the problem, but even if it doesn't, it's still a good idea to have it.

Try to load a savegame from before the scene that contains the crash, perform a Reinit (F11), then try again and see if things work better.


I will try this on my CTD'd game and see what happens :onya


Meanwhile :-


I have used Jump Start 17 to continue to play the story ( the Revenge Part ) - after the CTD.

I have 2 problems ( one more a question than problem)

1) - A Question - After swimming to Corvette - in small cabin you pick up barrel - to stand on to get to next cabin. --- Well in my CTD'd game I picked up this barrel ages ago - when I was last on the Corvette looking for the Wheel & Pistolbelt -- and have been carrying it arround in my inventory ever since --- will this cause a problem?

2) After releasing the guncrew in the Galleon - go through the Galleon to the Capt. Cabin - I cannot get through the metal door at the top of the steps ( gold lock one ) - it is locked - I don't know if this is just because I am using the jumpstart .


:cheers
 
Try to load a savegame from before the scene that contains the crash, perform a Reinit (F11), then try again and see if things work better.


:no - Makes matters worse - now I can not get onto the beach at all from any other location.

Every time the beach location tries to load I get a CTD - Abnormal Program Termination. :shock

Unless of course I have updated the Ships_init.c file wrongly :shrug

:xmas

EDIT: Is the entry for the raft correct - in GM viewer the raft only has a single file raft.gm - no seperate file for the mast / flagpole
 
The prisonships are on another beach. If they have "flags" it's not intenional, only rest from the ships I slaughtered.
The raft is on the current shore, maybe hidden from high up in the wood tower. No it has no mast file I have just added some flag locators (to the hull).

Talisman, even though I have fixed hundreds of bugs the last months it seems to be a very very buggy mod. I'm sorry. :(
Tomorrow I'll start fixing some of the problems. :nk
 
That makes no sense; how can it be worse? I did see that there were flag locators in the main hull GM file, which is what the Mast0 is used for. :modding
 
I haven't played it yet, so am not at all sure how the scene is handled. If there is supposed to be a flag on top of the tower, the game should know that as well as it knows there's flags in some ports.
 
Talisman, even though I have fixed hundreds of bugs the last months it seems to be a very very buggy mod. I'm sorry. :(
Tomorrow I'll start fixing some of the problems. :nk


The bugs are not a problem - considering the amount of new experiences for the player that you have created, and the vast amount of work that you have had to do, to create them, there are very, very few bugs and the story has gone amazingly smoothly.

You should be very proud of what you have managed to achieve, :bow


:cheers
 
If there is supposed to be a flag on top of the tower, the game should know that as well as it knows there's flags in some ports.
Yes, but this situation is new. There is no flag there from the start, the player raises it (by a ReloadToLocation) - could this be the problem?
 
How is the flag set up to be there then? I never understood flags in land locations.
 
How is the flag set up to be there then? I never understood flags in land locations.
The location "wr_cave_shore" has from start this Locations[n].townsack = "Grand Turk"; (because that fort commander's nation = PIRATE)
But the locaionsfiles for "wr_cave_shore" have no flag locators. (before hoisting the flag)

So the only thing that happens is a change of loc.file to other with flag locators + a DoquestReloadToLocation to make it happen.

if(Locations[FindLocation(chr.location)].models.always.locators == "Shore04_l_JRH3")
Locations[FindLocation(chr.location)].models.always.locators = "Shore04_l_JRH3F";

if(Locations[FindLocation(chr.location)].models.always.locators == "Shore04_l_JRH4")
Locations[FindLocation(chr.location)].models.always.locators = "Shore04_l_JRH4F";
2 cases

+
DoQuestReloadToLocation("wr_cave_shore", "goto", "flag_pole", "hoist_flag1");

I see now that "wr_cave_shore" also has this from start:
Locations[n].island = "Redmond"; together with Locations[n].townsack = "Grand Turk";
A conflict between islands? But if so it's there even before the flag is raised.
 
You can always change that mis-match, but I doubt that is the reason. At first sight, I would say your method should work fine. I'll try to find a chance to test it at some point. :modding
 
As a "work-round" for the CTD - would it be possible to remove the flag raising & put in something else to summon the Pirate ships. eg use the megaphone.

Or is that just going to cause a lot of unnecessary work.

:shrug
 
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