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There has been a potential issue with this for years, as far as I'm aware. There is no reason why it should be either better or worse now.This seems to be a problem - the further I get into the game (Beta 4) the more times I get bad saves - quicksave seems to work better.
But still an issue.
There has been a potential issue with this for years, as far as I'm aware. There is no reason why it should be either better or worse now.
All I can suggest is to delete the file named "options" from your main game folder, don't have too many different profiles at the same time and remove all files from your SAVE folder that you don't need.
In the story I am playing I usually wait till I have about 35 Saves then I transfer all but the last 5 to an archive folder and continue playing. The Bad Saves seem to occur even when there are very few Saves in the Save folder.
Over which only the coder gods have control... arrrggghhh mateyI have been getting several "Bad Saves" with Beta 4.
When this happens I get this in the error.log
Happens in Win7 too... go figure.
Also, the save games does not warn when full and games "saved" after that point... are not
I have marked this as "Engine Limitation" because it IS a real issue, but I doubt any of the recent code changes has caused it. It is likely that this has plagued us since the stock game.
Even if it could be fixed, it would be a massively complicated undertaking to even try with no guarantee of success.
It was very interesting to read about why the engine does what it does! I kinda get the theory, but I have no idea what to do or where to even start with applying the compilation Is it very complicated? Or is it just a switch of exes? Or somewhere in between? if it's not too far over my head I'd definitely be interested!To clarify, when I state 'newest compilation' that is not 2.8 COAS, as that version still contained the many memory leaks, poorer memory allocation algorithm and other bugs; the version referred is my newest compilation. What is also interesting, that while there are a couple 'likes' for the above, to date, there is no interest in using my newest compilation and the reworked New Horizons enabling usage of this later and improved engine; so far only ERAS, a Russian mod, and Modder01 for CT have embraced it.
I did download your reworking of New Horizons to use your newest compiled engine. It is naturally enough based on NH roughly as at Moddb release (ie latest formal public release March/April 2016) if I recall correctly. I would intend to try and add in the changes to bring the game up to WIP so it has the fixes/additions introduced since then and hopefully see more interest in using it emerge. I presumed I would have to winmerge compare your files with that (MODDB) to see which you had had to alter and then try and physically do an actual winmerge with the latest. However since you released it (July?) I have been busy with my summer activities and now travelling so won't be looking in earnest any further until the end of the year. If you have documented which files you had to rework it could help me a lot when I get back to it (unless someone else steps in in the meantime).
I also got somewhat sidetracked looking at your comments and workround for sky textures and then went looking for how it was done in later versions of storm games, one of the many fields I knew nothing about in the first place, and concluded it won't be me fixing that!
Does your engine fix the need to run a frame rate limiter just to play PotC on a modern computer? That would be reason enough for anyone to give it a try.
Hook
@LarryHookins is referring to this issue: "Solved" - Windows 10: Low Frame Rates Despite (BECAUSE OF!) Good HardwareI don't know the answer. I have never played POTC, so I do not have a decent basis for the problem in question. I also don't know if my particular PC is considered 'modern', since I run fairly archaic (relative to the bleeding edge types), LOL My most 'modern' PC is a laptop, Intel stock (no fancy video card), circa 2012