• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Solved Beta 3, POTC has stopped working

this is what i have in the c code

native string LanguageGetLanguage();
native int LanguageOpenFile(string sFileName);
native void LanguageCloseFile(int idLngFile);
native string LanguageConvertString(int userLngFileID, string inStr);
native void LanguageSetLanguage(string sLanguageName);
native string XI_ConvertString(string inStr);
native int GlobalLngFileID();
native string LanguageGetFaderPic(string faderPicName);

native void XI_SetColorCorrection(float fContrast, float fGamma, float fBrightness);
native void XI_SetMouseSensitivity( float fMouseXSens, float fMouseYSens );
native void XI_ControlMakeInvert(string sControlName, int bInvertState);
 
well... no runtime error but a weird menu screen and no graphics once a game was started. i can see the hud but nothing else
 

Attachments

  • Untitled1.png
    Untitled1.png
    224.6 KB · Views: 187
ok... the problem is with the Xinterface.dll. with my .dll the game gives a runtime error. with your dll i get a weird menu screen and no graphics...
 
system.log for the weird menu and no graphics case
Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
Techniques: 9 shaders compiled.
Techniques: 180 techniques compiled.
Techniques: compiled by 143924739 ticks.
Can't load texture resource\textures\INTERFACES\CURSOR32.TGA.tx
Can't load texture resource\textures\BRIDGETOWN_SEA.TGA.tx
Can't load texture resource\textures\CHECKER.TGA.tx
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Can't load texture resource\textures\BRIDGETOWN_SEA.TGA.tx
Can't load texture resource\textures\CHECKER.TGA.tx
Can't load texture resource\textures\INTERFACES\BACKGROUND\BUILD2.TGA.tx
Unloading
System exit and cleanup:
Mem state: User memory: 0 MSSystem: 0 Blocks: 0
 
and the compile.log
Gauging: StartGauging
Gauging: starting init
Gauging: interface
Gauging: Storylines
Gauging: Profiles
Gauging: starting init
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load build settings
Gauging: periods
InitNations: NATIONS_QUANTITY=6, bGuest1NationExists=0, bGuest2NationExists=0
Gauging: nations
Gauging: preprocessor
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
IslandsInit: 22 islands loaded.
Gauging: islands
Init weathers complete. 0 weathers found.
Gauging: weather
InitSounds (English): created 19 entries.
InitMusic: created 84 entries.
Gauging: Aliases
Gauging: sound
Gauging: goods
Main_LogoVideo() 0
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: towns
Number of locations: 781
Gauging: locations
IslandsInit: 22 islands loaded.
Gauging: islands
Gauging: wdmap
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 707 items.
Gauging: items
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load options
Gauging: models - Total number of models: 937
InitSounds (English): created 19 entries.
InitMusic: created 84 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
 
That coupled with your folder size discrepancy proves you've got files missing from the installation folder.
You'll probably have notes about "missing .tga.tx files" in your system.log now?
Edit: Looks like you confirmed that suspicion.

Do you have 7-Zip? If so, extract the b14_beta3_full.7z somewhere, then copy the contents manually to your main game folder.
The fact that you've got the New Horizons logo and new-style brown buttons prove that you DO have SOME of the new files in your folder.
But apparently not all of it. Seriously proper bizarre! :shock
 
just checking... the b14_beta3_full.7z file is supposed to be 7196 MB big right?
Edit: it's two in the morning and i've got a lecture at 8 but screw it... this is far too important to postpone
 
mine is 2,34 GB (2 514 295 173 bytes)
Edit: Somehow the 7z archive got corrupted. I'm downloading it again
 
previous problems were caused by 7z archive being corrupt. I downloaded it again and this time extracting gave me no corrupt files... so the game starts up now and i can start a new game but there are still some problems: missing textures and storyline code not executing.
system.log
Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
Techniques: 9 shaders compiled.
Techniques: 180 techniques compiled.
Techniques: compiled by 162306924 ticks.
Can't load texture resource\textures\CHECKER.TGA.tx
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Can't load texture resource\textures\CHECKER.TGA.tx
Can't load texture resource\textures\CHECKER.TGA.tx
Can't load texture resource\textures\CHECKER.TGA.tx
Can't load texture resource\textures\CHECKER.TGA.tx
Bad rope data for rope: (rope num = 200) (begin group=0, end group=0)
Begin pointer = 0? end pointer = 550997268
Ship Boat doesn't have fire places
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\AMMO\CHECKER.TGA.tx
Can't load texture resource\textures\AMMO\CHECKER.TGA.tx
Can't load texture resource\textures\CHECKER.TGA.tx
resource\models\locations\Inside\Tavern01\..\back\inside_back_e.gm: can't open geometry file
Warning: NPCharacter -> trace node not found
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\LOCATIONS\ENGLAND\BUMP_LAND.TGA.tx
Can't load texture resource\textures\LOCATIONS\ENGLAND\BUMP_LAND.TGA.tx
Can't load texture resource\textures\LOCATIONS\ENGLAND\CORALL5_256.TGA.tx
Can't load texture resource\textures\LOCATIONS\ENGLAND\CORALL3_256.TGA.tx
Ship Boat doesn't have fire places
Can't load texture resource\textures\AMMO\BARRACKS.TGA.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Warning: NPCharacter -> trace node not found
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Warning: NPCharacter -> trace node not found
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "StandUp"
Character animation: not set idle action: "StandUp"
Unloading
System exit and cleanup:
Mem state: User memory: 12320 MSSystem: 352 Blocks: 22
Leak: 'Bad memory address' line 0, size 19
Leak: 'C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\compiler.cpp' line 364, size 3061
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 880
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 836
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 792
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 748
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 704
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 660
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 616
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 572
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 528
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 484
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 440
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 396
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 352
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 308
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 264
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 220
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 176
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 132
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 88
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 44
 
error.log
COMPILE ERROR - file: storyline\JackSparrow\SL_utils.c; line: 1
Function [CrimsonBlood_ModifyShip] already declared in: ships\ships.c line 733
RUNTIME ERROR - file: seadogs.c; line: 742
Ghost A reference
RUNTIME ERROR - file: seadogs.c; line: 742
Ghost A reference
 
compile.log
Gauging: StartGauging
Gauging: starting init
Gauging: interface
Gauging: Storylines
Gauging: Profiles
Gauging: starting init
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load build settings
Gauging: periods
InitNations: NATIONS_QUANTITY=6, bGuest1NationExists=0, bGuest2NationExists=0
Gauging: nations
Gauging: preprocessor
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
IslandsInit: 22 islands loaded.
Gauging: islands
Init weathers complete. 0 weathers found.
Gauging: weather
InitSounds (English): created 19 entries.
InitMusic: created 84 entries.
Gauging: Aliases
Gauging: sound
Gauging: goods
Main_LogoVideo() 0
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: towns
Number of locations: 781
Gauging: locations
IslandsInit: 22 islands loaded.
Gauging: islands
Gauging: wdmap
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 707 items.
Gauging: items
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load options
Gauging: models - Total number of models: 937
InitSounds (English): created 19 entries.
InitMusic: created 84 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
Init character names complete.
Init character names complete.
Gauging: start new game
Gauging: ng iface
Gauging: periods
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: perks
InitNations: NATIONS_QUANTITY=6, bGuest1NationExists=0, bGuest2NationExists=0
Gauging: start NPC init
WARNING!!! Item id = Piranha not implemented
Gauging: done NPC init
::Completing characters initialisation - CHARACTERS_QUANTITY = 1465::
Gauging: done second pass through char array
Gauging: characters
Gauging: ships
Gauging: ng initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
CaptureTownForNation: town=Santo Domingo, 1st=1
SetTownGarrisonForNation: town=Santo Domingo, 1st=1
Gauging: towns
Number of locations: 796
Gauging: locations
IslandsInit: 22 islands loaded.
Gauging: islands
Gauging: wdmap
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 703 items.
Gauging: items
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: load options
Gauging: models - Total number of models: 937
InitSounds (English): created 19 entries.
InitMusic: created 84 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: ng initgame stop
storyline\JackSparrow\SL_utils.c not loaded, loading now!
ERROR - Unable to load storyline\JackSparrow\SL_utils.c!!!
storyline\JackSparrow\quests\both_reaction.c not loaded, loading now!
storyline\JackSparrow\quests\quests_reaction.c not loaded, loading now!
Gauging: start reinit
Gauging: preprocessor
Gauging: nosave
Init encounters complete.
Gauging: RM mod and rumors
Gauging: shipberthing
Init character names complete.
Gauging: fill stores
Gauging: update all towns
Gauging: itrade update
Gauging: Enc Officers
Gauging: CabinCaptains
Gauging: reinit stop
running qcase beg
Gauging: initial relations
Gauging: characters groups
Gauging: load mch in first
Overup cargo space on 310
Overup cargo space on 1
Overup cargo space on 12
CaptureTownForNation: town=Tortuga, 1st=0
SetTownGarrisonForNation: town=Tortuga, 1st=0
!!! Reload to Tortuga_Port (index=349)
ERROR(no find emerge string): string FindEmergeLocator(ref rObject, string emerge_str) : reload1_back
Emerge locator reload1_back in location Tortuga_Port not found!
Character emerge on first locator (reload2_back)
** Whr: CreateWeatherEnvironment - iCurWeatherNum = -1, theDay = 161
** Whr: CreateWeatherEnvironment - iCurWeatherhour = -1, theHour = 20
!gWeatherInit Whr_Generator() - Initialized
ItemLogic: On load location Tortuga_port
ItemLogic: found 0 buttons
Gauging: done load mch in first
OnQuestComplete called for opening
Equip Character Corentin with blade1 his nation: 3 blade nation=
Main character's twin found!!!
Quest name opening FOUND in QuestComplete
OnQuestComplete called for Tortuga_jack
Equip Character Herbert with blade1+2 his nation: 3 blade nation=
Equip Character Jose with Merchantsdagger his nation: 3 blade nation=
Equip Character Herluin with blade7+1 his nation: 3 blade nation=
Equip Character Fortune with blade1+2 his nation: 3 blade nation=
Equip Character Pires with MerchantsBlade his nation: 3 blade nation=
Equip Character Raimundo with blade5+2 his nation: 3 blade nation=
Quest name Tortuga_jack FOUND in BothQuestComplete
SETTING MUSIC: music_pir_town
SETTING MUSIC: music_pir_town
CompleteQuestName called for player_back
Quest name player_back FOUND in CommonQuestComplete
locator_name = reload4_back lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 349
reload_island_index = -1
reload_location_index = 353
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location Tortuga_tavern
ItemLogic: found 0 buttons
OnQuestComplete called for Tortuga_restore
Quest name Tortuga_restore FOUND in BothQuestComplete
SETTING MUSIC: music_tavern_pirate
SETTING MUSIC: music_tavern_pirate
CompleteQuestName called for Take_a_seat_BB
Quest name Take_a_seat_BB FOUND in QuestComplete
CompleteQuestName called for Take_a_seat_BB2
Quest name Take_a_seat_BB2 FOUND in QuestComplete
CompleteQuestName called for Take_a_seat_BB3
Quest name Take_a_seat_BB3 FOUND in QuestComplete
Template <follow> -> timeout chr.id = Storyteller
Template <follow> -> teleport chr.id = Storyteller to pos(-5.0093, 1.e-004, 2.9884)
CompleteQuestName called for TotBB_HtC3
Overup cargo space on 32
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 353
reload_island_index = -1
reload_location_index = 403
Start reload
Quest name TotBB_HtC3 FOUND in QuestComplete
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 14
!gWeatherInit Whr_Generator() - Initialized
ItemLogic: On load location Cayman_Port
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\potion
ItemLogic: Loaded model items\\purse
SETTING MUSIC: music_eng_town
SETTING MUSIC: music_eng_town
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
InitSounds (English): created 19 entries.
InitMusic: created 84 entries.
SETTING MUSIC: music_eng_town
==> BuildSettings: New settings applied
OnQuestComplete called for Sparrow_load
Quest name Sparrow_load FOUND in QuestComplete
Head expression was asked to be reseted for angry expression.
Head expression was asked to be reseted for normal expression.
CompleteQuestName called for Sparrow_reload
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 403
reload_island_index = -1
reload_location_index = 409
Start reload
Quest name Sparrow_reload FOUND in QuestComplete
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location Grand_Cayman_townhall
ItemLogic: found 0 buttons
CompleteQuestName called for Sparrow_start
Quest name Sparrow_start FOUND in QuestComplete
SETTING MUSIC: music_english_governor
SETTING MUSIC: music_english_governor
CompleteQuestName called for into_position_Cayman
Quest name into_position_Cayman FOUND in QuestComplete
CompleteQuestName called for into_position_Cayman2
Quest name into_position_Cayman2 FOUND in QuestComplete
CompleteQuestName called for Girl_runs_out
Quest name Girl_runs_out FOUND in QuestComplete
 
Did you install with the installer EXE this time? If not, I recommend you do so.
There is a lot of file-moving, copying and deleting being done by the installer that seems to not have happened in your game version.
 
What do your log files say after trying with the installer then?

BTW: How did you manage to do that so quickly? It takes me half an hour to make a full Beta 3 install or so and that is with a pretty fast computer.
 
i didn't do it quickly :p i copied the files over then as i got the missing textures and missing code i tought... "How about i install with the installer exe...". i did and i got the runtime error... dammit.
 
ok... with only coping the main full files without the update i get some missing textures in system.log, but there is no missing mission code error... so i guess it is as good as it is going to get for now
Edit: I am now installing with the installer.exe beta 3 without the update... maybe the update was what messed smth up
 
Last edited:
Back
Top