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Beta 6 Bugs

<!--quoteo(post=169423:date=Oct 31 2006, 07:47 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Oct 31 2006, 07:47 PM) [snapback]169423[/snapback]</div><div class='quotemain'><!--quotec-->
The abbey is pretty fun to romp through. Although the fires on the ground, float half way up (eye level) with a big plum of smoke coming from the ground below the fire. Seems extremely odd, intentional?
<!--QuoteEnd--></div><!--QuoteEEnd-->
As I said, I'm the man for oddities <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> No, it is not intentional. Actually i never noticed that the smoke is misplaced. I simply placed stock particle effects on some stock locators until it looked to me like volcanic vapours and burning gas eruptions.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I only altered your entry from that cavern, cause I liked the sword, and figured others did too. If its a problem, I'm sorry about that, you can put it back if you wish.
<!--QuoteEnd--></div><!--QuoteEEnd-->
No problem at all, really. I wasn't complaining, only teasing.
I should be sorry that I abused the sword locator to make to make a passage that nobody really needs. (There are enough others) But that was almost two years ago, when i wasn't able to create new locators, and that one was the only fitting one availlable.

The sins of my youth... <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
<b>New Bug</b> to me at least.

In combat in a fort after taking it from the sea, I couldn't loot any corpses as on land or get the weapons of the guys I killed as in at sea.

And when I got to place where the fort surrenders on Dosessen the screen went black and that was the end.
 
<!--quoteo(post=169465:date=Oct 31 2006, 11:37 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Oct 31 2006, 11:37 PM) [snapback]169465[/snapback]</div><div class='quotemain'><!--quotec-->
....... I simply placed stock particle effects on some stock locators until it looked to me like volcanic vapours and burning gas eruptions.

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

thats what i thought they were, from deep beneath the volcanic chambers of the archipelago <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

@ TIH(thats what you use right?) - I tested the quests_reaction.c file you posted, it didnt work.

BUT i used a save game just prior to triggering the meeting with Boone in Falaise de Fleur(so thats before you talk to the harbour master), and ran the I key(initialise thing). So it might be because of either of those reasons?

Anyway what did happen was the quest log didnt update at all after the sinking of the Osieau, even after going to the Captains cabin!! All i could do was use 'sail to' to get out of greenford harbour - no navigation map icon, no anchor icon? I'll try it all tomorrow with a fresh new char just to be sure.
 
To keep the blacksmith from walking around, set him to LAi_SetStayType instead of LAi_SetCitizenType when he's created. This should be done for all blacksmiths.

Hook
 
<!--quoteo(post=169468:date=Oct 31 2006, 06:11 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 31 2006, 06:11 PM) [snapback]169468[/snapback]</div><div class='quotemain'><!--quotec-->
@ TIH(thats what you use right?) - I tested the quests_reaction.c file you posted, it didnt work.

BUT i used a save game just prior to triggering the meeting with Boone in Falaise de Fleur(so thats before you talk to the harbour master), and ran the I key(initialise thing). So it might be because of either of those reasons?

Anyway what did happen was the quest log didnt update at all after the sinking of the Osieau, even after going to the Captains cabin!! All i could do was use 'sail to' to get out of greenford harbour - no navigation map icon, no anchor icon? I'll try it all tomorrow with a fresh new char just to be sure.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh, uh... right, I forgot to mention you need to start a NEW game. I had to alter the win condtions, which in a saved game will already be set to the older (bad) versions.

Sorry about that. New game required to test that out and get it working.



<!--quoteo(post=169467:date=Oct 31 2006, 06:04 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Oct 31 2006, 06:04 PM) [snapback]169467[/snapback]</div><div class='quotemain'><!--quotec-->
<b>New Bug</b> to me at least.

In combat in a fort after taking it from the sea, I couldn't loot any corpses as on land or get the weapons of the guys I killed as in at sea.

And when I got to place where the fort surrenders on Dosessen the screen went black and that was the end.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, someone reported this on the bug tracker. I'm no help, not sure where to look for that, as I didn't think anyone changed anything dealing with forts.
 
Check the boarding code. I haven't tested forts lately, and the boarding code is used for forts. It may be that something there is causing problems.

Hook
 
<!--quoteo(post=169465:date=Oct 31 2006, 05:37 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Oct 31 2006, 05:37 PM) [snapback]169465[/snapback]</div><div class='quotemain'><!--quotec-->
...I should be sorry that I abused the sword locator to make to make a passage that nobody really needs. (There are enough others) But that was almost two years ago, when i wasn't able to create new locators, and that one was the only fitting one availlable.

The sins of my youth... <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

I distinctly remember you asking on the message board if people wanted the sword put back on that locator.
No one replied that they did, as I recall, and I said that I didn't miss it.
But then again as you said, that was almost 2 years ago.
 
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> Getting crashes to desktop from seabattles quite frequently,
mostly when battling several french or later english ships.
Gamestopping bug: leaving Greenfort (chasing the idol) when boarding
the frigate I got locked on ship after fight.(happend again after playing gamesave)
Going back to savegame, sank frigate but because of several english
warships in the area which I was trying to sink got that crash to the desktop
again! Feels like playing AOP! This did not happen in Beta4 and I think it was
introduced in Beta5. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=169496:date=Nov 1 2006, 05:10 AM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 1 2006, 05:10 AM) [snapback]169496[/snapback]</div><div class='quotemain'><!--quotec-->

Oh, uh... right, I forgot to mention you need to start a NEW game. I had to alter the win condtions, which in a saved game will already be set to the older (bad) versions.

Sorry about that. New game required to test that out and get it working.
<!--QuoteEnd--></div><!--QuoteEEnd-->

<b>IT WORKED(TIH "locked out" bug fix)!!</b> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

As soon as Boones ship was declared sunk(in the on-screen log update "fort sunk the Osieau" etc) the feather appeared over my ships icon and i got the 'ding' sound that the quest log has been updated. Checked log update and the entry was there, and more importantly i could anchor at greenford right away.

I've also added some updates to my main post above ref beta6.

<!--quoteo(post=169496:date=Nov 1 2006, 05:10 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 1 2006, 05:10 AM) [snapback]169496[/snapback]</div><div class='quotemain'><!--quotec-->
To keep the blacksmith from walking around, set him to LAi_SetStayType instead of LAi_SetCitizenType when he's created. This should be done for all blacksmiths.<!--QuoteEnd--></div><!--QuoteEEnd-->

great - nail his feet to the floor <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=169446:date=Oct 31 2006, 09:25 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Oct 31 2006, 09:25 PM) [snapback]169446[/snapback]</div><div class='quotemain'><!--quotec-->
In the words of pirateKK, you can call me a bungling idiot in public 10 times.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I won't call you that. Thanks for working on fixing that one! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<!--quoteo(post=169506:date=Oct 31 2006, 11:42 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Oct 31 2006, 11:42 PM) [snapback]169506[/snapback]</div><div class='quotemain'><!--quotec-->
Check the boarding code. I haven't tested forts lately, and the boarding code is used for forts. It may be that something there is causing problems.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I think I found it. I posted a fix file on the bug tracker for that issue. Again, I couldnt test it, but in theory it should fix it as the error was obvious... KK used a variable that didn't exist in the function, and the function failed causing the entire fort interface to fail. Woops!
 
<!--quoteo(post=169451:date=Oct 31 2006, 09:36 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 31 2006, 09:36 PM) [snapback]169451[/snapback]</div><div class='quotemain'><!--quotec-->
lol and i thought - "opps Pieters got his numbers wrong" then i re-read my origonal post <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> he he.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Hehe. I thought it'd be easier to use your numbering than it would be to renumber them. That would've caused even more confusion, I think. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=169451:date=Oct 31 2006, 09:36 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 31 2006, 09:36 PM) [snapback]169451[/snapback]</div><div class='quotemain'><!--quotec-->
1. ref chars talking to you through the floor - did this always happen since the new(better) npc dialogue functions? Does it only activate on a 2D plane(as in x,y co-ords), so when a char is above you and passes over you, it just looks at the x,y and does the random interuption by npc code check? If thats how it works then yes i guess we just live with it <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
I think it's a 2D thing. Perhaps it can be changed somewhere though. I'd have to search for the right function though. But I think it works with a horizontal radius parameter with the result that height differences don't have any influence.
 
<!--quoteo(post=169546:date=Nov 1 2006, 02:42 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 1 2006, 02:42 PM) [snapback]169546[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=169506:date=Oct 31 2006, 11:42 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Oct 31 2006, 11:42 PM) [snapback]169506[/snapback]</div><div class='quotemain'><!--quotec-->
Check the boarding code. I haven't tested forts lately, and the boarding code is used for forts. It may be that something there is causing problems.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I think I found it. I posted a fix file on the bug tracker for that issue. Again, I couldnt test it, but in theory it should fix it as the error was obvious... KK used a variable that didn't exist in the function, and the function failed causing the entire fort interface to fail. Woops!
<!--QuoteEnd--></div><!--QuoteEEnd-->
That issue is: <a href="http://swankyplace.com/potcbugs/view.php?id=263" target="_blank">http://swankyplace.com/potcbugs/view.php?id=263</a>

Com Hill confirmed the fix works, no more black screen of death. However he noted an oddity with 'goods' on the ransacking of the town all being zero. Maybe if someone else can test this fix and confirm the oddity? Also maybe include some log reports if you do... there may be an obvious "failed variable initialization" or something that will show why its happening.
 
i've got the file and will test it later, like you i'm not a fort capturer, but well i'll see how it goes..........i suspect i'll just get blown out the water so i may be some time with this!! we need more piratey warmongers(with big ships!) to test this <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-->
I think it's a 2D thing. Perhaps it can be changed somewhere though. I'd have to search for the right function though. But I think it works with a horizontal radius parameter with the result that height differences don't have any influence.<!--QuoteEnd--></div><!--QuoteEEnd-->

@Pieter, i got game-crash thing out of this effect - i posted the update info in my origonal post above. So i'm thinking we might need to reduce that horizontal radius for the npc interuptions?
 
Well, I found a coulpe'ol bugs I did. The first one is a Manowar appearing for sale in quebradas Costillas pirate port.
The second is on the mission where you have to find the traitor (don't remember the name) and you have to go to Smugglers lair in Conceição.
When you enter his house, the guards then enter after you and there is no dialog.
Ina Antigua, even tough I'm a British Privateer with a very high level letter of Marque, few persons seem to believe me.


Cheers...
 
<!--quoteo(post=169513:date=Nov 1 2006, 09:53 PM:name=Nosie)--><div class='quotetop'>QUOTE(Nosie @ Nov 1 2006, 09:53 PM) [snapback]169513[/snapback]</div><div class='quotemain'><!--quotec-->
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> Getting crashes to desktop from seabattles quite frequently,
mostly when battling several french or later english ships.
Gamestopping bug: leaving Greenfort (chasing the idol) when boarding
the frigate I got locked on ship after fight.(happend again after playing gamesave)
Going back to savegame, sank frigate but because of several english
warships in the area which I was trying to sink got that crash to the desktop
again! Feels like playing AOP! This did not happen in Beta4 and I think it was
introduced in Beta5. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> To continue above, the game realy has become bad since the last two
updates! If you manage to play on, which I did after several attemps only to get
stuck in Greenfort Fort. I'll stop reporting for a while because some attention has
to be given to this problem!!! Since nobody seems to be interested I wish you all
goodby and good luck! <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Ina Antigua, even tough I'm a British Privateer with a very high level letter of Marque, few persons seem to believe me <!--QuoteEnd--></div><!--QuoteEEnd-->

I had no trouble with this. I think it is just a matter of finding the right dialogue.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I think I found it. I posted a fix file on the bug tracker for that issue. Again, I couldnt test it, but in theory it should fix it as the error was obvious... KK used a variable that didn't exist in the function, and the function failed causing the entire fort interface to fail. Woops!<!--QuoteEnd--></div><!--QuoteEEnd-->

Thanks, Hat!
 
<!--quoteo(post=169607:date=Nov 2 2006, 01:30 PM:name=Nosie)--><div class='quotetop'>QUOTE(Nosie @ Nov 2 2006, 01:30 PM) [snapback]169607[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=169513:date=Nov 1 2006, 09:53 PM:name=Nosie)--><div class='quotetop'>QUOTE(Nosie @ Nov 1 2006, 09:53 PM) [snapback]169513[/snapback]</div><div class='quotemain'><!--quotec-->
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> Getting crashes to desktop from seabattles quite frequently,
mostly when battling several french or later english ships.
Gamestopping bug: leaving Greenfort (chasing the idol) when boarding
the frigate I got locked on ship after fight.(happend again after playing gamesave)
Going back to savegame, sank frigate but because of several english
warships in the area which I was trying to sink got that crash to the desktop
again! Feels like playing AOP! This did not happen in Beta4 and I think it was
introduced in Beta5. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> To continue above, the game realy has become bad since the last two
updates! If you manage to play on, which I did after several attemps only to get
stuck in Greenfort Fort. I'll stop reporting for a while because some attention has
to be given to this problem!!! Since nobody seems to be interested I wish you all
goodby and good luck! <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

Did you try Hats fix for the locked-out bug(you need to start a new game, in fact for ANY of the new fixes its probably suggested to do so - one of the annoying aspects of being a beta-tester). Look above for his link to that fix and also a possbile fix for capturing forts, as it might effect boarding code to.

I'm in the process of going all the way back to just the pre-build and looking for when the sound issues/adjust video settings problems started - hopefuly i can find the betas that introduced this. beta-testing is not a 'fun' occupation sadly - but it is educational <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
The fort fix doesnt need a new game. Its just a function fix. Just resume a game that is before you attack a fort.
 
Hat,

There are two fix files on the bug tracker. I took the most rececnt and largest and found that I got the weapons off the dead guys I killed just fine, but I couldn't get out of the fort.

Do I need both the fix files?
 
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