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Beta 7 Bugs

<!--quoteo(post=170670:date=Nov 10 2006, 12:36 PM:name=Jonathan Aldridge)--><div class='quotetop'>QUOTE(Jonathan Aldridge @ Nov 10 2006, 12:36 PM) [snapback]170670[/snapback]</div><div class='quotemain'><!--quotec-->

It was a class 6 Pirate design Cutter.
..............

Here's the save where I'm about to go capture it... if you play it you'll notice it doesn't shoot at you.

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

hmmm i'm wondering if this might infact be a widespread issue - and indeed part of the reported 'All ships going neutral' bug to boot. It would explain why in some ship-ship encounters only the lead ships seem to engage, then when one surrenders the rest just sail of - not carry on fighting? If some ships are being created with no cannons that would make sense?

So what part in the code determines if a ship has cannons or not?(hat?hook?Pirate_kk(where is he these days?)Pieter?) - and more importantly what part creates a ship with no cannons?

might this be another example of too many spawns(of ships in this case) using up all available cannon locators kind of thing? Might be worth reducing the ammount of ships that spawn in a ship-ship battle?
 
It was prolly a rare chance. Every ship generated for sealogin, has a chance of being damaged. That one, being such a teeny ship to begin with, could just have had the chance of no guns working at all.

I have joined in two fleet battles, where every single ship opens fire in the first minute of gameplay (as easily noticed by the puff of smokes about where every ship started out).

Its a random chance thing to not have any guns... the ship just was damaged enough to where it had none.

And AGAIN, ships sailing off when one of their own surrenders, is just the luck of the draw of the stupid AI system choosing for them to go LAi_SetTaskFlee. Meaning, run away from trouble as fast as possible. Doesnt matter if its the leader or not, it just has a higher chance when the leader ship surrenders, because when the leader 'changes' to the next ship in the line, it does an update of task... which, judging by the hit in morale, and loss of their leader, could choose to flee.

In my testing, it was about 50/50 chance I saw other ships flee when another surrendered. I usually had about half the smaller ships end up running away near the end of he battle, with only a few Hot Heads still trying to kill me, even though they had no chance in doing it <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
If "game overload" caused by big fleets plays a role in the "surrender" and "menu" bug, would it help to reduce the max encounter fleet size? I personally wouldn't miss big battles, the AI turns them into dogpile melees anyway. Though other people seem to like big fleets.
 
<!--quoteo(post=170703:date=Nov 10 2006, 05:18 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 10 2006, 05:18 PM) [snapback]170703[/snapback]</div><div class='quotemain'><!--quotec-->
If "game overload" caused by big fleets plays a role in the "surrender" and "menu" bug, would it help to reduce the max encounter fleet size? I personally wouldn't miss big battles, the AI turns them into dogpile melees anyway. Though other people seem to like big fleets.
<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> - worth a try untill a fix can be found? try to set it back to default and see if the problem(CTD's) goes away. if it does then increase it slightly and test, untill we find the point it 'breaks' - then keep it at the last stable value?


EDIT: I've updated my list of found bugs/issues in this build. check post#22 of this thread for the details - i'll need some feedback before posting them on the bugtracker site.
 
About reducing... well... the places I get the CTD's the most, is when I jump into a sea battle near an island (where the island icon is still showing). This loads in the sea battle ships, my ships, AND all the coastal ships and any other special quest ships around the island too!!!

Hard to limit that ... not without some crafty last minute programming <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
I´ve tried to play the latest beta 7 & am sorry to say this was the worst one so far.

1) Crashes very, very often when trying to land at shores

2) After a little running town to jungle etc a kilometer long error log file (concerning I think landencounters)
 
That's the first time I heard such a report on Beta 7. I thought it was working pretty well. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

So far I heard no reports whatsoever about crashes when trying to land at shores. Does anyone else have that problem? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

Could you add that error.log file to the Bug Tracker somewhere? I'd like to know how what errors there are.

BTW: How did you install Beta 7? Perhaps something went wrong in the installation order?
*Hopes against hope that Beta 7 does work properly and that we can release Build 13 soon*
 
<!--quoteo(post=170868:date=Nov 11 2006, 05:57 AM:name=Jack Rackham)--><div class='quotetop'>QUOTE(Jack Rackham @ Nov 11 2006, 05:57 AM) [snapback]170868[/snapback]</div><div class='quotemain'><!--quotec-->
I´ve tried to play the latest beta 7 & am sorry to say this was the worst one so far.

1) Crashes very, very often when trying to land at shores

2) After a little running town to jungle etc a kilometer long error log file (concerning I think landencounters)
<!--QuoteEnd--></div><!--QuoteEEnd-->

I've played the beta 7 and i don't have these problems.
 
Ok, i´ve reinstalled 3 times & it´s better now but: beta7 on Base on build 12,1 on POTC & RunMe.

When trying to use the "sail to" & there are many (<img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> ships "available" it´s almost impossible to choose a shore or port, the shore/port icons flips back to the ships icons. Trying to force that situation (being very quick) gives a crash when anchoring.

So far this has happened on Oxbay.

Earlier it happened on Oxbay too & that was BEFORE the french invasion video was played & with normal shore/port options.

Is it just me?
 
I don´t notice any problems running around between house/town/jungle/shore locations but this is the error log:




RUNTIME ERROR - file: Loc_ai\LAi_fightparams.c; line: 704
missed attribute: group
RUNTIME ERROR - file: Loc_ai\LAi_fightparams.c; line: 704
no rAP data
RUNTIME ERROR - file: quests\quests.c; line: 390
invalid index -1 [size:1650]
RUNTIME ERROR - file: quests\quests.c; line: 390
function 'CharacterFromID' stack error
RUNTIME ERROR - file: quests\both_reaction.c; line: 3935
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3935
uninitialized function argument
RUNTIME ERROR - file: quests\both_reaction.c; line: 3935
function 'LAi_SetActorType' stack error
RUNTIME ERROR - file: quests\quests.c; line: 390
invalid index -1 [size:1650]
RUNTIME ERROR - file: quests\quests.c; line: 390
function 'CharacterFromID' stack error
RUNTIME ERROR - file: quests\both_reaction.c; line: 3936
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3936
uninitialized function argument
RUNTIME ERROR - file: quests\both_reaction.c; line: 3936
function 'LAi_SetActorType' stack error
RUNTIME ERROR - file: quests\quests.c; line: 390
invalid index -1 [size:1650]
RUNTIME ERROR - file: quests\quests.c; line: 390
function 'CharacterFromID' stack error
RUNTIME ERROR - file: quests\both_reaction.c; line: 3937
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3937
uninitialized function argument
RUNTIME ERROR - file: quests\both_reaction.c; line: 3937
function 'LAi_SetActorType' stack error
RUNTIME ERROR - file: quests\quests.c; line: 390
invalid index -1 [size:1650]
RUNTIME ERROR - file: quests\quests.c; line: 390
function 'CharacterFromID' stack error
RUNTIME ERROR - file: quests\both_reaction.c; line: 3938
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3938
uninitialized function argument
RUNTIME ERROR - file: quests\both_reaction.c; line: 3938
function 'LAi_SetActorType' stack error
RUNTIME ERROR - file: quests\quests.c; line: 390
invalid index -1 [size:1650]
RUNTIME ERROR - file: quests\quests.c; line: 390
function 'CharacterFromID' stack error
RUNTIME ERROR - file: quests\both_reaction.c; line: 3940
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3940
uninitialized function argument
RUNTIME ERROR - file: quests\both_reaction.c; line: 3940
function 'LAi_group_MoveCharacter' stack error
RUNTIME ERROR - file: quests\quests.c; line: 390
invalid index -1 [size:1650]
RUNTIME ERROR - file: quests\quests.c; line: 390
function 'CharacterFromID' stack error
RUNTIME ERROR - file: quests\both_reaction.c; line: 3941
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3941
uninitialized function argument
RUNTIME ERROR - file: quests\both_reaction.c; line: 3941
function 'LAi_group_MoveCharacter' stack error
RUNTIME ERROR - file: quests\quests.c; line: 390
invalid index -1 [size:1650]
RUNTIME ERROR - file: quests\quests.c; line: 390
function 'CharacterFromID' stack error
RUNTIME ERROR - file: quests\both_reaction.c; line: 3942
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3942
uninitialized function argument
RUNTIME ERROR - file: quests\both_reaction.c; line: 3942
function 'LAi_group_MoveCharacter' stack error
RUNTIME ERROR - file: quests\quests.c; line: 390
invalid index -1 [size:1650]
RUNTIME ERROR - file: quests\quests.c; line: 390
function 'CharacterFromID' stack error
RUNTIME ERROR - file: quests\both_reaction.c; line: 3943
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3943
uninitialized function argument
RUNTIME ERROR - file: quests\both_reaction.c; line: 3943
function 'LAi_group_MoveCharacter' stack error
RUNTIME ERROR - file: quests\quests.c; line: 390
invalid index -1 [size:1650]
RUNTIME ERROR - file: quests\quests.c; line: 390
function 'CharacterFromID' stack error
RUNTIME ERROR - file: quests\quests.c; line: 390
invalid index -1 [size:1650]
RUNTIME ERROR - file: quests\quests.c; line: 390
function 'CharacterFromID' stack error
RUNTIME ERROR - file: quests\both_reaction.c; line: 3945
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3945
uninitialized function argument
RUNTIME ERROR - file: quests\both_reaction.c; line: 3945
function 'LAi_GetCharacterHP' stack error
RUNTIME ERROR - file: quests\both_reaction.c; line: 3945
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3945
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3945
uninitialized function argument
RUNTIME ERROR - file: quests\both_reaction.c; line: 3945
function 'LAi_SetCheckMinHP' stack error
RUNTIME ERROR - file: quests\quests.c; line: 390
invalid index -1 [size:1650]
RUNTIME ERROR - file: quests\quests.c; line: 390
function 'CharacterFromID' stack error
RUNTIME ERROR - file: quests\quests.c; line: 390
invalid index -1 [size:1650]
RUNTIME ERROR - file: quests\quests.c; line: 390
function 'CharacterFromID' stack error
RUNTIME ERROR - file: quests\both_reaction.c; line: 3946
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3946
uninitialized function argument
RUNTIME ERROR - file: quests\both_reaction.c; line: 3946
function 'LAi_GetCharacterHP' stack error
RUNTIME ERROR - file: quests\both_reaction.c; line: 3946
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3946
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3946
uninitialized function argument
RUNTIME ERROR - file: quests\both_reaction.c; line: 3946
function 'LAi_SetCheckMinHP' stack error
RUNTIME ERROR - file: quests\quests.c; line: 390
invalid index -1 [size:1650]
RUNTIME ERROR - file: quests\quests.c; line: 390
function 'CharacterFromID' stack error
RUNTIME ERROR - file: quests\quests.c; line: 390
invalid index -1 [size:1650]
RUNTIME ERROR - file: quests\quests.c; line: 390
function 'CharacterFromID' stack error
RUNTIME ERROR - file: quests\both_reaction.c; line: 3947
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3947
uninitialized function argument
RUNTIME ERROR - file: quests\both_reaction.c; line: 3947
function 'LAi_GetCharacterHP' stack error
RUNTIME ERROR - file: quests\both_reaction.c; line: 3947
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3947
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3947
uninitialized function argument
RUNTIME ERROR - file: quests\both_reaction.c; line: 3947
function 'LAi_SetCheckMinHP' stack error
RUNTIME ERROR - file: quests\quests.c; line: 390
invalid index -1 [size:1650]
RUNTIME ERROR - file: quests\quests.c; line: 390
function 'CharacterFromID' stack error
RUNTIME ERROR - file: quests\quests.c; line: 390
invalid index -1 [size:1650]
RUNTIME ERROR - file: quests\quests.c; line: 390
function 'CharacterFromID' stack error
RUNTIME ERROR - file: quests\both_reaction.c; line: 3948
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3948
uninitialized function argument
RUNTIME ERROR - file: quests\both_reaction.c; line: 3948
function 'LAi_GetCharacterHP' stack error
RUNTIME ERROR - file: quests\both_reaction.c; line: 3948
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3948
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3948
uninitialized function argument
RUNTIME ERROR - file: quests\both_reaction.c; line: 3948
function 'LAi_SetCheckMinHP' stack error
RUNTIME ERROR - file: quests\quests.c; line: 390
invalid index -1 [size:1650]
RUNTIME ERROR - file: quests\quests.c; line: 390
function 'CharacterFromID' stack error
RUNTIME ERROR - file: quests\both_reaction.c; line: 3950
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3950
uninitialized function argument
RUNTIME ERROR - file: quests\both_reaction.c; line: 3950
function 'LAi_ActorDialog' stack error
RUNTIME ERROR - file: quests\quests.c; line: 390
invalid index -1 [size:1650]
RUNTIME ERROR - file: quests\quests.c; line: 390
function 'CharacterFromID' stack error
RUNTIME ERROR - file: quests\both_reaction.c; line: 3951
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3951
uninitialized function argument
RUNTIME ERROR - file: quests\both_reaction.c; line: 3951
function 'LAi_ActorDialog' stack error
RUNTIME ERROR - file: quests\quests.c; line: 390
invalid index -1 [size:1650]
RUNTIME ERROR - file: quests\quests.c; line: 390
function 'CharacterFromID' stack error
RUNTIME ERROR - file: quests\both_reaction.c; line: 3952
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3952
uninitialized function argument
RUNTIME ERROR - file: quests\both_reaction.c; line: 3952
function 'LAi_ActorDialog' stack error
RUNTIME ERROR - file: quests\quests.c; line: 390
invalid index -1 [size:1650]
RUNTIME ERROR - file: quests\quests.c; line: 390
function 'CharacterFromID' stack error
RUNTIME ERROR - file: quests\both_reaction.c; line: 3953
Using reference variable without initializing
RUNTIME ERROR - file: quests\both_reaction.c; line: 3953
uninitialized function argument
RUNTIME ERROR - file: quests\both_reaction.c; line: 3953
function 'LAi_ActorDialog' stack error
 
<!--quoteo(post=170514:date=Nov 9 2006, 04:16 AM:name=kblack)--><div class='quotetop'>QUOTE(kblack @ Nov 9 2006, 04:16 AM) [snapback]170514[/snapback]</div><div class='quotemain'><!--quotec-->
Just to keep the spirits high <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> ... Build 13 now seems to have even less bugs that the original game from Akella <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="style_emoticons/<#EMO_DIR#>/icon_praise.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="icon_praise.gif" /> <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> <img src="style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> <img src="style_emoticons/<#EMO_DIR#>/thumbs1.gif" style="vertical-align:middle" emoid=":2up" border="0" alt="thumbs1.gif" /> <img src="style_emoticons/<#EMO_DIR#>/flower.gif" style="vertical-align:middle" emoid=":ty" border="0" alt="flower.gif" /> <!--coloro:#333300--><span style="color:#333300"><!--/coloro-->to Hat and Hook and all the rest of the team for making this statement even possible!!<!--colorc--></span><!--/colorc-->
 
Re JRH's error log:

All those errors have their root in a section in quests\both_reaction.c that deals with "raiders" (those muggers in the jungle that kindly ask you to pay toll) That section should run if you refuse to pay and fight them. FAIK nothing has been changed there since Akella wrote that.

Looks like the program ran into problems when swithching the behaviour of the whole gang (hence the long log) from menacing to fighting. JRH, did you have an encounter with those footpads?(must have been in a jungle location) Did it work?

Now on the fly I can't tell exactly what went wrong, but, despite the long log, it is ONE failure "only". And if it didn't hamper your game it is (fingers crossed) not a major problem.

But testing more footpad encounters might be a good idea...
 
No it´s not a big problem & may have occured when I saw those guys & turned back to the location I came from. I wasn´t scared at all but testing loading screens. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=170869:date=Nov 11 2006, 03:12 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 11 2006, 03:12 PM) [snapback]170869[/snapback]</div><div class='quotemain'><!--quotec-->
..........

So far I heard no reports whatsoever about crashes when trying to land at shores. Does anyone else have that problem? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

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

well not exactly - but i cant escape Oxbay on the french defecting ship now that 'bombs' have been re-introduced into ships ammo selection. I get sunk before i can escape....everytime(on journeyman difficulty level).

Attacks from the fort + the class1 french MOW+2 other class2 french ships, all using 'bombs' - the defecting french ship isnt strong enough to take the punishment <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

I can carry on the mission if i survive and get put in a tartane in greenford - the govenor at redmond doesn't seem to mind i lost the french ship....but well its not ideal?

<!--quoteo(post=170888:date=Nov 11 2006, 05:05 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE(Jack Rackham @ Nov 11 2006, 05:05 PM) [snapback]170888[/snapback]</div><div class='quotemain'><!--quotec-->
Ok, i´ve reinstalled 3 times & it´s better now but: beta7 on Base on build 12,1 on POTC & RunMe.

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

All weird side effects i've noticed(i had the glitchy 'sail to' thing) were fixed by doing this exact install:

1.PotC
2.12.1(full) - run <b>runme.bat now</b>(its set to do this automaticaly on my 12.1(full) version)
3.pre_build13(base)
4.latest beta7
5. run english.bat now(this might be just due to my uk version? - but this fixed the sound issues i'd been getting)

If i ran runme.bat at the very end it would screw a few things up for me(like sound and i'd get the weird 'sail to ' glitch).

Still i'm not 100% sure i'm right - just saying what seemed the best method for myself and my uk version of PotC.
 
I really think whoever is putting together the Build 13 installer, should SERIOUSLY take a good hard look at all those bat files over the ages and make darned tooten shur that things are getting put where they belong. I have long (and STILL do) wondered when, and if I should bother with all the runme/english/swithlanguage bat files in every single step... or just use the end one. Obviously for Bart, NOT using the one in the steps, causes issues!

That should be looked at and made sure to work for Build 13 install. We don't need to have to be running some two year old bat file to prime the stock folder for build 13 installation, ya know??
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Reading all your post about beta 7 I have not
come accross any of them. I install the betas on top
of the previous one and run the english.bat, do my editing
in the buildsettings.h file and away I go! Playing the MainQuest
I only had one crash to disk fighting Silehard of Kael Roa and
Loss of Reputation later for no reason. Other than that maybe there
could be problems with the new islands,Greater Oxbay and Buildset
which I always disable because there are a lot of problems. Visiting
the new Islands I don't do either for the above reasons. However
This is only my opion, as there are all sorts of things which could be
the problem! I think Beta7 is the best one yet!! Make the Build13 full
and start build14 otherwise you'll never get there!!
Cheers and happy modding <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" /> <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
 
About RunMe.bat: I have rewritten that file recently and I thought it should work properly, but I never got to testing it much. I want it to work so that you only need to run the file once and not have to bother with any other .bat files, such as the old English.bat/Russian.bat and the LanguageSwitchEnable.bat thingey. The only thing that file needs to do is to localize all files that might be delocalized.
 
kinda related to the issue of the re-introduction of bombs, what happened to all the classes of cannon? the smallest starts at 12lbs now - i'm sure we used to have 4lbs/6lbs/9lbs before?

I can understand that maybe its was due to the lack of power of these smaller calibre cannon?

Still i think 'bombs' need to be looked at again. The AI attacks are much more deadly now than in stock PotC and bombs, without some tweaking, are imho much too powerfull - even if you are using a large ship!
In a small ship one broadside from a class 1/2/3 is usualy enough to send you to Davy Jones.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> matteys!!!!

Dont' know if this is the right topic for asking this, but if not you can direct me to the right place ( i think ), but after the release of beta 7 i've seen updates on the bug tracker, my question is do you have to insert or install all those updates to avoid CTD's among other things ? Since the releases will probably be full script files will it not get messy ? or maybe how should i apply all those bug fixes ( after the release of beta 7 ) all the good people out there found out and fixed.

Maybe you can shed my light over here ? Trying POTC since i'm getting nowhere fast in AOP (a great number of crashes, because of the code that was unfinished by the time it was realeased, But giving a big thanks for Cyberops and his team and all the people in the forums that helped to make the game a little less buggy).

Also what is right installation order after the pre build 13 base ? Beta 6 and then beta 7 or can you just apply directly the beta 7 ?

Thanks in advance.
 
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