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Beta 7 Bugs

Bart: What in blue blazes are you talking about. It sounds like you are running Pre Build 13 Base with no updates installed to it. There are no bombs for ships (unless you turned OFF realistic cannons). That might also explain why you no longer see all the different cannons.

Lccm: Don't try installing or applying any bug fixes you see in seperate issues on the bug tracker unless you know how. That statement isnt meant to be mean. Just blunt. If you dont want to edit code yourself to apply small changes, using WinMerge as the tool, then just wait for postings of updates (Like Beta7 is). All that follow, will show up in the next beta (or final download).

Full install instructions are located on pieters download page, and also the bug tracker main page.
 
About the RunMe:

POTC + 12,1 + 13Base version + beta 7 & <b>NOT running the RunMe </b> . "Sail to" & anchor resulted in a crash very soon anyway. Just a thought.
 
About the bombs: They have not been re-enabled at all. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

About the sail-to and anchor crashes: Does running RunMe.bat after installing Build 12.1 and again after installing Beta 7 solve anything? Also: Is an error.log generated when you enable error logging?

Also: Does it work properly using Beta 6? I know IncredibleHat changed something with anchoring for Beta 7, but that should <i>solve</i> crashes and not <i>cause</i> them. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
Yeah, the anchor fix in beta 7 made it so you couldn't accidently hit the anchor icon twice before it actually reloaded you to port. Doing so caused all sorts of mess. The fix I put in could not cause any crashes... even if you are using an older saved game, it would work (as I did this myself to test with).

Let us know.
 
<!--quoteo(post=171069:date=Nov 12 2006, 02:34 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 12 2006, 02:34 PM) [snapback]171069[/snapback]</div><div class='quotemain'><!--quotec-->
Bart: What in blue blazes are you talking about. It sounds like you are running Pre Build 13 Base with no updates installed to it. There are no bombs for ships (unless you turned OFF realistic cannons). That might also explain why you no longer see all the different cannons.

.............
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hmm ok i'm not sure then - it could be of my own creation somehow(not the first time!). Ok i'll re-install eveything and make sure its not that. Maybe in this current game it could be due to my hitting 'I' on a few occasions, all accidentaly?

<!--quoteo(post=171069:date=Nov 12 2006, 02:34 PM:name=Jack Rackman)--><div class='quotetop'>QUOTE(Jack Rackman @ Nov 12 2006, 02:34 PM) [snapback]171069[/snapback]</div><div class='quotemain'><!--quotec-->
About the RunMe:

POTC + 12,1 + 13Base version + beta 7 & NOT running the RunMe . "Sail to" & anchor resulted in a crash very soon anyway. Just a thought.<!--QuoteEnd--></div><!--QuoteEEnd-->

Yeah its not recomended to NOT run the runme.bat file - i think the issue is where IS it best to run it?

<!--quoteo(post=171069:date=Nov 12 2006, 02:34 PM:name=Pieter)--><div class='quotetop'>QUOTE(Pieter @ Nov 12 2006, 02:34 PM) [snapback]171069[/snapback]</div><div class='quotemain'><!--quotec-->
About the bombs: They have not been re-enabled at all. unsure.gif

About the sail-to and anchor crashes: Does running RunMe.bat after installing Build 12.1 and again after installing Beta 7 solve anything? Also: Is an error.log generated when you enable error logging?<!--QuoteEnd--></div><!--QuoteEEnd-->

ref bombs - it could be something screwy in my install....actualy now i think about it it might be due to me accidentaly hitting the Initialise('I') key more than a few times when looting bodies. I think we should move the 'I' key out of the default danger zone, as mentioned in my bug report post#22?

The 'sail-to' glitch i only noticed when having the problems with my sound effects in game - you cant scroll through to one of the land sail-to icons, it scips back to the ships in the area and sort of jumps around when you try to select. Still after i ran english.bat that fixed the sound and seemingly the 'sail-to icon glitch'??

I'll look out for it after my new install.


oh and a big back slapping for hat! you really did get that pesky bug! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" /> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />


EDIT: ok reinstalled and everything seems 'normal' again? No bombs.so i dont know what i did. And also my bug reports might not be relevant - i had a screwy install, so i expect some of the other issues to go away also <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
updated my findings on post#22 of this thread(page 2). Need some feed back on the comments there please <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
got a chance to encounter same bug on previous beta while boarding enemy ship during big seabaattle (4 pirate ships of classes 2&3). first deck seems fine. the next deck, i ended up in the middle of the ocean with nothing around except the water and some fire around (i believed am still inside the ship less the structure).
 
<!--quoteo(post=170250:date=Nov 7 2006, 12:53 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 7 2006, 12:53 PM) [snapback]170250[/snapback]</div><div class='quotemain'><!--quotec-->
<b>3.Interface/keys/sugestion:</b> move the initialise key('I') to somewhere else. with lootings using the 'O' key i find it a regular occurance(in the heat of a battle) that i hit 'I' too often. Or use a different key for looting?
On the same note the 'Ctrl' that is used quite often('block' on land/spyglass at sea) is uncomfortably close to the 'windows' key that can put you out the game and into the desktop, which gives you a black screen and no means of getting back to the game(no save/no clean exit etc). I can just re-arrange the keys myself, but i'm thinking that as these are defaults they could do with some looking at?
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You can do that for yourself in PROGRAM\CONTROLS\init_pc.c. If you or anyone else comes up with better key assignments than the default, feel free to say so and we might put them in the next update. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<!--quoteo(post=170250:date=Nov 7 2006, 12:53 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 7 2006, 12:53 PM) [snapback]170250[/snapback]</div><div class='quotemain'><!--quotec-->
<b>A.</b> Consider making the perk 'Trustworthy lad' require both 'basic trade' and 'advanced trade' perks as pre-requisites? easily sellable illegal goods in town stores can overbalance the amount of money you can make in one trip at game start imo?
This would make it a speciality perk for the experienced quartermaster Officer, she now knows her way around the trade stores - people now trust her etc? And it makes it less likely the player just picks it at some point for the cash benefit, you have to invest important ability points in trade first.
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Sounds nice to me and should be easily done.

<!--quoteo(post=170250:date=Nov 7 2006, 12:53 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 7 2006, 12:53 PM) [snapback]170250[/snapback]</div><div class='quotemain'><!--quotec-->
<b>B.</b> Consider reducing the amount of skill points the player gets per level up. make it +1 skill +1 ability per level(for all difficulty levels?).
This will not only stretch out the char development of the game, but has the added side benefit of making those items that bestow skill bonuses much more usefull items to find/buy and not just for the player char. As we develope officers their special items(think Doctors tools etc) will come into play more.
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Should also be quite easy. Should we do this for Build 13 or Build 14?

<!--quoteo(post=170250:date=Nov 7 2006, 12:53 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 7 2006, 12:53 PM) [snapback]170250[/snapback]</div><div class='quotemain'><!--quotec-->
<b>C.</b> Consider reducing massivley the effect a high luck score has on pretty much everything in the game(it seems that way?) - it's probably just a simple multiplier tweak somewhere?
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I think we should look at all skill usage for Build 14.

<!--quoteo(post=170250:date=Nov 7 2006, 12:53 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 7 2006, 12:53 PM) [snapback]170250[/snapback]</div><div class='quotemain'><!--quotec-->
<b>6. Bug(Major)Char skills:</b> It appears some of the officer skills dont actualy have an in-game effect when added to the party officer skills points pool.
Most notable example so far is the skills of the Navigator - sailing/defense/most/all(?) sailing related perks(speed up/maneuver/storm helm(?)) dont seem to effect your ships performance. In the origonal game you would feel the better maneuver skill have an effect - you ship would turn much easier. Now its stays at whatever you've set it in buildsettings.h.
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We will probably do some major changes in this department for Build 14, so I think it's better to wait with this until Build 13 is released. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=171266:date=Nov 13 2006, 09:05 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 13 2006, 09:05 PM) [snapback]171266[/snapback]</div><div class='quotemain'><!--quotec-->

You can do that for yourself in PROGRAM\CONTROLS\init_pc.c. If you or anyone else comes up with better key assignments than the default, feel free to say so and we might put them in the next update. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Well it is a little tricky isn't it - atleast its an easy in-game alteration to move the 'loot' key(so that avoids my <b>not</b> massive fat fingers hitting 'I' - if i had huge hands i'd say fair enough).

The 'windows' key is a real pain though - that can cause me to lose my current game if i hit it by accident. i could try using the space bar and the right(i currently use the left) ctrl key instead? Does hitting the windows key 'black out' other peoples game - as in you can hear the game carry on working, but its all just a blank screen, happens to me after i hit the windows key and i get put into the desktop, then click potc bar to get back to the game?

<!--quoteo(post=170250:date=Nov 7 2006, 12:53 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 7 2006, 12:53 PM) [snapback]170250[/snapback]</div><div class='quotemain'><!--quotec-->
<b>A.</b> Consider making the perk 'Trustworthy lad' require both 'basic trade' and 'advanced trade' perks as pre-requisites? ............
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<!--quoteo(post=171266:date=Nov 13 2006, 09:05 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 13 2006, 09:05 PM) [snapback]171266[/snapback]</div><div class='quotemain'><!--quotec-->
Sounds nice to me and should be easily done.<!--QuoteEnd--></div><!--QuoteEEnd-->

For build13(full)? it would be nice <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo(post=170250:date=Nov 7 2006, 12:53 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 7 2006, 12:53 PM) [snapback]170250[/snapback]</div><div class='quotemain'><!--quotec-->
<b>B.</b> Consider reducing the amount of skill points the player gets per level up. make it +1 skill +1 ability per level(for all difficulty levels?).
...................
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<!--quoteo(post=171266:date=Nov 13 2006, 09:05 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 13 2006, 09:05 PM) [snapback]171266[/snapback]</div><div class='quotemain'><!--quotec-->
Should also be quite easy. Should we do this for Build 13 or Build 14?<!--QuoteEnd--></div><!--QuoteEEnd-->

i'd go for Build 13 if possible - the tweak on reducing the finding of great swords has been pretty good,even if i say so myself <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> I have a feeling this will work nicely also.

ref the other stuff - yeah as much of it is officer related your right, we can wait for build14(or 13+) for these, it will take quite a while just to document the skills issue i expect - that would delay build13 far too long imo.


Oh and just for the record i had the CTD(at sea pressing stuff while other stuff was happening) issue twice today - i was begining to feel left out with this bug <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=171280:date=Nov 13 2006, 09:41 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 13 2006, 09:41 PM) [snapback]171280[/snapback]</div><div class='quotemain'><!--quotec-->
The 'windows' key is a real pain though - that can cause me to lose my current game if i hit it by accident. i could try using the space bar and the right(i currently use the left) ctrl key instead? Does hitting the windows key 'black out' other peoples game - as in you can hear the game carry on working, but its all just a blank screen, happens to me after i hit the windows key and i get put into the desktop, then click potc bar to get back to the game?
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Run Config.exe and set "fullscreen" off and increase your resolution to higher than your Windows resolution. You can switch in and out of the game now. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=171288:date=Nov 13 2006, 09:46 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 13 2006, 09:46 PM) [snapback]171288[/snapback]</div><div class='quotemain'><!--quotec-->

Run Config.exe and set "fullscreen" off and increase your resolution to higher than your Windows resolution. You can switch in and out of the game now. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
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Ahhh..... i had made the mistake of keeping my game resolution the same as my desktop(1280x960), while having fullscreen 'off'. ok that is a very usefull bit of advice - thanks Pieter <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Suggestion for default key settings in init_pc.c controls file:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
    CI_CreateAndSetControls( "General", "NK_DialogStart", CI_GetKeyCode("KEY_T"), 0, true );    // aka Loot Dead
    CI_CreateAndSetControls( "General", "NK_LogsToggle", CI_GetKeyCode("KEY_L"), 0, true );    // toggle full logs on/off
    CI_CreateAndSetControls( "General", "NK_Re-init", CI_GetKeyCode("KEY_I"), 0, true );    // dangerous reinit action
    CI_CreateAndSetControls( "General", "BOAL_Control2", CI_GetKeyCode("KEY_O"), 0, true );    // display char info toggle
<!--c2--></div><!--ec2-->

Basically swap the 'toggle to show information of the character you are looking at' with 'loot dead key'. Because honestly, you hit loot dead FAR more (if ever) you hit the toggle to have character info show or not. That way, this clumps up all those evil 'toggle/system' keys together. Pulling loot dead over to your left hand where its at for sidestepping and everything else.

Make sense?

I added the Trustworthy lad change to my files, and it will be in my next submission to pieter tonight.
 
Maybe I missed somthing, but im still getting the 'Silehard wont talk to me' bug.

I did and whole fresh install + 12.1 + pre 13 + beta 6 +beta7 then Runme.bat

wait, beta 7 goes on top of 6 right?
 
Doesnt matter, beta7 has all the changes 6 did, plus more. You dont need 6 installed, but it doesnt hurt if it was. I always extract each update onto the prior in the folder, and work from there.

Of course, I've not talked to silehard, ever... so I have no idea what you are talking about. If it aint on the bug tracker, I usually don't bother looking into it. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
<!--quoteo(post=171334:date=Nov 14 2006, 01:48 AM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 14 2006, 01:48 AM) [snapback]171334[/snapback]</div><div class='quotemain'><!--quotec-->
Basically swap the 'toggle to show information of the character you are looking at' with 'loot dead key'. Because honestly, you hit loot dead FAR more (if ever) you hit the toggle to have character info show or not. That way, this clumps up all those evil 'toggle/system' keys together. Pulling loot dead over to your left hand where its at for sidestepping and everything else.
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Do we even need the "show information of character you're looking at" button anymore? One of the first mods I put in the pack was to make it automatic, so it always shows that info when you face a character. I didn't actually make that mod, but I did put it in. With a BuildSettings.h toggle on it, of course.
 
<!--quoteo(post=171356:date=Nov 13 2006, 09:00 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 13 2006, 09:00 PM) [snapback]171356[/snapback]</div><div class='quotemain'><!--quotec-->
Doesnt matter, beta7 has all the changes 6 did, plus more. You dont need 6 installed, but it doesnt hurt if it was. I always extract each update onto the prior in the folder, and work from there.

Of course, I've not talked to silehard, ever... so I have no idea what you are talking about. If it aint on the bug tracker, I usually don't bother looking into it. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
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I thought needed both cause 6 was about 24MB and 7 (atleat when I downloaded it) was only about 400KB

silehard is the govener in redmond, its like step 2 in the main qwest after you escape oxbay
 
The original Beta 7 was a small file that did need Beta 6 to be installed. I replaced that file with the full one though, so Beta 6 is not required anymore.
 
<!--quoteo(post=171334:date=Nov 14 2006, 01:48 AM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 14 2006, 01:48 AM) [snapback]171334[/snapback]</div><div class='quotemain'><!--quotec-->
...........

I added the Trustworthy lad change to my files, and it will be in my next submission to pieter tonight.
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great <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> partialy it will remove the temptation from myself, i'm such a sleeze cheat sometimes.
But more importantly it will make the trait the powerfull trade perk it actualy is <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

oh and ref that key change - seems ok - its a little stretch with you left hand to get to 'T' while thumb and little finger are on the space and left ctrl keys, but atleast its not anywhere near 'I' in a default setup <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />


@Captain Teck,

This sounds like a possbile issue of WHEN you are running the runme.bat in the install process. I'm not a programer but i have it in my head that with the current seperate build12.1(full)+prebuildbase+betas, you should run the runme.bat right after installing 12.1(full) - and NOT after the build13 pieces. Still this is a contentious issue, and the runme.bat file has gone through some changes etc. Still i had the issue with Silhard once, and solved it(plus other odd issues) by doing this exact install:

1.PotC
2.12.1(full) - run runme.bat now(and only this one time)
3.prebuild13(base)
4.betas(6 then 7 whatever your beta versions suggest)
5.run english.bat(fixes some sound issues on my uk version - it puts voice files in the correct place for my version/it doesnt break anything anyway!)

try that and see if it fixes your problem.

Once build 13 proper is out we can put these confusions behind us. I find if i run runme.bat at the end of the whole install process i get some remarks in the Dos installer window about missing files right at the end of the process. A code savy person can tell me i'm wrong maybe? but i say give those steps a go and see if it sorts your problem?
 
Well bart, like I said, my defaults are for "r" for loot dead... but the current game default of "r" is used for something else. I didn't want to remap the whole defaults for the stock install... just move one key to a better location.

Pieter: Yeah, if that key is no longer used, lets rip it out. It wont hurt anything to comment it out, since its 'already on' from BS.h setting.
 
Bart:
Regarding "B: skills too much per level", I have added a IS.h setting that will allow the user to set "2" (default) or "1" for how many skill points are awarded per level up for the player, and officers. Also affects starting skill points... since its based on points per level.

This was such a simple addition, I see no reason why it can't be added right now for build 13. However, its also a very miniscule addition <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> A default setting of 2 makes it work just like it did before, and only those who wish to dive into the massive InternalSettings.h file will find this setting and be able to change it.

So, My question is ... should we even bother alltogether with this setting? Seems like a silly thing to add to the newly streamlined BuildSettings.h file... but... you know... discuss.
 
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