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    Maelstrom New Horizons


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Beta 7 Bugs

<!--quoteo(post=171394:date=Nov 14 2006, 04:01 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 14 2006, 04:01 AM) [snapback]171394[/snapback]</div><div class='quotemain'><!--quotec-->
@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?
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actully thats exatly how I had installed it before, thats when I first encountered the Silehard bug. However it was then suggested that running RunMe.bat at the end might fix it, so I did a fresh install and ran it at the end, alas Silehard is still giving me the cold sholder.

btw, the added trees and shrubs that were added by the building mod, the ones that look like giant green crystels: what texture files do they use? im sure a little editing and I cound make them look much better.

I really like the idea of remaping some of the controls, the one that really bug me is having the firedrill key © right next to the manual fire (V) key.
 
<!--quoteo(post=171428:date=Nov 14 2006, 06:52 PM:name=Captain Teck)--><div class='quotetop'>QUOTE(Captain Teck @ Nov 14 2006, 06:52 PM) [snapback]171428[/snapback]</div><div class='quotemain'><!--quotec-->
.........

actully thats exatly how I had installed it before, thats when I first encountered the Silehard bug. However it was then suggested that running RunMe.bat at the end might fix it, so I did a fresh install and ran it at the end, alas Silehard is still giving me the cold sholder.

btw, the added trees and shrubs that were added by the building mod, the ones that look like giant green crystels: what texture files do they use? im sure a little editing and I cound make them look much better.

I really like the idea of remaping some of the controls, the one that really bug me is having the firedrill key © right next to the manual fire (V) key.
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ok well then just try again - Silehard has been known to be a little funny sometimes <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Ref the textures of the building mod - i think that whole mod has been requested to be left out(or not selected as default)of the final build13 by the modder(CCC).
It was really just to showcase that it was possible to create new buildings etc, as it had not been previously - but there were limitations like collision detection and needing to put a lot of effort into the graphics.
Anyway some complaints over the graphical quality is i think what promted CCC to remove it for now, untill better textures are made etc. Personaly i'd got quite used to it - and hope it comes back one day in a better looking and maybe more functional mod(getting proper collision detection would be awesome). Its defiantely got lots of potential, especialy in concerns of all the new islands.

good spot on the C(firedrill) and V(manual aim) keys - that looks another 'too close for comfort' set up. Look for the posts on how to edit these kind of keys(incredible hat posted some usefull stuff), as you cant do it from within the games control setup menu. maybe this can be addressed also before the final release this weekend?
 
To IncredibleHat: I'd suggest adding that setting, but leaving it in IS.h so everybody who wants to change it can change it easily, but it won't clog up BS.h.

To Captain Teck: I once checked Silehard when that bug had been reported some time ago, but I could not repeat that bug. Does it always happen or just occasionally? How did you start the game? Which nation did you choose?

To Black Bart: The BuildingSet mod isn't taken out of the modpack completely; only the building command in the officer dialog has been disabled so the player can't build any buildings anymore. This is easily re-enabled by uncommenting the appropriate code in Enc_Officer_dialog.c. The reason why this is turned off for the time being, is because many changes have been made to the BuildingSet dialog files and they aren't working entirely properly anymore because of that. Rather than fixing it for Build 13, CCC requested we turn it off for now. We will work on fixing it for Build 14 though. I am not happy at all to have to turn off that mod. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
Re: "Crystal leaf bushes": The model (not the texture) is extremely low poly cause it was originally a worldmap icon. We don't have to use it though, there is also a forest model with proper trees from the jungle locations.
But that's a topic for B14, and is already in the brainstorming/buildingset thread.

Re: Keymapping: Don't put too much effort into that. Whatever you do, it will never be to everyones liking. That's why we have the "controls" menu <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

On the contrary, changing the usual key allocation will probably get you complaints like "BUG! BUG! My "X" key suddenly doesn't work anymore!"
 
Hi all modders. I have on simple question. Did you manage to remove the bug in the main storyline when Greenfort can´t be conquered? I would like to play the game again but if the game still can´t be played to the end I would wait until the bug is removed. <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
<!--quoteo(post=171520:date=Nov 15 2006, 09:08 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 15 2006, 09:08 AM) [snapback]171520[/snapback]</div><div class='quotemain'><!--quotec-->
.......

Re: Keymapping: Don't put too much effort into that. Whatever you do, it will never be to everyones liking. That's why we have the "controls" menu <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

On the contrary, changing the usual key allocation will probably get you complaints like "BUG! BUG! My "X" key suddenly doesn't work anymore!"
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True - it took me a while to 'adjust' to the new keys like 'O' for looting and 'V' for manual fireing. Still i agree that on the standard keys - the keys that everyone is used to using, we should keep them as they are.

The new keys - hmm such as the aformentioned 'O' + 'V' keys? well they could be put in 'safer' places imho - i know all about multiple reinitialisations while looting in my game, and i'd imagine emptying your cannons during a battle would be a major disadvantage(i havent done this one yet)?

Its a shame that the in game options for configuring the controls doesnt include all these extra keys - maybe something for a later build if its possible?

But yeah these arent pressing(oh..sorry bad unintended pun!!) issues - and can be thrashed around later. we got the option of changing the code if needed for our own games <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

How about at the top(or bottom) of buildsettings.h we could have a list of all the available keys and what they do? I dont know about others but i'm one of those lazy guys who doesnt like to read lots of text files on how to play a game(and to think i used to live and breath flight-sims in the 80s! - shame on me!). So i guess this info is in one of the associated text files?

But i suspect that most people, even those who normaly dont look 'inside' a game - want to see the buildsettings.h file and what is in it they can tweak? Might be a good place to have the full key layout? But then again it might not - i guess it doesnt want to get clutterd up with stuff? just a thought anyway.
 
<!--quoteo(post=171538:date=Nov 15 2006, 11:28 AM:name=Rad)--><div class='quotetop'>QUOTE(Rad @ Nov 15 2006, 11:28 AM) [snapback]171538[/snapback]</div><div class='quotemain'><!--quotec-->
Hi all modders. I have on simple question. Did you manage to remove the bug in the main storyline when Greenfort can´t be conquered? I would like to play the game again but if the game still can´t be played to the end I would wait until the bug is removed. <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
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Hello again Rad. So far the reports on Beta 7 were very good. Nosie reported he managed to finish the main quest with just one CTD and I believe that is fixed now as well. Beta 8 is even more stable than Beta 7, so everything should be in proper working order.
 
That greenford problem I believe was solved a while back. Along with a couple other fort assault problems too.

As for keys, yeah, they could be left alone, but how about this idea (which can easily be put for build 13)...

WHY do we need the reinit key for a final build as 13 ? How about we simply disable that damned thing so you CANT press it by accident? Its a simple matter of even making it a toggle in IS.h (or BS.h) TURN_ON_REINIT_KEY 1/0.

I see no point in ever hitting that button in a working game. Honestly, I have 'not' hit that button (intentionally) since well ... since... never. I can't ever recall wanting to press it.
 
I often hit the reinit key while testing changes. I thought that was necesary - how is with that?
 
<!--quoteo(post=171541:date=Nov 15 2006, 11:41 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 15 2006, 11:41 AM) [snapback]171541[/snapback]</div><div class='quotemain'><!--quotec-->
How about at the top(or bottom) of buildsettings.h we could have a list of all the available keys and what they do? I dont know about others but i'm one of those lazy guys who doesnt like to read lots of text files on how to play a game(and to think i used to live and breath flight-sims in the 80s! - shame on me!). So i guess this info is in one of the associated text files?

But i suspect that most people, even those who normaly dont look 'inside' a game - want to see the buildsettings.h file and what is in it they can tweak? Might be a good place to have the full key layout? But then again it might not - i guess it doesnt want to get clutterd up with stuff? just a thought anyway.
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Well, in any case it might be a good idea to make a list of the default keys and place it at some prominent place. Actually I don't know if it already exists *blush* If not one could easily make one by using the controls_init file as basis. It already lists the keys with plain -if somewhat sparse- names.
 
<!--quoteo(post=171573:date=Nov 15 2006, 03:31 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 15 2006, 03:31 PM) [snapback]171573[/snapback]</div><div class='quotemain'><!--quotec-->
I see no point in ever hitting that button in a working game. Honestly, I have 'not' hit that button (intentionally) since well ... since... never. I can't ever recall wanting to press it.
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Reinit is ruddy useful if you want to test new characters/ships/items without starting a new game. Also useful if you want to see what happens with either of these things far into the game. A BS.h toggle would be good, as long as the setting is added to reinit.c and not init_pc.c.

To CCC: I think there is no controls list at the moment, except the one in the original game's manual and the one in the options menu. It would be a good idea to make one for Build 13. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=171592:date=Nov 15 2006, 04:49 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 15 2006, 04:49 PM) [snapback]171592[/snapback]</div><div class='quotemain'><!--quotec-->
........... I think there is no controls list at the moment, except the one in the original game's manual and the one in the options menu. It would be a good idea to make one for Build 13. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
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ok shall i get on this? I'll look where CCC mentioned (controls_init) and maybe we can add this to the readme - i'm not keen on my idea of putting in buildsettings.h now <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

The 'I' key as a toggle in buildsettings.h is a good idea - set it to off/0 as default then more experienced modders will still have access to it if they need it, and hamfisted fumblers like myself can avoid pressing it by accident <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
Uhm, how bout a graphic jpg of the keys? Like you see in the box of a new game you buy <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
graphics? me? you must be confusing me with someone else?! text will have to do - unless a graphics wizz says otherwise <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
<!--quoteo(post=171446:date=Nov 14 2006, 12:56 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 14 2006, 12:56 PM) [snapback]171446[/snapback]</div><div class='quotemain'><!--quotec-->

To Captain Teck: I once checked Silehard when that bug had been reported some time ago, but I could not repeat that bug. Does it always happen or just occasionally? How did you start the game? Which nation did you choose?

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I always went with the red flag with bird on on it (nation of Me i guess <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> ) however on a hunch I started a new game (no reinstall) and choose British on the character select screen and guess what?

Silehard WORKS!! <img src="style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />

So I guess thats where the problem is, you need to pick a nation and not your own flag when starting a new game.

BTW: whats the point of selection a nation anyway? I mean it doesent seem to alter anything (other then Silehards brain), and I can still sail under whatever flag I want from the relations menu.

<!--quoteo(post=171620:date=Nov 15 2006, 10:02 AM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 15 2006, 10:02 AM) [snapback]171620[/snapback]</div><div class='quotemain'><!--quotec-->
Uhm, how bout a graphic jpg of the keys? Like you see in the box of a new game you buy <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
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I could whip up somthing like that easy, stuff like that is one thing im actully good at <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=171633:date=Nov 15 2006, 01:06 PM:name=Captain Teck)--><div class='quotetop'>QUOTE(Captain Teck @ Nov 15 2006, 01:06 PM) [snapback]171633[/snapback]</div><div class='quotemain'><!--quotec-->
...
I always went with the red flag with bird on on it (nation of Me i guess <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> ) however on a hunch I started a new game (no reinstall) and choose British on the character select screen and guess what?

Silehard WORKS!! <img src="style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />

So I guess thats where the problem is, you need to pick a nation and not your own flag when starting a new game.<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Teck
If possible could you load a save from the game where you couldn't speak with Silehard?
Load it before you try to speak to him, change your flag from Hawks to England, and then try to speak.
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BTW: whats the point of selection a nation anyway? I mean it doesent seem to alter anything (other then Silehards brain), and I can still sail under whatever flag I want from the relations menu.
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Doesn't it change your starting city and Governor where you can get LoM.
Oh yeah, Hawks flag and England start you in the same place, Oxbay, so you might not have noticed.
Nation Flag France starts you in FdF, Spain starts you in IM, etc..
 
I had started a new game, normal default starting options (except I choose Jack Sparrow skin always). I sailed straight for redmond, and silehard spoke with me, we chatted, I insulted him, he hired me, and I was on my way with the main quest.

?

I am wondering what problem you had <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
<!--quoteo(post=171633:date=Nov 15 2006, 07:06 PM:name=Captain Teck)--><div class='quotetop'>QUOTE(Captain Teck @ Nov 15 2006, 07:06 PM) [snapback]171633[/snapback]</div><div class='quotemain'><!--quotec-->
I always went with the red flag with bird on on it (nation of Me i guess <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> ) however on a hunch I started a new game (no reinstall) and choose British on the character select screen and guess what?

Silehard WORKS!! <img src="style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
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That's weird. It's not supposed to make any difference. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--quoteo(post=171633:date=Nov 15 2006, 07:06 PM:name=Captain Teck)--><div class='quotetop'>QUOTE(Captain Teck @ Nov 15 2006, 07:06 PM) [snapback]171633[/snapback]</div><div class='quotemain'><!--quotec-->
BTW: whats the point of selection a nation anyway? I mean it doesent seem to alter anything (other then Silehards brain), and I can still sail under whatever flag I want from the relations menu.
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If you choose Britain or your own nation, nothing will change. But try selecting the pirate nation for instance. Now you will start the game at QC instead of at Oxbay. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=171643:date=Nov 15 2006, 01:45 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 15 2006, 01:45 PM) [snapback]171643[/snapback]</div><div class='quotemain'><!--quotec-->
...If you choose Britain or your own nation, nothing will change. But try selecting the pirate nation for instance. Now you will start the game at QC instead of at Oxbay. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
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What I said ... <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Sorry Petros. I wrote that post before I had seen the replies below. <img src="style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />
 
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