• 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!

Beta 8 Discussion

Capt. H.M. Murdock

Sailor Apprentice
Greets to all, <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />

Just thought I'd post my thoughts on Beta 8 after 3+ hours of testing.


So far so good, only ONE CTD, which just occured in Redmond, exiting the store (thru the door, not a fast-travel).

Multiple boardings have been excellent, combat is great, and it seems every time I play I am constantly finding little "modder" gems I've never noticed before, nice work all! Officers seem to be working great - with reference to pay, carrying ammo (and actually firing it!).

All in all, seems excellent so far. I will post back later after more testing, and see if I can repeat my last CTD, fortunately I had a save spot just minutes prior, so should be able to duplicate the same actions.


How's everyone else doing with it so far?


Cheers,
H.M.M.
 
Woops. I had changed everything in my signature for Beta 8, except the actual link. Stupid me. Fixed now. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

Beta 8 should also be available from my site. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=171363:date=Nov 14 2006, 05:05 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 14 2006, 05:05 PM) [snapback]171363[/snapback]</div><div class='quotemain'><!--quotec-->
Woops. I had changed everything in my signature for Beta 8, except the actual link. Stupid me. Fixed now. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

Beta 8 should also be available from my site. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

Got it! Wish I didn't have to start over again though; you guys are too fast for me... Looking forward to the final build so I can make some actual progress.. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=171367:date=Nov 14 2006, 08:14 AM:name=Capn_Tucker)--><div class='quotetop'>QUOTE(Capn_Tucker @ Nov 14 2006, 08:14 AM) [snapback]171367[/snapback]</div><div class='quotemain'><!--quotec-->
Wish I didn't have to start over again though; you guys are too fast for me... Looking forward to the final build so I can make some actual progress.. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Hehe, maybe it's a consolation for you that I as a modder have exactly the same problem <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> Well, Beta 8 works well. I've played up to leaving Redmond
to go after Rheims and not one CTD! The only odd thing, I got blown
out of the water and finished up in a Tartane leaving Oxbay. But no complaints
from this Pirate!! Very well done and it looks to me like the finished Product, like it says
in the opening screen: BUILD 13.0.0.0!!!! looking forward to BUILD 14!
<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" /> <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
 
Only CTD's I have encountered, are an extremely rare chance, that while a ship is being blown to bits by a slew of balls, and surrenders right in the middle of that short time, that it seemed to go belly up right after it exclaimed "Sir, the _so_n_so_ has struck their colors!". Thats the last log line in the compile.log.

Its only happened twice, and over a period of a solid weeks of testing. Both appeared to occur right at the instant the ship was being pummeled by balls in the middle of surrender. May be something with applying damage to a captain who just switched sides, since when a ship is hit, it affects the 'groups' morale and relation etc. Around where the logfile dropped, is around the time the captain is changing groups. Its so tough to reproduce (actually havnt been able to reproduce it other than those two times), so its hard for me to pinpoint the problem yet.

Just something to look out for. Avoiding this problem can easily be done by shutting off surrenders <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
Well I've done my best to try and reproduce that CTD I had exiting the Redmond store, but to no avail. I've reloaded my save game a dozen times (just prior to going to the store) and have repeated the same actions I took, tried different things, can't get it to CTD again. Must have been a one-only fluke.

After several hours more testing, she's as stable as ever - I'm very happy to say!

Boardings are great, my compliments to those that have polished that gem!

Have not explored the new islands yet, but that's next on my list. All in all, I'd say this version is EXCELLENT.

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Cheers all,
H.M.M.
 
Been trying out the new Beta 8, and I like it quite a bit. One thing I notice though, all the islands have buildings near the port, yet only some have the head of port/harbormaster house. Besides serving as a part of the plot quests, is there any purpose to them? Why not make it so that you can only berth ships by talking to the port-guy in this building, adding them for each island?

As well, what is supposed to be purpose of warehouse buildings? They seem to be just regular houses, with a guy walking around inside.

Besides that, I have to say the mod is very good, and relatively stable for me.
 
<b><u>Dice Games and Rum Drunks</u></b>


I've started exploring some of the new islands, and so far so good. With one exception: On Point-a-Pitre, the Island and city seem to work great, but I tried something I don't normally do in the tavern. I sat down with an NPC named Louis Guillmot (who is there every time I re-load my game - after just arriving at Point-a-Pitre) and he either offers to play dice or sometimes he drunkenly asks me to buy him a cup-o-rum. Normally, I just walk away from those offers, but thought I'd try them out this time.

After shooting about 5 rounds of dice, the dialog stopped, and my Char was still seated. While all the game functions seemed to work, I could not stand back up, or re-engage Louis in conversation. I could not fast-travel out, just kinda got stuck.

Re-loaded, tried again. This time He wanted me to buy him rum (not dice). After 2 rounds of rum, again the dialog stopped, I was still seated, with no way to stand up. By using the side-step keys I was able to slide my seated character to the door, and exit the tavern, only to appear ouside at the Port - still seated and unable to move (except sliding sideways).

5 attempts have all yielded the same results with both the dice game and the rum-drinking. I will try sailing to another port, and test out the dice game and the rum-drunks in another tavern and report back.

<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

Cheers,
H.M.M.
 
HMM: when you got the end of dialog and nothing, was it when you selected a choice of trying to leave the dialog? For dice, its obvious, you are selecting a choice to end the game. For the other, it happens randomly depending on the luck of the drink.

If it was 'exiting' that caused it to hang, It may be because NONE of the new island location taverns have been added to the "exit_sit_2" quest_reaction. Which moves the player from the sit position. KK forgot all of those there.
 
I was able to add all the taverns to that quest_reaction, however I don't know all the proper "goto" locators for each tavern. I've set all other settings proper, so when exiting sitting at one of those taverns, they may work granted the goto locator of "goto6" exists in all taverns and is somewhere you can walk away from. grr.

KK really needs to fix this.

At least my fix, will mostly work... better than it does now at least, which is obviously not very well at all.
 
One more post...

I uploaded my attempted fix to the ftp as "TIH_11-14_DiceDrinkingFixForBeta8.zip". This only has two files in it, which are compatible with beta 8. No nw game is required to test these out with the dice/drinking games... so you can resume an old save in Point Of Pitre.

Let me know if this even remotely fixes that problem <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
<!--quoteo(post=171486:date=Nov 15 2006, 12:56 AM:name=Victor1234)--><div class='quotetop'>QUOTE(Victor1234 @ Nov 15 2006, 12:56 AM) [snapback]171486[/snapback]</div><div class='quotemain'><!--quotec-->
As well, what is supposed to be purpose of warehouse buildings? They seem to be just regular houses, with a guy walking around inside.
<!--QuoteEnd--></div><!--QuoteEEnd-->
They are "only" aditional locations for thievish minds like me who like to roam and steal (and fight) in towns and buildings. And I find it much more interesting to sneak and swordfight in bigger buildings like warehouses and mansions, than in the usual little huts.

You are right, for those who are mainly interested in the maritime part of this game those buildings have no purpose. But they do no harm either <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />


<!--quoteo(post=171504:date=Nov 15 2006, 04:44 AM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 15 2006, 04:44 AM) [snapback]171504[/snapback]</div><div class='quotemain'><!--quotec-->
I've set all other settings proper, so when exiting sitting at one of those taverns, they may work granted the goto locator of "goto6" exists in all taverns and is somewhere you can walk away from.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I'll look that up in the locator files.
 
About the dice drinking in the taverns: Don't all the taverns on the new islands use the same model files as the ones on the old islands? If so, shouldn't the new taverns have the same locators as well? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Right, but not necesserily do all old tavernmodels have a goto6 locator. Though probably they have, but we will know for sure soon enough.
 
Ahoy Mates, <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />


After a few more hours of testing I've returned and figure Incredible hat is not only Incredible, he's absolutely correct!! Here's what I've found:


<u><b>Dice & Rum</b></u>

@Inc.Hat: To answer your above questions, the lost dialog occurred after he ran out of gambling money with the dice, or when we had to stand up for any reason with the rum (or where the bartender is supposed to break up your fight - as detailed below).

The Dice & Rum issue only occurred in New Islands, and works just fine elsewhere. About the rum - there's a catch - if the bartender in the bar (anywhere - not just new islands) has been killed, or is cowering (not speaking to you because you scare him) here's one possible exchange that leads to trouble:

Drunk: "You... you're trying to get me drunk & steal my money"
You: "Shut up, rat, before I run you thru!"

then - the bartender normally steps in and breaks up the commotion. However, if no bartender, then you're stuck right there, seated, and your game is screwed.

The above scenarios can also occur in the brothel on Quebradas. (both Dice & rum troubles).



<u><b>The Brothel</b></u>

Works fine, for the most part - just two small things - one is the seated & stuck possibility that comes with dice and rum-drunks. The other small detail is the load screen is all in Russian. Then again, the hookers are probably imported from Russia, so maybe that's how the load screen should be.... <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />


<b><u>New Islands</u></b>

<b>Guadeloupe</b> - Drop anchor at Anse Casse-Bois. Go to the Plantation. Go in the House, and meet Francois de Vigny. (*Cool!!! I'd never been here before!!!*). Sadly the following occurs:

I can't load the dialog file [ Francois de Vigny_dialog.c ] assigned for me.


<b>Antigua</b> - WOW did someone put a lot of work into this, great island! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> Just one little fix needed: Go meet the Dockyard Commissioner and talk to him:

I can't load the dialog file [ Antigua_Dockyard.c ] assigned for me.


<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />


Anyway, that's it for now, as I said before I'm really enjoying this build, and for the most part it's standing strong after many hours of testing.

Cheers,
H.M.M.
 
About the Russian loading screen: That is not intentional and should be checked. There is an English version of the screen, if I recall correctly.

The Francois de Vigny dialog file simply doesn't exist (it was meant to be made some day). The Antigua Dockyard dialog should, however, be working, so that one must be checked.
 
<!--quoteo(post=171496:date=Nov 15 2006, 01:31 AM:name=Capt. H.M. Murdock)--><div class='quotetop'>QUOTE(Capt. H.M. Murdock @ Nov 15 2006, 01:31 AM) [snapback]171496[/snapback]</div><div class='quotemain'><!--quotec-->
<b><u>Dice Games and Rum Drunks</u></b>


.............

After shooting about 5 rounds of dice, the dialog stopped, and my Char was still seated. While all the game functions seemed to work, I could not stand back up, or re-engage Louis in conversation. I could not fast-travel out, just kinda got stuck.

Cheers,
H.M.M.
<!--QuoteEnd--></div><!--QuoteEEnd-->

This sounds remarkably like the bug i reported over getting interupted by one of the npcs walking around the bar while during a dice game? It happened to me the one time in Oxbay tavern during a game of dice. your example sounds a little different. but when i saw it it was definately due to an npc stopping to talk to me while i was playing dice - after his conversation had ended, so had the dialogue options for the die game and like you i was stuck unable to do anything else. luckily i'm a horrid cheat and save every succesfull roll i get in the dice - so could load back.

Still i think this may be an issue in all taverns where the dialgoue engagement radius for the npcs might be too large(they can also talk to you through the floor if you downstairs and they are upstairs etc).

As i say i've had this happen to me once - but i chated to Pieter about it so people know it can be a problem.

Suggest: reduce the radius for npc intitiate conversation?(or block it happending in Taverns? - least desirable option imho)
 
<!--quoteo(post=171522:date=Nov 15 2006, 09:17 AM:name=Capt. H.M. Murdock)--><div class='quotetop'>QUOTE(Capt. H.M. Murdock @ Nov 15 2006, 09:17 AM) [snapback]171522[/snapback]</div><div class='quotemain'><!--quotec-->
<b>Antigua</b> - WOW did someone put a lot of work into this, great island! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> Just one little fix needed: Go meet the Dockyard Commissioner and talk to him:

I can't load the dialog file [ Antigua_Dockyard.c ] assigned for me.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh, well, that's another case where a dialog file has obviously not been tested after being run through Maximus' translation grinder. (Maybe we are lucky and this afflicts only MY dialogs <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />)

But at least this time the file can be saved: there is only one typo. Change line 118 of dialogs\Antigua_dockyard.c to read like this:

d.Text = <b>D</b>LG_TEXT[22]; // ccc Nov06; D was missing


BTW, great that you like Antigua Naval Station. So it was worth the effort after all.

RE: Francois de Vigny: shall we assign the Enc_resident dialogfile to him? He would act like a usual houseowner then. Might not be perfect for a planter, but at least better than nothing.
 
Back
Top