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    Maelstrom New Horizons


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Build 13 bugs

I don't know about line numbers (my files are probably different from yours) but moving that one line up will fix the problem. Hat might eventually want to put toggles around both lines, but I'll leave that up to him.

And if I didn't test the heck out of my work, I wouldn't have found the problem with the store.c code where you didn't get as much for the cargo. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
Cool. I appreciate you confirming what I was guessing. From the sounds of it, you are constantly modifying your game, so it would not surprise me at all if your files were different from mine.

Once I have a better handle on how the code works, I'll be doing a lot of that myself.

On another note, all I have left to figure out is skinning my models properly, and I'll be able to start acting as a shipwright. Producing many new ships for our usage in both PotC & AOP. Needless to say, I'm very excited about that.

Cap'n Drow
 
I tend to go in and put in a bunch of extra comments. That way once I discover how something works I don't have to discover it again. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> And often I leave questions to myself to be worked out later.

Good luck with the skinning!

Hook
 
<!--quoteo(post=173503:date=Nov 26 2006, 02:18 PM:name=Aaarrrgghhhh!)--><div class='quotetop'>QUOTE(Aaarrrgghhhh! @ Nov 26 2006, 02:18 PM) [snapback]173503[/snapback]</div><div class='quotemain'><!--quotec-->
First the Build is awesome <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> . I'm loving it. I do have a few questions though.

...1. Treasure Quests
Whenever I get to where the chest is buried, I open it but it's empty! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> There is no greater disappointment to a pirate!...

Still, the positives out way the negatives by a huge margin. Great job! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
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i know two things that might be causing this:
1: your luck skill. you sometimes get a fake map, or it has already been emptied.

2: you can play only one treasure quest at a time. if you start a second one, the chest in the first will be empty. finish one treasure quest, then start looking for someone else with a map. so if you buy a second map, don't bother about the first. (or other treasure maps that you already had)
 
Re: Selling goods for less at shipyard:

It was NOT my intention to make the goods sell for less at the shipyard.

You have to understand when I worked on the shipyard.c file, it was because that file was riddled with so many problems, and inconsistent and broken pricing, that I am amazed I got it working enough to how it does work. If you found a fix for something I overlooked, great!


Re: Sell All at stores not right:

This is because each time you 'click' on an amount of good to sell manually, the whole pricing system updates itself to current economy, pricing of goods between nations, cost of goods, money the town has on hand, how many people are living there, who is registered to vote, if the dog took a shit that morning, and if its raining outside.

What the "Sell All" does, is grab the 'current price' of the good, then sell the total quantity of that good for that price. Instead of looping through each single good and figuring out a new price for each single quantity for each good you may have. And with something like 80,000 gunpowder on board, could make some people's CPUs die (or hang for a good 5 minutes).

This sort of over-calculation I think is avoided as well during a sell-all goods operation at the shipyard when you sell a ship.

You can make more money (or less?) by manually selling each good at the store using the individual sell action because of this economy based on each good sold thingy.


Re: Treasure quests:

No bugs in that. However one thing could be added to the mod, and thats to simply 'bypass' walker dialogs to sell a map when you are currently on a treasure quest. It would be one line of code added to enc_walker.c.


Re: Ammo mod and fast equip:

It really wouldn't make the ammo mod useless by adding a check to fast equip a gun you have ammo for. You can still ONLY carry so much ammo, and if you invest on carrying multiple types of ammo, AND multiple types of guns (most guns all use the same ammo), then the player has that slight tactical advantage of lasting a bit longer with the ammo they have on hand. You would still run out, and if you wern't smart enough to carry three different kinds of weapons that all take three different kinds of ammo, and fill up on those ammo, then well, you don't get the benefit of a 'smarter' fast equip. Plus, going to ship only fills your EQUIPED GUN ammo... you still have to BUY the other types of ammo (or get off your ship, change your weapon manually, get back ON your ship, rinse repeat until you have filled your three types of ammo).


Re: 0 caliber ships:

A check should be added to the transfer_cannons.c interface that if a ship has '0' for caliber, and has NO cannons installed at all, then you can transfer new cannons over IF that ship is rated for them. When this happens, the interface code then sets the caliber for that ship to what you just transfered over.


<i>(I am still on vacation, just popping online to see whats going on)</i>
 
could the bugs some people have be cuased by first installing build 12.1 or not doing so?
 
I played to level 10 with an install of full Build13 ovet top of Build12.1 and it was fine, then I had multiple CTD, opening dialog with my officers and switching from world map to sea mode CTD. So just to be safe,reloaded stock game and reinstalled B13 full, It's always a good idea to install clean game and install mod,then updates , then to copy over some existing files, I was just being lazy <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
This is not necessarily a bug but an annoyance.

I notice that going from map mode to any other screen/mode, takes a very long time, much longer than it used to.

I hold my breath waiting for the crash/lock-up, which happily doesn't happen.
 
<!--quoteo(post=173575:date=Nov 27 2006, 09:18 AM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 27 2006, 09:18 AM) [snapback]173575[/snapback]</div><div class='quotemain'><!--quotec-->Re: Selling goods for less at shipyard:
It was NOT my intention to make the goods sell for less at the shipyard.

Re: Sell All at stores not right:
This is because each time you 'click' on an amount of good to sell manually, the whole pricing system updates itself to current economy...
What the "Sell All" does, is grab the 'current price' of the good, then sell the total quantity of that good for that price. Instead of looping through each single good and figuring out a new price for each single quantity for each good you may have.
You can make more money (or less?) by manually selling each good at the store using the individual sell action because of this economy based on each good sold thingy.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hey Hat! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Fixing the shipyard was moving one line. The cargo price is added after the price hit the ship takes for being stolen, rather than before. Easy fix.

The Sell All at store was actually doing all the necessary calculations properly, but it was doing them on the wrong character! There was refCharacter (your companion who was captain of the ship) and mainRef (the player character). Amount and type of goods needed to be calculated on refCharacter, but the commerce skill needed to be calculated on mainRef. This was the only reason you saw weird numbers there. After my changes, selling a ship with cargo, selling all at the store, or selling each good one at a time at the store will all give you the same amount of gold. I won't tell you how much I had to go through just to find that problem! But when I started seeing traces with the skill multiplier at 0.788 instead of 0.99 I figured it out quickly.

Overall I think you did a great job on it.

Hook
 
i've encountered something: on guadeloupe, there is a section where there are no lock icons and where you can't talk to anyone. it's the last section before the jungle.
 
Ok, I'm going to go ahead and submit the cargo changes to Pieter. I've tested these and they seem to work as intended. Here's what's changed:

1) You will now get the same amount of gold for a ship's cargo whether you sell the ship at the shipyard, use Sell All at the store, or sell each cargo item individually.

2) A bug was fixed in the code for the store Auto Trade and Sell All functions that could allow these functions to sell cargo quest goods unintentionally. The code to prevent this was already in place, but didn't work right for a companion ship.

3) Cargo transfer time is now calculated on the player character leadership instead of a companion character's leadership, and the entire squadron crew will work to transfer cargo on each ship.

Pieter may put this in the next update, or put them on the FTP site after he's had a look and made sure they're updated to the latest code.

Hook
 
<!--quoteo(post=173620:date=Nov 27 2006, 04:26 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 27 2006, 04:26 PM) [snapback]173620[/snapback]</div><div class='quotemain'><!--quotec-->
Ok, I'm going to go ahead and submit the cargo changes to Pieter. I've tested these and they seem to work as intended. Here's what's changed:


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

Hey Hook - damn you're good! Kudos to your ongoing work and all these things you do to make POTC better!!!

I've been away from home for a few days, and I have a big smile now that I'm back to see you guys have done a bunch more work already. It's just kinda cool to see these awkward little issues pop up from time to time, and before long, there's Hook's bearded smiling face with a new post about - well whattya know, after a little digging around I just so happened to have reworked the code and rearraged a few lines and well, let's consider this bug squashed. Haha, it's awesome! You're a more effective bug-killer than RAID.

Just sayin' thanks and slappin' some high-fives!!! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />


H.M.M.
 
Thanks HMM! You know that Hat is the real master of finding and fixing bugs. He's got orders of magnitude more bug fixes in the game than I do. My bug searches tend to be slow and methodical, so I do a lot fewer of them. It took both of us working together to find the CTD at the top of the hour after a battle, and he found the actual problem in the end.

But thanks for the kind words. It's nice to know the work is appreciated. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
<!--quoteo(post=173632:date=Nov 28 2006, 10:41 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 28 2006, 10:41 AM) [snapback]173632[/snapback]</div><div class='quotemain'><!--quotec-->
Thanks HMM! You know that Hat is the real master of finding and fixing bugs. He's got orders of magnitude more bug fixes in the game than I do. My bug searches tend to be slow and methodical, so I do a lot fewer of them. It took both of us working together to find the CTD at the top of the hour after a battle, and he found the actual problem in the end.

But thanks for the kind words. It's nice to know the work is appreciated. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
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<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Hook, here is another thank you!! There have to be some good people
in Texas!!! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
When I entered surrended pirate ship and after my talking to pirate captain I said him option that I will place him below deck after will decide what to do with him and I wanted to proceed but I couldn´t go anywhere, no transfer menu ship appeared at all, so I had to load the game. I have Build 13 full + update 1. I will be trying again what will happen. When I was at Redmond tavern above in the room I wanted to open the chest and it opened but as though any chest wouldn´t here only my inventory appeared. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

When I was at Isla Muelle store so after my purchase I wanted abandon trading menu but I can´t and suddenly I was out of the game completely. Maybe there is something wrong with update 1? I will uninstall the game and will install it again without this update 1. Maybe it will be working better for me. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
it looks like the build has passed the limits of my graphics card. i get a CTD every 5 to 10 minutes. if i'm walking through the jungle, it can take guite a bit longer, but when anything happens, it CTD's. i noticed that loading everything is WAY much more slower than it used to be. even the dialogue boxes. i'm experiencing much more lag as well.
 
I registered some prolonged stucks of my game quite frequently too. What is abbreviation CTD? <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Lag: It's just a thought, but see if you have a "memory.mp" file in the same folder as the engine.exe. If you do, let us know, and delete it. This file causes massive lag.

Hook
 
you mean the main folder, right? if that's the case, then i didn't see it.

could someone tell me if it happens on their computer as well? when i enter cuba, the game almost always CTD's. it rarely doesn't. if it doesn't, it crashes when entering santiago. i did manage to enter la havana, however. i'll try and see if it crashes on the other side of the island, at la havana. if it doesn't, but does crash at the santiago half, then the problem must be somewhere there.
 
<!--quoteo(post=173681:date=Nov 28 2006, 09:57 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 28 2006, 09:57 AM) [snapback]173681[/snapback]</div><div class='quotemain'><!--quotec-->
Lag: It's just a thought, but see if you have a "memory.mp" file in the same folder as the engine.exe. If you do, let us know, and delete it. This file causes massive lag.

Hook
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Would it matter that it is included in the "engine.ini" file?

Perhaps the "mem_profile = memory.mp" line should be commented out.
 
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