Hi. I am playing this mode and reading this forum from build 14 alpha 9.5.
I've started now to play build 14 alpha 10, the Jack Sparrow storyline, and (not surprisingly
) there are
still a lot of bugs. I've encountered 2 bugs until now and started chasing them on my own. I work as a C/C++ programmer
and I understand the code from POTC pretty well. I will keep playing the Jack Sparrow storyline and trying to fix all bugs
I will encounter.
These are the bugs I found and their fixes:
1) Annabella Brinkley
When I talk to her in the upper room of the tavern and telling me where to search for her sisters, she tells me:
"Try Island first". It should be "Try Nevis Island first".
Screenshot
- Fix:
In the file "\PROGRAM\Storyline\LegendJackSparrow\dialogs\ENGLISH\Annabella Brin_dialog.h"
Instead of:
"Try #sisland_Quebradas Costillass# Island first. That is the last report we have of them.",
It should be:
"Try #sisland_Quebradas Costillas# Island first. That is the last report we have of them.",
One more thing. there are two files: "Annabella Brin_dialog.h" and "Annabella Brinkley_dialog.h" that are almost the same.
There is need for both of them ?
2) Antigua convoy quest trader wrong placement.
If you take a convoy mission to Antigua, where you reach to the destination, you can't move your main character,
and the quest trader is placed on top of one of the guards of the shipyard:
Screenshot
- Fix:
It took me a hole day to find by my own the piece of code where the placement of the quest trader is
determined, but I found the problem:
When it called:
SetCharacterToNearLocatorFromMe("quest trader", 3); // PB
in:
\PROGRAM\QUESTS\quests_common.c line 2127 ( in <<case "generate_convoy_quest_completed":>>)
the function finds the nearest locator from class "goto" by doing the following call:
GetNearLocator("goto", &dist, &findedLocator, minDistance);
in:
\PROGRAM\QUESTS\quests.c
the nearest goto locator is "goto30".
Ive tried to place him in one of the locator in front of my main character
(reload5_1, reload5_2, etc) but I receive in compile.log:
"Template <follow> -> path not found chr.id = Quest trader"
I think it because the place is too narrow, or something. So I've tried to place him in a locator
placed on the shore and it worked. I've placed him to the locator "goto9" hard coded.
Walking to to each other
The locator position
This is my fixed code for that problem:
Code:
bool SetCharacterToNearLocatorFromMe(string characterID, float minDistance)
{
int loadLocationIndex = FindLoadedLocation();
if(loadLocationIndex==-1) return false;
float dist;
aref findedLocator;
ref PChar = GetMainCharacter();
string sIsland = PChar.quest.generate_convoy_quest.island;
if( !GetNearLocator( "goto", &dist, &findedLocator, minDistance) )
{
Trace("Can't goto group locators into location "+Locations[loadLocationIndex].id);
return false;
}
if(sIsland == "Antigua")
ChangeCharacterAddress(CharacterFromID(characterID), Locations[loadLocationIndex].id, "goto9");
else
ChangeCharacterAddress(CharacterFromID(characterID), Locations[loadLocationIndex].id, GetAttributeName(findedLocator));
return true;
}
P.S.:
I'm wandering if the officers will get spawn correctly on those locators ?? I will come back to Antigua when I'll have an officer.
I have some questions related to finding and fixing bugs:
- How can I share my fixes and found bugs with you ?
- Where do I find Inez Dias Tool ? (or how to I add/modify locators for a location) ? - the link from the wiki/forum is broken.
- Here to fost find bugs//fixes ?
- How do you want me to use screenshots ? (picassa, upload etc.)
See ya.