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Build 14 Alpha 7 Plus Full Version

I've played the new main quest but after meeting for the first time Davy Jones on a Douwesen Shore. He only told me to go to the city. What do I have to do next ?
 
Good to know, guys. Has anyone been able to defeat them and move on in boarding?

Thanks for trying to fix it Pieter. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
I'm not sure if I want to try to fix it. It's a lot of work, so I'll first confirm with Pirate_KK how far he is with Alpha 8.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->have you tried to kill them with grenades yet?<!--QuoteEnd--></div><!--QuoteEEnd-->

No. Inetersting idea. Have you tried it? Does it work?


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I'm not sure if I want to try to fix it. It's a lot of work, so I'll first confirm with Pirate_KK how far he is with Alpha 8.<!--QuoteEnd--></div><!--QuoteEEnd-->

Of course, that makes sense.
 
i don't have the game at the moment, although i'd like to. if shooting them works, you can kill them that way, unless they have toughness of course. then you'd probably need to throw a poisoned dagger first to tone down the health regeneration. if you can't shoot them, try throwing a grenade at someone right next to him.
 
<!--quoteo(post=215853:date=Sep 29 2007, 01:54 PM:name=bassman7)--><div class='quotetop'>QUOTE(bassman7 @ Sep 29 2007, 01:54 PM) [snapback]215853[/snapback]</div><div class='quotemain'><!--quotec-->no jason, your not the only one, i experianced that to. not only do they group around the mast but between the floors to so your definatly not the only one with that problem<!--QuoteEnd--></div><!--QuoteEEnd-->
Are those boarders stuck outside of of the normal walkable area?
I am currently not up-to-date with the latest Builds, but that sounds as if the program tries to create the boarders on locators that do not exist. (If the program can't find a locator for a character he is dumped on the x0 y0 z0 position of the model, which can be in the middle of nowhere or a mast)
Has anyone changed the code that places boarders? Or are there new boarding decks without the proper locators?
 
<!--quoteo(post=215910:date=Sep 29 2007, 11:18 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Sep 29 2007, 11:18 AM) [snapback]215910[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=215853:date=Sep 29 2007, 01:54 PM:name=bassman7)--><div class='quotetop'>QUOTE(bassman7 @ Sep 29 2007, 01:54 PM) [snapback]215853[/snapback]</div><div class='quotemain'><!--quotec-->no jason, your not the only one, i experianced that to. not only do they group around the mast but between the floors to so your definatly not the only one with that problem<!--QuoteEnd--></div><!--QuoteEEnd-->
Are those boarders stuck outside of of the normal walkable area?
I am currently not up-to-date with the latest Builds, but that sounds as if the program tries to create the boarders on locators that do not exist. (If the program can't find a locator for a character he is dumped on the x0 y0 z0 position of the model, which can be in the middle of nowhere or a mast)
Has anyone changed the code that places boarders? Or are there new boarding decks without the proper locators?
<!--QuoteEnd--></div><!--QuoteEEnd-->

There are new boarding decks, but I don't know about the locators.

kevin
 
There have been a lot of changes with the boarding decks recently; we have a bunch of new ones added. I am sure that this is how this got caused.
 
Ahoy CCC!

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Are those boarders stuck outside of of the normal walkable area?<!--QuoteEnd--></div><!--QuoteEEnd-->

Yes they are most definitely outside the walkable area of the decks.
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><i><b>Fix for several Quest Bugs</b></i><!--sizec--></span><!--/sizec-->
Today I was playing the First Contact quest and ran into a bug: A pirate wouldn't talk to me. It turned out that this was because I was on a reload locator at the time. Maximus prevented dialogs from starting on reload locators. Unfortunately this has the ability of breaking several quests. So I made a "fix" by removing this reload locator dialog prevention. Hopefully this will solve many of the quest freezes. Extract attached file to the PROGRAM folder.
 
<!--quoteo(post=215930:date=Sep 29 2007, 02:20 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 29 2007, 02:20 PM) [snapback]215930[/snapback]</div><div class='quotemain'><!--quotec--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><i><b>Fix for several Quest Bugs</b></i><!--sizec--></span><!--/sizec-->
Today I was playing the First Contact quest and ran into a bug: A pirate wouldn't talk to me. It turned out that this was because I was on a reload locator at the time. Maximus prevented dialogs from starting on reload locators. Unfortunately this has the ability of breaking several quests. So I made a "fix" by removing this reload locator dialog prevention. Hopefully this will solve many of the quest freezes. Extract attached file to the PROGRAM folder.<!--QuoteEnd--></div><!--QuoteEEnd-->
That fixed it on my game. Thanks.
 
<!--quoteo(post=215910:date=Sep 29 2007, 11:18 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Sep 29 2007, 11:18 AM) [snapback]215910[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=215853:date=Sep 29 2007, 01:54 PM:name=bassman7)--><div class='quotetop'>QUOTE(bassman7 @ Sep 29 2007, 01:54 PM) [snapback]215853[/snapback]</div><div class='quotemain'><!--quotec-->no jason, your not the only one, i experianced that to. not only do they group around the mast but between the floors to so your definatly not the only one with that problem<!--QuoteEnd--></div><!--QuoteEEnd-->
Are those boarders stuck outside of of the normal walkable area?
I am currently not up-to-date with the latest Builds, but that sounds as if the program tries to create the boarders on locators that do not exist. (If the program can't find a locator for a character he is dumped on the x0 y0 z0 position of the model, which can be in the middle of nowhere or a mast)
Has anyone changed the code that places boarders? Or are there new boarding decks without the proper locators?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Hi CCC - Nice to see you again.

Boarding is an issue:
1./ Player can also be locked in an object - side stepping will get you out. (A or D key)
2./ Confirm bordees (those you are attacking) are stuck in item of ship and therefore can't be killed - stops game being playable.
extract of compile:
LAi_CreateFantomCharacter -> can't teleportation character to <rld::loc5>
LAi_CreateFantomCharacter -> can't teleportation character to <rld::loc6>
LAi_CreateFantomCharacter -> can't teleportation character to <rld::loc7>
 
Maximus posted some fixes on the FTP today. I'm going to put them into the game. Hopefully that solves some of the boarding issues.
 
Ahoy Pieter,

Are you going to post the fixes, a new version build alpha 7 plus or should I just get them from the ftp?
 
<!--quoteo(post=215930:date=Sep 29 2007, 07:20 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 29 2007, 07:20 PM) [snapback]215930[/snapback]</div><div class='quotemain'><!--quotec--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><i><b>Fix for several Quest Bugs</b></i><!--sizec--></span><!--/sizec-->
Today I was playing the First Contact quest and ran into a bug: A pirate wouldn't talk to me. It turned out that this was because I was on a reload locator at the time. Maximus prevented dialogs from starting on reload locators. Unfortunately this has the ability of breaking several quests. So I made a "fix" by removing this reload locator dialog prevention. Hopefully this will solve many of the quest freezes. Extract attached file to the PROGRAM folder.<!--QuoteEnd--></div><!--QuoteEEnd-->
To Pieter Boelen and Short Jack Gold :

Ok, finally I've played the entire new main quest (join EIC, report French attack to Silehard, accept Davy's offer and so on....). However, I've had to change some code(see the files for the changes). Indeed, I noted that some locations used by the main character mess up the main quest. And I also noted after the Greenford fort attack, it's impossible to go to the port so that help Danielle after in the town.
 
Apparently Maximus' fixes don't work 100% right either. The fencing with Malcolm still doesn't work. And now one of the captain's cabins has been moved to the <i>bow</i> of the ship. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
so basically boarding (and by extension) ship capture are broken in the build? I haven't tried boarding yet, as I'm still fighting a random engine.exe crash.

That dialog fix helped with the broken quests thou.. thanks. I assume I place those "modified_files" in the ../PROGRAM dir.? Should I start a new game as well?
 
If the bugs are ever going to get fixed in Build 14 Alpha 7 Plus then we should have a almost finished Build mod version WHAT'S even playable. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

But right now someone could look how to get cannon fire sounds back. <img src="style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
 
i still think it might have something to do with too many soundfiles being in the game. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
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