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    Maelstrom New Horizons


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Build 14 Alpha 8.5

Indeed we DID fix that at some point! Apparently the fix was lost somehow though. AGH! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
Just for clarity's sake: that texture you just uploaded is for pirat15, right?
Do you happen to have those missing Offic_hol_17.GM textures too?

<!--quoteo(post=306308:date=Mar 12 2009, 05:25 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 12 2009, 05:25 PM) <a href="index.php?act=findpost&pid=306308"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If I select the proper directory of textures, GM viewer do show texture files. Maybe yours went broke somehow, but I just need to select the resource/textures/characters directory for the etxtures.<!--QuoteEnd--></div><!--QuoteEEnd-->It either some sort of Windows Vista problem or to do with my GFX card or something. Textures work fine on ships, locations and weapons, but not characters. Quite a few other people have the same problem.

<!--quoteo(post=306308:date=Mar 12 2009, 05:25 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 12 2009, 05:25 PM) <a href="index.php?act=findpost&pid=306308"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yep, I talk about those who look like fat zorros.
At the past, there was very mutch crazy, or cartoonish looking skins, but in this build, I could found only these I mentioned.
Im still more, and more amazed with alpha8.5...<!--QuoteEnd--></div><!--QuoteEEnd-->Yeah, would be nice to have better versions of those zorro's. They're far from the same quality as Thomas' soldiers.
 
BTW: I sent a PM to damki62 and SuperDurnius to ask about those gypsy captain heads.
I just checked and indeed gyphe3.tga.tx and gyph41.tga.tx are missing.
 
Thanks. Just to prevent any possible confusion, pirat15 now uses the pirat15 texture file and cnorrington uses the pirata5 one. I swapped the two.
Hopefully I did it right, bit with a not-working GM Viewer, it's not easy for me to check, so keep an eye out for that once Alpha 9 is done. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
I think I can't do more to fix my main quest.
The most annoying bug is when the main quest breaks. And each time, I've got this error message.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->RUNTIME ERROR - file: quests\quests.c; line: 1263
Invalid function call
RUNTIME ERROR - file: quests\quests.c; line: 1263
function 'CompleteQuestName' stack error<!--QuoteEnd--></div><!--QuoteEEnd-->


It seems, from time to time, the function AddDialogExitQuest doesn't want to work.
Something weird you could confirm or not would be to play the first quest without saving. I did it and I didn't find this bug. But when I regularly save the bug appears again.

Also about the save, sometimes i've got this message.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->RUNTIME ERROR - file: seadogs.c; line: 769
Save - ARef to non existing attributes branch
RUNTIME ERROR - file: seadogs.c; line: 769
Save - ARef to non existing attributes branch<!--QuoteEnd--></div><!--QuoteEEnd-->


Otherwise, I also found and fixed many reload mistakes in Marigot.
 
Thanks a lot, Bartolomeu! Once Alpha 9 is released, we'll need to look into these apparently random problems.
I think I've seen both those errors in my log files too; don't know why.
Actually, I've been seeing that <i>Save - ARef to non existing attributes branch</i> one for as long as I can remember (possibly even the stock game???), but never noticed any real saving/loading troubles because of it.
There's also an LAi monsters error caused by the line of code that's supposed to prevent such characters on Isla de Muerte. I'll post more information on this too as soon as I can. (Eg. not now, because again I am not near my game <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> ).
 
The problems in Lai_monsters.c come from the fact that Bartolomeu doesn't have a proper ship at the begining of the game, and that in some part of this file this option is not considered as possible... I've made some fixes for that, but I'm not entirely happy with it - got some strange things like enemies being spammed were they shouldn't (store, etc).
 
The line that causes the error message is supposed to check whether the player is on Isla de Muerte. You shouldn't need the player's ship location to find this; all you need is the island the player is on. There's two lines of code for this in the file though with one commented out (with an additional comment of mine). Unfortunately it appears that neither of these lines can properly work without error messages. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
No Pieter, there are more problems in the file - but as it stops loading it at this line, you don't see them yet. That explain why at the begining of Bartolomeu' main quest there are no random guys, at all, until you get your ship.
Later in the file it wants to check player ship class, for whatever reason, and bug again.

If this bug is solved, land travelling to the buccaneer camp is more dangerous, and I had more than a dozen guys waiting for me at the beach where your new ship is anchored. Thought I find it rather weird - I'm not sure that wasn't the same bug that made me appear the same kind of ennemies in stores. I had even one of those spammed in stead of a crewmember onboard my own ship deck. <img src="style_emoticons/<#EMO_DIR#>/blink.gif" style="vertical-align:middle" emoid=":blink:" border="0" alt="blink.gif" />
The issues that I'm experimenting might not be related to the way I tried to correct theses bugs thought.
 
Ouch. Indeed, that does sound worse. So all these problems occur when the player has no ship? Maybe we should prevent that by giving Bartolomeu a ship to start off with anyway, such as the "Jolly Mon". And of course the exit to sea is locked anyway. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Woups. Seems like I've talked to fast. I've just made some tests and had a look at the code again.

First, I cannot recreate those bugs in a new game, even with my fix. That's good news.
Second, the code is supposed to look at the shipclass only if you're aboard your ship. Don't know what the hell it was doing when I was getting error logs about that part. Weird.

In all case : to solve the problem, it looks like we only need to change the check on Isla De Muerte.
 
If you have a correct check, please let us know. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
I think I have ;
that would be <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if (FindIslandByLocation(location.id) == "IslaDeMuerte") return; //ASVS<!--c2--></div><!--ec2-->

to check if it works, add those 'Traces' the line before :
Trace("PIETER, location.id is " + location.id);
Trace("PIETER, FindIslandByLocation function returns " + FindIslandByLocation(location.id));

launch Bartolomeu's main quest, explore a little, and then try this in the console :
CreateIslaDeMuerte();
DoQuestReloadToLocation("IslaDeMuerte_shore_01", "reload", "Sea_2_back" ,"");
side-step, explore, exit, and then look at the compile.log <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Thanks for your help <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />


Otherwise, as I said a few days ago, many BuildingSet Models I added the last months (<i>Bale, entrance, bastion2, fence2</i> and so on..) didn't appear in the game.

But today I found the solution. In fact, from now on, each time we add a new model in initItems.c we need to put its name in the common.ini

Now with this fix, visit for instance the havana port or the location near the Havana Church and you'll find new models.

Thanks to the fix, the <i>Wall</i> model is again in the idol room without calculating again its coordinates.

I also added the <i>tower2</i> model (hanging tower) in initItems.c . Indeed, in my last releases (BartolomeuWork and BartolomeuWorkV2), I had added the resources for this model but not its code in initItems.c
 
Could you also upload your locators of the island of Cuba? If I sail to the extra shores you have added to your Bartolomeu main quest, I end up in the middle of the island mesh.
 
<!--quoteo(post=306570:date=Mar 14 2009, 08:47 AM:name=Thomas the Terror)--><div class='quotetop'>QUOTE (Thomas the Terror @ Mar 14 2009, 08:47 AM) <a href="index.php?act=findpost&pid=306570"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Could you also upload your locators of the island of Cuba? If I sail to the extra shores you have added to your Bartolomeu main quest, I end up in the middle of the island mesh.<!--QuoteEnd--></div><!--QuoteEEnd-->
It seems I don't have this bug <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> In fact, I only opened the existing locators of Cuba for the extra shores. I didn't make any new locators for the Cuban shores. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
mmm, that is weird. Thanks anyway <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
Thanks a lot, Bartolomeu and a simple virtual sailor! That code-line fix seems to work, so it's going in Alpha 9 of course.
And working BuildingSet models are also most welcome! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
 
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