• 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!

Build 14 Alpha 9

Engine.ini is present in the main game folder. No compile or error logs though.

Hmm, estharos may have found something I didn't do. Didn't delete those folders. I'll try doing that this time. Missed that in the install instructions, sorry guys.

Oi, that did the trick. Lesson learned, read the instructions more carefully. Thanks for the help.
 
Ah, yes. You really DO need to delete the PROGRAM folder before installing. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
I'm sure I've installed this properly, but except for the first time I played this, it refuses to load. It just says loading build 14, and occasionally goes to a video. I did fiddle with buildsettings.h...
 
Well here is my bug i encounter every couple of minutes so far atleast on land.

Im playing the Jack Sparrow quest (and the model isnt really sparrow but the guy you rescue in that pirate town when playing the original quest but thats besides the point). Basically i have no idea what causes it but on the choices menu (enter button) i get every possible option in the game at once. And none of them work.

Basically on land i get the option to set pirate sails, take item, put item and all the other choices you encounter in the game, none of them work and no doors will open. So i cant leave the area and the only way out of the situation is to load a previous save.

Though i did notice that this only happens after i resume the game from a menu. Be it F1 or F2.
 
I've noticed something like that myself. You reload in certain areas, and you can use one item in the area, then all the others quit working and the only way to fix the bug is to fast travel somewhere else. Really weird bug.

Cap'n Drow
 
<!--quoteo(post=307953:date=Mar 20 2009, 11:08 PM:name=Darth-me)--><div class='quotetop'>QUOTE (Darth-me @ Mar 20 2009, 11:08 PM) <a href="index.php?act=findpost&pid=307953"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm sure I've installed this properly, but except for the first time I played this, it refuses to load. It just says loading build 14, and occasionally goes to a video. I did fiddle with buildsettings.h...<!--QuoteEnd--></div><!--QuoteEEnd-->Maybe you did something wrong in editing BuildSettings.h? Reset it to what it was and see if it starts working again.

<!--quoteo(post=307955:date=Mar 20 2009, 11:35 PM:name=Megla)--><div class='quotetop'>QUOTE (Megla @ Mar 20 2009, 11:35 PM) <a href="index.php?act=findpost&pid=307955"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Im playing the Jack Sparrow quest (and the model isnt really sparrow but the guy you rescue in that pirate town when playing the original quest but thats besides the point).<!--QuoteEnd--></div><!--QuoteEEnd-->He should be using the "47YoungJack" model at that point. Check the F2>Character menu; the character portrait should be having a face like Jack Sparrow and the Wicked Wench should be in the background. Since you start the quest waaay before the movie as a respectable character, you don't look like a pirate yet. However, when you advance in the quest, your appearance will change to the Jack we all know. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=307955:date=Mar 20 2009, 11:35 PM:name=Megla)--><div class='quotetop'>QUOTE (Megla @ Mar 20 2009, 11:35 PM) <a href="index.php?act=findpost&pid=307955"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Basically i have no idea what causes it but on the choices menu (enter button) i get every possible option in the game at once. And none of them work.

Basically on land i get the option to set pirate sails, take item, put item and all the other choices you encounter in the game, none of them work and no doors will open. So i cant leave the area and the only way out of the situation is to load a previous save.

Though i did notice that this only happens after i resume the game from a menu. Be it F1 or F2.<!--QuoteEnd--></div><!--QuoteEEnd-->I've noticed that too. To me it happens after I change the sound volume, then return to the game. I thought perhaps it was caused if you changed any options while ingame. But if you get it when returning from the F2 menu too, that doesn't really make much sense. Have you got any idea what you do in the menu's that might trigger it?
 
Experimental Mods and Multiple Language Support are now available.
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><i><b>Small Patch Available!</b></i><!--sizec--></span><!--/sizec-->
<a href="http://www.piratesahoy.net/build/alpha9_patch.zip" target="_blank">Download</a> (9,89 MB)

<b>Includes:</b>
- GivePromotionReward fix for weaponsmod off
- Couple of shipyard and tavern owner model fixes
- Removed a couple of double character init entries
- Escort trader won't talk after view map fix
- CTD in Antigua Portadmiral fix
- Add tick mark to map on Portadmiral escort quest
- Fix lack of soldiers in Port au Prince fort
- Fix Kralendijk deck scene missing textures
- Add two CheckAttribute lines to LAi_Actor.c
- Fightdisable set to true in Havana townhall
- Fix reload from Havana prison to town
- Fix Port au Prince deck scene
- Enable pre-set destination on escort quests (for Antigua portadmiral)
- Move <i>pchar_back_to_player</i> to <i>quests_common.c</i> (will hopefully fix a fair amount of issues where you can't move anymore)
- Swap line for finish escort trader quest; hopefully traders will appear on destination properly now
- Fix to mutiny deck
- Add opening movie to Bartolomeu quest
- Jack Sparrow quest dialog fix
- Wave height fixes
- Add missing foam files for St. John's, Cuba Shore and Quest Charlestown
- Add sword and gun locators to 50_Petra2.gm and mowngirl5.gm (should fix floating blades)
- Fix Portuguese officer headmodel
- Add two missing Black Pearl rey files
- Add SloopofWar_50 rey fix
- Re-add new plain white sails
 
it seems that there is something wrong with the broadsides of the cursed duthman, IF it even fires its broadsides, it only fires around 10 of the 23 cannons
 
<!--quoteo(post=308035:date=Mar 21 2009, 10:16 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 21 2009, 10:16 AM) <a href="index.php?act=findpost&pid=308035"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've noticed that too. To me it happens after I change the sound volume, then return to the game. I thought perhaps it was caused if you changed any options while ingame. But if you get it when returning from the F2 menu too, that doesn't really make much sense. Have you got any idea what you do in the menu's that might trigger it?<!--QuoteEnd--></div><!--QuoteEEnd-->

Now that you mention it. I did change the sound before going to the F2 menu. Somehow all the sliders are allways reset to minimum, even though the sound isnt at that level.

So i did change the sound quite often. Trouth be told. It didnt even cross my mind untill you said it.

As for the model ill check his portrait.

BTW there is another bug. When you set your level to something in the options menu. You get all the points to spend for that level, but you are virtually still level 1. So when you kill someone and gain some XP. You gain the levels to what you set and thus you get all the skill points again. Meaning at a set level 20 you get the skill points of level 40.
 
<!--quoteo(post=308081:date=Mar 21 2009, 02:43 PM:name=marbatico)--><div class='quotetop'>QUOTE (marbatico @ Mar 21 2009, 02:43 PM) <a href="index.php?act=findpost&pid=308081"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->it seems that there is something wrong with the broadsides of the cursed duthman, IF it even fires its broadsides, it only fires around 10 of the 23 cannons<!--QuoteEnd--></div><!--QuoteEEnd-->Do you have high enough skills? I'll see if I get that too.
Edit: I just checked and I do indeed also have that. I'm going to try with higher skills now and see if that does work.

<!--quoteo(post=308083:date=Mar 21 2009, 02:54 PM:name=Megla)--><div class='quotetop'>QUOTE (Megla @ Mar 21 2009, 02:54 PM) <a href="index.php?act=findpost&pid=308083"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->BTW there is another bug. When you set your level to something in the options menu. You get all the points to spend for that level, but you are virtually still level 1. So when you kill someone and gain some XP. You gain the levels to what you set and thus you get all the skill points again. Meaning at a set level 20 you get the skill points of level 40.<!--QuoteEnd--></div><!--QuoteEEnd-->I'm thinking perhaps we should remove the start level and start money things from the options menu altogether. There shouldn't be any real cheats in the options menu; if you DO want to cheat, use the cheatmode. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Sorry maybe i should explain a bit more clearly.

You go to options and set your starting level to 20.

When you get ingame you have everything as if you were level 20. So far so good.

Now you spend the points to increase your stats and go kill a guy.

As soon as you kill him. You get the "You've reached level X" message 20 times.

Now you go back to your character screen. And you have another 20 levels worth of skillpoints ready to be spent.

Basically this way you get a level 40 worth of skill points if you set your start level to 20.
 
It seems your skills don't matter. The Flying Dutchman does work, but the Cursed Dutchman doesn't. There appears to be hardly any difference in their ships_init.c entries and both do have their cannon locators. However, on the Flying Dutchman they're called locator## while on the Cursed Dutchman it is _##. Strangely enough, _## is the usual way which in this case doesn't work, while the unusual way on the Flying Dutchman does work. Huh??? I'm sending a PM to ZarethPL. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
<!--quoteo(post=308085:date=Mar 21 2009, 03:06 PM:name=Megla)--><div class='quotetop'>QUOTE (Megla @ Mar 21 2009, 03:06 PM) <a href="index.php?act=findpost&pid=308085"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sorry maybe i should explain a bit more clearly.
You go to options and set your starting level to 20.
When you get ingame you have everything as if you were level 20. So far so good.
Now you spend the points to increase your stats and go kill a guy.
As soon as you kill him. You get the "You've reached level X" message 20 times.
Now you go back to your character screen. And you have another 20 levels worth of skillpoints ready to be spent.
Basically this way you get a level 40 worth of skill points if you set your start level to 20.<!--QuoteEnd--></div><!--QuoteEEnd-->That's a REALLY weird one. I'm hoping Hook might be able to shed some light on that. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Hehe sorry i missed your edit and made a second reply regarding the cheat bug ^^

Yea it can be removed but its fun to start off where you left off in the previous build. Since i reached level 30 in alpha 8 i kinda gave my char that starting level ^^

Though cash items and my man'o'wars were lost.

Oh and a quick question regarding the patch.

Do we just extract oand overwrite or do we need to delete some directories like with the full install?
 
Nope; just extract and overwrite. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
While we're at the subject of the curse of the Cursed Dutchman, how about this? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
<!--quoteo(post=308086:date=Mar 21 2009, 03:17 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 21 2009, 03:17 PM) <a href="index.php?act=findpost&pid=308086"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It seems your skills don't matter. The Flying Dutchman does work, but the Cursed Dutchman doesn't. There appears to be hardly any difference in their ships_init.c entries and both do have their cannon locators. However, on the Flying Dutchman they're called locator## while on the Cursed Dutchman it is _##. Strangely enough, _## is the usual way which in this case doesn't work, while the unusual way on the Flying Dutchman does work. Huh??? I'm sending a PM to ZarethPL. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

have you tried changing the ones of the cursed dutchman to the unusual ones?
 
now that we are on the subject of crew going where the shouldnt, the crew of the USS Constitution is walking to heaven <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> look at this
 

Attachments

  • flying_crew.bmp
    499.3 KB · Views: 219
Back
Top