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    Maelstrom New Horizons


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Build 14 Alpha

<!--quoteo(post=174812:date=Dec 6 2006, 11:40 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Dec 6 2006, 11:40 PM) [snapback]174812[/snapback]</div><div class='quotemain'><!--quotec-->
1. When picking up sailors at sea the Message: "your rank is incresed to" appered with no rank specified.
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Does that also occur in Build 13? Or in Build 14 Alpha without the fixes?

<!--quoteo(post=174812:date=Dec 6 2006, 11:40 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Dec 6 2006, 11:40 PM) [snapback]174812[/snapback]</div><div class='quotemain'><!--quotec-->
2. There is no weapons locker in the cabins of ships being boarded.
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I think it was like that before the fixes as well. There is no weapons locker in the tutorial cabin either. Apparently there only ever is one if in your own cabin. This might have been intentional from Pirate_KK, but I personally think it would do no harm to re-enable them.

<!--quoteo(post=174857:date=Dec 7 2006, 10:11 AM:name=Jonathan Aldridge)--><div class='quotetop'>QUOTE(Jonathan Aldridge @ Dec 7 2006, 10:11 AM) [snapback]174857[/snapback]</div><div class='quotemain'><!--quotec-->
1. There was some missing/broken dialog with Malcom Hatchers tutorial if you started with the tiny boat.
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That is odd. That is one of the things I DID test in the Alpha and it worked just fine. Could you give an example? Perhaps I accidentally forgot to add the required changes to Malcolm's dialog.h file in the Alpha. It IS in my own version of the game though. I'll check when I get back home.

<!--quoteo(post=174857:date=Dec 7 2006, 10:11 AM:name=Jonathan Aldridge)--><div class='quotetop'>QUOTE(Jonathan Aldridge @ Dec 7 2006, 10:11 AM) [snapback]174857[/snapback]</div><div class='quotemain'><!--quotec-->
2. You couldn't get pirate hunting quests properly from some of the governors. Now fixed.
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These were changed, but I never tested them. Pirate_KK made it so that the pirate hunting quests can now have non-pirate enemies as well. Does this work?

<!--quoteo(post=174912:date=Dec 7 2006, 05:11 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Dec 7 2006, 05:11 PM) [snapback]174912[/snapback]</div><div class='quotemain'><!--quotec-->
Ah, yes, it annoys me as well that the shiptraffic respawns. Currently I don't know if and when I will ever be able to change that (I am still busy bugfixing things in B13, didn't even know that Directsail was already in B14 <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> )
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I added it to the Build 14 Alpha, yes. I asked if I could add it, but you didn't reply to that. So I added it, so it can be tested. If you don't want it in there, just say so and we can remove it or add a toggle. But I personall really like the idea and would very much like to see it tested and made working better.

<!--quoteo(post=174922:date=Dec 7 2006, 06:06 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 7 2006, 06:06 PM) [snapback]174922[/snapback]</div><div class='quotemain'><!--quotec-->
here's a wierd bug: try entering a store, using fast travel to go to your ship deck, (from which i couldn't enter the rest of my ship, nor could i do so with fast travel, but i did have a gunboat, so i think that that's intentional.) press enter/return, choose the back option, and see what happens! really, it's wierd. kinda disturbing really.
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What exactly happens then? You are supposed to be brought back to the store that way. And it indeed IS intentional that you can't enter the other decks of your ship if you have a gunboat, because there is no way the gunboat could actually HAVE these locations; it's much too small. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<!--quoteo(post=174922:date=Dec 7 2006, 06:06 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 7 2006, 06:06 PM) [snapback]174922[/snapback]</div><div class='quotemain'><!--quotec-->
also, the port icon doesn't show up in the fast travel menu.
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Depends on your location. In some locations the pot icon doesn't show up, in some locations it's the fort icon. When you go to another location, usually the icon IS there. It seems to depend on how many locations the go to location is. You don't usually seem to be able to fas travel from one side of town to the other. Bit weird really.

<!--quoteo(post=174922:date=Dec 7 2006, 06:06 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 7 2006, 06:06 PM) [snapback]174922[/snapback]</div><div class='quotemain'><!--quotec-->
small dialogue bug: malcom is now your captain who gives you a ship, a scenario which i like, but when you dismiss him, he still has the old dialogue, which doesn't fit right.
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This scenario was required, because you start the game in your captain's cabin, but if you start with a gunboat, that boat doesn't actually HAVE a captain's cabin, so Pirate_KK solved that by starting the game on Malcolm's ship instead. But he only did that fo that one scene. He didn't change much else for this. It's not really important either, I think. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=174934:date=Dec 7 2006, 09:49 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 7 2006, 09:49 AM) [snapback]174934[/snapback]</div><div class='quotemain'><!--quotec-->
This scenario was required, because you start the game in your captain's cabin, but if you start with a gunboat, that boat doesn't actually HAVE a captain's cabin, so Pirate_KK solved that by starting the game on Malcolm's ship instead. But he only did that fo that one scene. He didn't change much else for this. It's not really important either, I think. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
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1: no, it didn't occur in build 13, but it did already occur without the build 14 fixes.

2: (not the numbers as in above post) what happens is exactly what should happen, but there is a wierd graphical error: the sea is sloshing around in the shop! <img src="style_emoticons/<#EMO_DIR#>/8q.gif" style="vertical-align:middle" emoid=":8q" border="0" alt="8q.gif" />

3: the place where the port icon didn't show was oxbay, so it should be fine then.

4: another bug: the walk file for the war tartane is wrong. i don't think that it can be fixed, but the sailors keep walking through the deck of the ship. <img src="style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" />

5: boarding in build 14 is indeed fixed. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=174934:date=Dec 7 2006, 06:49 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 7 2006, 06:49 PM) [snapback]174934[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=174812:date=Dec 6 2006, 11:40 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Dec 6 2006, 11:40 PM) [snapback]174812[/snapback]</div><div class='quotemain'><!--quotec-->
2. There is no weapons locker in the cabins of ships being boarded.
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I think it was like that before the fixes as well. There is no weapons locker in the tutorial cabin either. Apparently there only ever is one if in your own cabin. This might have been intentional from Pirate_KK, but I personally think it would do no harm to re-enable them.
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When I wrote that code weaponslockers on other ships wasn't working. However, weaponslocker on tutorial deck WAS working.

<!--quoteo(post=174934:date=Dec 7 2006, 06:49 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 7 2006, 06:49 PM) [snapback]174934[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=174857:date=Dec 7 2006, 10:11 AM:name=Jonathan Aldridge)--><div class='quotetop'>QUOTE(Jonathan Aldridge @ Dec 7 2006, 10:11 AM) [snapback]174857[/snapback]</div><div class='quotemain'><!--quotec-->
2. You couldn't get pirate hunting quests properly from some of the governors. Now fixed.
<!--QuoteEnd--></div><!--QuoteEEnd-->
These were changed, but I never tested them. Pirate_KK made it so that the pirate hunting quests can now have non-pirate enemies as well. Does this work?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I swear those quests was functional. Maybe there were some conflict with later changes made between prebuild 13 and Build 13 final?

<!--quoteo(post=174922:date=Dec 7 2006, 06:06 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 7 2006, 06:06 PM) [snapback]174922[/snapback]</div><div class='quotemain'><!--quotec-->
small dialogue bug: malcom is now your captain who gives you a ship, a scenario which i like, but when you dismiss him, he still has the old dialogue, which doesn't fit right.
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If you've better idea about how Malcolm dialog should proceed in that case, please fix it.

Pieter, maybe I should check B14 Alpha 1 at the weekend?

pirate_kk
 
seems like whe posted at the same time. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Hi, first I wanted to thank you all for that great game you created with your modding effort!
The build 14 alpha adds even more depht to that piratical undertaking, and is, thanks to jonathans fixes, working quite well.
I' d like to report some problems I met while playing for the first few hours with todays fix (nr. 2)
- when pressing the "ship berthing" button the screen freezes, by pressing f1 and resume game you can get back to the game, but ship berthing is not possible (problem occures since the first b14 alpha release)
- gambling, except the verbal dice game, doesn' t work anymore, worked perfectly before the last update
these things seem to be broken, but maybe I messed it up myself somehow!
Greetings
 
<!--quoteo(post=174943:date=Dec 7 2006, 07:04 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 7 2006, 07:04 PM) [snapback]174943[/snapback]</div><div class='quotemain'><!--quotec-->
1: no, it didn't occur in build 13, but it did already occur without the build 14 fixes.
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Jason reported that weird message bug. Did you encounter it as well?

<!--quoteo(post=174943:date=Dec 7 2006, 07:04 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 7 2006, 07:04 PM) [snapback]174943[/snapback]</div><div class='quotemain'><!--quotec-->
2: (not the numbers as in above post) what happens is exactly what should happen, but there is a wierd graphical error: the sea is sloshing around in the shop! <img src="style_emoticons/<#EMO_DIR#>/8q.gif" style="vertical-align:middle" emoid=":8q" border="0" alt="8q.gif" />
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LOL. I saw something similar with the original walk on ship mod as well, but that was fixed by Pirate_KK after I reported that to him. Does that always happen?

<!--quoteo(post=174943:date=Dec 7 2006, 07:04 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 7 2006, 07:04 PM) [snapback]174943[/snapback]</div><div class='quotemain'><!--quotec-->
4: another bug: the walk file for the war tartane is wrong. i don't think that it can be fixed, but the sailors keep walking through the deck of the ship. <img src="style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" />
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I think all three ships added from AoP (War Tartane, Escalated Battleship an Light Manowar) have improper walk files.

<!--quoteo(post=174944:date=Dec 7 2006, 07:04 PM:name=pirate_kk)--><div class='quotetop'>QUOTE(pirate_kk @ Dec 7 2006, 07:04 PM) [snapback]174944[/snapback]</div><div class='quotemain'><!--quotec-->
When I wrote that code weaponslockers on other ships wasn't working. However, weaponslocker on tutorial deck WAS working.
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They do work in Build 13, but not in the Build 14 Alpha.

<!--quoteo(post=174944:date=Dec 7 2006, 07:04 PM:name=pirate_kk)--><div class='quotetop'>QUOTE(pirate_kk @ Dec 7 2006, 07:04 PM) [snapback]174944[/snapback]</div><div class='quotemain'><!--quotec-->
I swear those quests was functional. Maybe there were some conflict with later changes made between prebuild 13 and Build 13 final?
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Hook made changes to that code as well and I tried to merge it. It is very possible it doesn't work 100% properly yet when put together. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=174944:date=Dec 7 2006, 07:04 PM:name=pirate_kk)--><div class='quotetop'>QUOTE(pirate_kk @ Dec 7 2006, 07:04 PM) [snapback]174944[/snapback]</div><div class='quotemain'><!--quotec-->
Pieter, maybe I should check B14 Alpha 1 at the weekend?
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Yes, please!!! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
 
i did encounter that message problem. this time i increased in rank, i didn't see a message at all. i'll check again to see if it actually appeared or not.

the wierd sea bug only happens (for as far as i know) when entering your ship from inside a building. it definately doesn't happen when doing so from the town. i'll check if it happens every time.

when i reentered my ship deck from below decks, i noticed that my ship had very suddenly shrunk! <img src="style_emoticons/<#EMO_DIR#>/8q.gif" style="vertical-align:middle" emoid=":8q" border="0" alt="8q.gif" /> it only happens when using the free-walk mod. if you enter your ship immediatly from the sea or any other place, the size is correct. if you do so from, lets say, the main cannon deck, your ship has the appearance of a barque or a yacht. i'll have to test this to see if it happens every time or that it simply selects at random.
 
Ahoy all,

Playing build 14 with what I think are latest fixes I note the following:

Going b/w decks and sea are fine now with one exception, occasionally when you go to sea 3rd person you lose the sea graphic all except the ship are black screen. It doesn't seem to halt the game thougth and landing and starting again seems to fix it.

2. Boarding is fine, but now after the last fix there is nothing in any powder barrel or chest on any boarded ship.

3. Corpse looting on land seems fine.

4. The weird message about your rep going up is still blank, but your rep does go up, so it is a log problem.
 
i think i did have stuff in the chests during boarding. guess you just had a huge amount of bad luck. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo(post=174934:date=Dec 7 2006, 06:49 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 7 2006, 06:49 PM) [snapback]174934[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=174912:date=Dec 7 2006, 05:11 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Dec 7 2006, 05:11 PM) [snapback]174912[/snapback]</div><div class='quotemain'><!--quotec-->
Ah, yes, it annoys me as well that the shiptraffic respawns. Currently I don't know if and when I will ever be able to change that (I am still busy bugfixing things in B13, didn't even know that Directsail was already in B14 <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> )
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I added it to the Build 14 Alpha, yes. I asked if I could add it, but you didn't reply to that. So I added it, so it can be tested. If you don't want it in there, just say so and we can remove it or add a toggle. But I personall really like the idea and would very much like to see it tested and made working better.
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Wasn't sure whether that crude experiment was already good enough to be incorporated. But it seems to do reasonably well, and you are right, that way it gets the testing it certainly needs. Those who don't like it: please use the toggles on top of program\cccDirectsail.c
 
<!--quoteo(post=174912:date=Dec 7 2006, 05:11 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Dec 7 2006, 05:11 PM) [snapback]174912[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=174859:date=Dec 7 2006, 10:59 AM:name=Jonathan Aldridge)--><div class='quotetop'>QUOTE(Jonathan Aldridge @ Dec 7 2006, 10:59 AM) [snapback]174859[/snapback]</div><div class='quotemain'><!--quotec-->
Hmm, I was just about to board a surrendered ship when the Direct Sail random encounter triggered, respawning all the ships, and making my prize disappear. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

Can this be fixed CCC?
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Ah, yes, it annoys me as well that the shiptraffic respawns. Currently I don't know if and when I will ever be able to change that (I am still busy bugfixing things in B13, didn't even know that Directsail was already in B14 <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> )

There is a check that prevents respawning if hostile ships are nearer than 1000m, so that you are not ripped out of battles or chases. That doesn't yet work for neutral or surrendered ships
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But as you seem to be an able coder, maybe you'd like to tackle this problem yourself (just an offer <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> )? The code for the above mentioned check is in cccDirectsail.c :
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->bool DirectsailCheck()  // called hourly by Whr_UpdateWeather
{
  // aborts function if enemyships near, so that you aren't teleported out of an engagement
  int enemydist = 0;
  int nextenemy = 0;
  nextenemy = FindClosestShipofRel(GetMainCharacterIndex(), &enemydist, RELATION_ENEMY);
  Trace("DirectsailCheck; nextenemy: "+nextenemy + " dist: "+enemydist);
  if(nextenemy!= -1 && enemydist<1000 ) return false;
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Maybe adding a similar check for RELATION_NEUTRAL would work? Or has someone an idea which other condition or playeraction should prevent unwanted or untimely encounter respawns?
 
Ok, just put in a few fixes for the Pirate hunting quests you get from the govenerors.

I've also put in the changes CCC sugested, so it won't reshuffle the ships if there's an enemy OR a neutral ship within 1000 yards

@MT I'll check out those bugs next.
 
<!--quoteo(post=174960:date=Dec 8 2006, 05:32 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 8 2006, 05:32 AM) [snapback]174960[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=174943:date=Dec 7 2006, 07:04 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 7 2006, 07:04 PM) [snapback]174943[/snapback]</div><div class='quotemain'><!--quotec-->
2: (not the numbers as in above post) what happens is exactly what should happen, but there is a wierd graphical error: the sea is sloshing around in the shop! <img src="style_emoticons/<#EMO_DIR#>/8q.gif" style="vertical-align:middle" emoid=":8q" border="0" alt="8q.gif" />
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LOL. I saw something similar with the original walk on ship mod as well, but that was fixed by Pirate_KK after I reported that to him. Does that always happen?
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Hmm there were a couple of DeleteSeaEnvironment commands in there I commented out while fixing the return from below decks to a missing ship problem. I'll have a look again.

Edit: Hmm, If I put that DeleteSeaEnvironment command back in, I break going back to sea from below decks. I'll look into it some more...
 
Two things,

There is nothing in any chest in the game now on ship or on land.

After boarding, the icon when you return to your ship is the boarding icon not the exchange icon. If you hit return the exchange icon comes up below.
 
Ok, fixed the "Your reputation has increased to *thingy*" bug.

@Jason: Yep. I noticed the lack of the exchange icon with a captured ship, I'll look into that next.
But I was finding stuff in chests, so not sure what's going on there.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
Just a question: has anybody else met a problem with ship berthing or gambling in the tavern?
Would be interesting for me to know.
 
i've never experienced any problems with chests. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />

are the fixes added in the version you get when clicking the last link in this topic?
 
With regard to chests, at the gegiing of the game chests on land all seem to have stuff in them. Once you empty them they remain empty however. In the last game I started I boarded and took five ships and I found stuff in only two of the powder barrels and none of the chests.
 
at the WHAT of the game? <img src="style_emoticons/<#EMO_DIR#>/blink.gif" style="vertical-align:middle" emoid=":blink:" border="0" alt="blink.gif" /> anyway, i'll check that.
 
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