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Davy Jones

then it seems to me it's got nothing to do with the quest itself, but with the game. i've noticed the walk and run triggers in quests where switched. maybe it has something to do with that.
 
<!--quoteo(post=223865:date=Nov 30 2007, 04:05 PM:name=Jezus)--><div class='quotetop'>QUOTE(Jezus @ Nov 30 2007, 04:05 PM) [snapback]223865[/snapback]</div><div class='quotemain'><!--quotec-->The problem for me is, at Isla Muelle (after tavern scene), jack runs half way to meet Danielle at the port, as does Danielle, but both stop before meeting, stopping the dialogue from happening, i might try a new game, see if that does anything<!--QuoteEnd--></div><!--QuoteEEnd-->
That is the best move for the moment. I have often cleared problems that way. But read below first.

<!--quoteo(post=223865:date=Nov 30 2007, 04:05 PM:name=Jezus)--><div class='quotetop'>QUOTE(Jezus @ Nov 30 2007, 04:05 PM) [snapback]223865[/snapback]</div><div class='quotemain'><!--quotec-->Any chance it could be to do with danielle_dialog.C ?<!--QuoteEnd--></div><!--QuoteEEnd-->
There is a duplicated case section in there which MAY be affecting your computer.
Both case sections give the computer the same instruction and are accessed by the same previous instruction,
so may be giving your computer stomach ache which MAY be why it will not complete the action.

In Notepad++ Open
Danielle_dialog.c
Scroll down till you find:
case "MetInMuellePort_1":
Right below that you will find another:
case "MetInMuellePort_1":
with different dialog numbers
type: //
in front of each line of the second case section so it looks like this:
// case "MetInMuellePort_1":
// Dialog.Text = DLG_TEXT[248];
// Link.l1 = DLG_TEXT[249];
// Link.l1.go = "MetInMuellePort_Exit";
// break;
the //'s can be at the left hand side of the page. The space between them and the program lines doesn't matter for what we are doing here.
SAVE
Then try your program again.
 
Still no luck, how about morgans idea of walk and run triggers, could that link to the problem?
 
the only way i see it could be the problem is when it also happens in other quests you play where it's used. i'd keep a lookout for other instances when it happens.
 
O.K. try this:
Using Notepad++
quest_reaction.c
around line 3623 - look for :
case "Story_BlazeMeetDanielleInMuellePort":
Should look like this:
[codebox] case "Story_BlazeMeetDanielleInMuellePort":
//Locations[FindLocation("Muelle_Tavern_upstairs")].reload.l1.disable = 0;
PlaceCharacter(characterFromID("danielle"), "goto", "Muelle_port");
Characters[GetCharacterIndex("Danielle")].Dialog.CurrentNode = "MetInMuellePort";
LAi_SetActorType(pchar);
LAi_ActorFollow(pchar, characterFromID("danielle"), "", 2.0);
LAi_ActorFollow(characterFromID("danielle"), pchar, "Story_BlazeMeetDanielleInMuellePort_2", 2.0);
break;
CHANGE IT TO THIS (// line 2 ADD new line 3)

case "Story_BlazeMeetDanielleInMuellePort":
//Locations[FindLocation("Muelle_Tavern_upstairs")].reload.l1.disable = 0;
//PlaceCharacter(characterFromID("danielle"), "goto", "Muelle_port");
ChangeCharacterAddressGroup(characterfromID("danielle"),"Muelle_port", "goto", "goto9");
Characters[GetCharacterIndex("Danielle")].Dialog.CurrentNode = "MetInMuellePort";
LAi_SetActorType(pchar);
LAi_ActorFollow(pchar, characterFromID("danielle"), "", 2.0);
LAi_ActorFollow(characterFromID("danielle"), pchar, "Story_BlazeMeetDanielleInMuellePort_2", 2.0);
break;[/codebox]

Re start at least on shore with Davy Jones and replay.
It's a bit of over-kill, but if you have a timing issue it may help with the crowded port.
It addresses Morgan's comment a slightly different way.
 
Hmm that did something, Danielle runs towards jack from in front of him instead of around the pier, therefore she comes right up to him, BUT, dialogue still doesn't start

your getting closer <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Sorry for the late reply, but weekends aren't good for me.
Anyway, again using Notepad++ try adding the following line so it looks like the codebox.

LAi_ActorDialog(characterFromID("danielle"), pchar, "", 2.0, 2.0);


[codebox]case "Story_BlazeMeetDanielleInMuellePort":
//Locations[FindLocation("Muelle_Tavern_upstairs")].reload.l1.disable = 0;
//PlaceCharacter(characterFromID("danielle"), "goto", "Muelle_port");
ChangeCharacterAddressGroup(characterfromID("danielle"),"Muelle_port", "goto", "goto9");
Characters[GetCharacterIndex("Danielle")].Dialog.CurrentNode = "MetInMuellePort";
LAi_ActorDialog(characterFromID("danielle"), pchar, "", 2.0, 2.0);
LAi_SetActorType(pchar);
LAi_ActorFollow(pchar, characterFromID("danielle"), "", 2.0);
LAi_ActorFollow(characterFromID("danielle"), pchar, "Story_BlazeMeetDanielleInMuellePort_2", 2.0);
break;
[/codebox]
SAVE
I am working blind here as I just can't replicate you problem.
Again, restart game before you reach the Isla de Muelle.
Let me know how you get on.
 
Basically the same as i last posted, but this time i can't move forward or backward for some reason :s

and also, pressing space doesn't do anything, i know it wasn't supposed to anyway, but before it used to teleport me to the tavern, and it doesn't now, not that thats of any consequence
 
<!--quoteo(post=224052:date=Dec 1 2007, 09:26 PM:name=Jezus)--><div class='quotetop'>QUOTE(Jezus @ Dec 1 2007, 09:26 PM) [snapback]224052[/snapback]</div><div class='quotemain'><!--quotec-->Basically the same as i last posted, but this time i can't move forward or backward for some reason :s<!--QuoteEnd--></div><!--QuoteEEnd-->
Cos you're locked till Danielle talks.

<!--quoteo(post=224052:date=Dec 1 2007, 09:26 PM:name=Jezus)--><div class='quotetop'>QUOTE(Jezus @ Dec 1 2007, 09:26 PM) [snapback]224052[/snapback]</div><div class='quotemain'><!--quotec-->and also, pressing space doesn't do anything, i know it wasn't supposed to anyway, but before it used to teleport me to the tavern, and it doesn't now, not that thats of any consequence<!--QuoteEnd--></div><!--QuoteEEnd-->
I remember you had a missing file in the peasant dialog, so:
Check dialog_danielle.c
in notepad++
Check you have:
[codebox]case "MetInMuellePort":
Dialog.Text = DLG_TEXT[244];
Link.l1 = DLG_TEXT[245];
Link.l1.go = "MetInMuellePort_1";
break;[/codebox]

Also turn on the error log, run and show what it says in error (if it show up) and the last ten lines of compile.
 
yep its there

heres how that section of the file looks

case "MetInMuellePort":
Dialog.Text = DLG_TEXT[244];
Link.l1 = DLG_TEXT[245];
Link.l1.go = "MetInMuellePort_1";
break;

case "MetInMuellePort_1":
Dialog.Text = DLG_TEXT[246];
Link.l1 = DLG_TEXT[247];
Link.l1.go = "MetInMuellePort_Exit";
break;

// case "MetInMuellePort_1":
// Dialog.Text = DLG_TEXT[248];
// Link.l1 = DLG_TEXT[249];
// Link.l1.go = "MetInMuellePort_Exit";
// break;


erm, dont want to sound like an idiot but how do you run the error log?
 
<!--quoteo(post=224081:date=Dec 2 2007, 09:13 AM:name=Jezus)--><div class='quotetop'>QUOTE(Jezus @ Dec 2 2007, 09:13 AM) [snapback]224081[/snapback]</div><div class='quotemain'><!--quotec-->erm, dont want to sound like an idiot but how do you run the error log?<!--QuoteEnd--></div><!--QuoteEEnd-->
You're not an idiot. I didn't know how to do it either, till someone told ME. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
In engine.ini, you set
tracefilesoff = 0

runtimelog = 1
tracefiles = 1

When you have to come out of the game.
Open the main potc directory and you should see "compile"
and IF a program error has occurred "error"
"error" will not show up if it isn't an actual program error, but compile sometimes helps.
 
Ive attached the file for you

Just played the troublesome scene again as usual, no errors came up so i dont know if the file will be of any use
 
According to the compile file, you don't get out of the Tavern, as there is no reload to the port.
I will look again at that part (tomorrow now, as I am almost out of time).
 
Jesuz, if you please, you would be good for our current internal project, the "Sparrow Search". You are very persistant <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Look in my signature for more information.
 
I hope that being persistent is a good thing <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Well if i come up with any other problems il definitely list them in the sparrow search (hope i dont though), i just hope SJG doesn't plan on killing me with this dialog issue lol

If there is anything i can do to help just ask, its the least i can do for all the help im receiving at the moment <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=224132:date=Dec 2 2007, 03:32 PM:name=Jezus)--><div class='quotetop'>QUOTE(Jezus @ Dec 2 2007, 03:32 PM) [snapback]224132[/snapback]</div><div class='quotemain'><!--quotec-->I hope that being persistent is a good thing <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /><!--QuoteEnd--></div><!--QuoteEEnd--> Sure is <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
<!--quoteo(post=224132:date=Dec 2 2007, 03:32 PM:name=Jezus)--><div class='quotetop'>QUOTE(Jezus @ Dec 2 2007, 03:32 PM) [snapback]224132[/snapback]</div><div class='quotemain'><!--quotec-->...... i just hope SJG doesn't plan on killing me with this dialog issue lol<!--QuoteEnd--></div><!--QuoteEEnd--> Darn it! you spoil all my fun <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
<!--quoteo(post=224132:date=Dec 2 2007, 03:32 PM:name=Jezus)--><div class='quotetop'>QUOTE(Jezus @ Dec 2 2007, 03:32 PM) [snapback]224132[/snapback]</div><div class='quotemain'><!--quotec-->If there is anything i can do to help just ask, its the least i can do for all the help im receiving at the moment <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd--> Nobody knows EVERYTHING. Even those guys here, who ARE really good at this stuff will happily tell you that they get help from each other.
The way we succeed is by everyone doing what they can, and that way learn from each other ... and sometimes it takes a while. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Very true. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
I wouldn't dare to claim I am really good at this stuff though. I'm just messing around, really... <img src="style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />
 
<!--quoteo(post=224168:date=Dec 3 2007, 06:01 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 3 2007, 06:01 AM) [snapback]224168[/snapback]</div><div class='quotemain'><!--quotec-->I wouldn't dare to claim I am really good at this stuff though. I'm just messing around, really... <img src="style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Experimenting with new stuff … posting code solutions … suggesting game options … compiling the mods … solving problems … testing new stuff … re-testing old stuff … bug hunting … encouraging others … and generally overseeing the forum, to name a few of the things that I know you are up to. That’s somewhat more than just messing about, but it does show the spirit of this site which in turn, bodes very well for it’s future. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Doing those things and being really good at it the are not the same thing. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
and all those skills have brought about one of the best modifications out there <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I just hope that this problem will get solved, and it will be the last of any issues to come out of alpha build 7 plus
 
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