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direct sailing inquiry

kaizerkat

Freebooter
Just pondering when the fix for direct sailing will be availible.I'm currently employing the alpha14 v.4,it hinders my progress,especialllly when i am sailing from isle to isle i.e.[i CTD when sail ho or changing scenes occurs]
 
I don't have a proper fix myself. I'll probably add an older version of the mod in the next Alpha. We're waiting for CCC to release his new version of the mod before doing any other work on it.
 
Sorry, currently I'm stuck. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> Still get way too many CTDs when an Encounter triggers a reload.

There is no pattern visible to me. There is no error log, so the code works fine. According to the compile log the Directsail mod has done its work before the CTD occurs. The system log ends with lots of "bad rope" messages:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Bad rope data for rope: (rope num = 15) (begin group=-1, end group=0)
Begin pointer = 308875436? end pointer = 0
Bad rope data for rope: (rope num = 766) (begin group=-1, end group=0)
Begin pointer = 308902908? end pointer = 0
Bad rope data for rope: (rope num = 101) (begin group=0, end group=0)
Begin pointer = 311091508? end pointer = 0
Bad rope data for rope: (rope num = 104) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 311091508
Bad rope data for rope: (rope num = 1) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 311094412
Bad rope data for rope: (rope num = 2) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 311094412
Bad rope data for rope: (rope num = 15) (begin group=-1, end group=0)
Begin pointer = 310486836? end pointer = 0
Bad rope data for rope: (rope num = 766) (begin group=-1, end group=0)
Begin pointer = 310512596? end pointer = 0<!--QuoteEnd--></div><!--QuoteEEnd-->

Shipwrights <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> , is it possible to identify which ship causes these? And is it possible that too many bad rope data cause a CTD ?

The strange thing is: I get the same type and amount of CTDs if I run the completely unmodded, stock Sea_ReloadStart() function by means of the console file, without any involvement of the DS mod. Which makes me wonder if the CTDs aren't caused by Directsail itself but by the reload process that follows. (Has anyone observed CTDs after "normal" reloads to the seaview, or after switching from a sunken ship to a lifeboat?)

Which would be of course no consolation. If nobody else has an idea what could cause those CTDs I'll have to find another method for creating encounters and islandswitches.

For the time being I can only recommend to set
#define DIRECTENCOUNTERCHANCE
at the beginning of CCCdirectsail.c to "0" . Or dump the mod completely <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />
 
I'm not sailing much or testing anymore, but what little I've done, and only with B13 update 2 has shown the build still has long lag times when going from sea mode to anything, either 3-D sailing, or save game, or response, to ship encounters.

This has been reported by others since Build13 full. The lag is a freeze of almost a minute.
I only have one ship, have weather update turned off, and removed the Memory.mp file and still have problems.

I can only imagine the crashes others have with many ships and battles going on. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Thank you, Petros, your hint saved me from madness <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> At least it has spared me a lot of frustrating wild goose bug chasing. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Actually the Directsail encountercreation as well as the stock Sea_ReloadStart() function work fine in B13.0.0.0. , while in Update 2 they crash frequently.

So one of the updates has introduced something into the Seaview reloading process that makes it unstable. And it seems to occur immediately after the function SeaLogin(ref Login) , resp DirectSeaLogin(ref Login) in the DS mod, has run.

Any ideas what has been changed there?


BTW, my system.log contains a fair amount of "bad rope data" even if there are no crashes. So those seem not to be involved in the CTDs
 
I have been playtesting the Build 14 Alpha versions for a bit, but I encountered no odd crashes at all. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I've been messing around with my game the past two days, playing and testing stuff and DirectSail has been working just fine for me. I put your original version in Build 14 Alpha 5 (with two bugfixes added) and I have had no trouble at all playing with that version. There were some issues in Build 14 Alpha 3 and Build 14 Alpha 4, but these were caused by Maximus' changes that didn't work 100% yet, so Maximus and I decided to put your original version back in which does work properly.
 
Ah, great to hear that, thank you. So those sea reload CTDs are either confined to B13 Upd2, or to an error in my recent work. Maybe it's time that I try B14, but TIME is just what I don't have. (My apologies to Maximus that I haven't yet tried his B14 stuff <img src="style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" /> )

As soon as i know for sure where those CTDs occur I'll put the DS update on the FTP.
 
i had an odd CTD once when i used sail to to get to an enemy ship that had surrenderd. maybe it dissapeared during the hour change during the travelling to it, so there was nothing to go to, causing the CTD.
 
I don't recall any CTDs in Build 13, nor Update 2 either. But I never tested these version thoroughly due to my everlasting lack of time. I did playtest Build 14 Alpha 5 for a bit the last few days and I encountered no CTDs at all. Except one that was probably caused by me doing something weird in the first place. I don't recall what anymore though. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Whatever caused my CTDS, they are gone now, after a complete reinstall of Update2 and a line by line adding of Directsail. Maybe I had some junky code leftovers before <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

A DS update is on the PA FTP, and the readme is <a href="http://www.piratesahoy.com/forum/index.php?showtopic=9121&st=100" target="_blank">here in the main thread.</a>
 
Okay, now I have a question about the direct sailing mode....is there a way to turn it off? I have been noticing that after a battle there is nowhere's near enough time given to collect floating cargo and board surrendered ships......it seems like just about every time a battle finishes that within like 1-2 minutes you will hear the call of sail ho! Then when it goes back to the screen everything that was there....surrendered ships, friendly ships etc. have vanished.....in the last build you used to be able to put I don't care I swim faster or something like that and it would allow you to continue doing what you were doing...has this been removed in 14.5?
 
The dialog screen that used to appear has been intentionally removed because it didn't work right. However, in the next Alpha I will include CCC's updated DirectSail version. In this version you can toggle the mod using the [0] key. So you can press that key when you don't want to have DirectSail updates at a certain point and you can press it again to re-enable it.
 
i never eally had any problems with it, but it would sure be usefull to be able to turn it off.
 
<!--quoteo(post=180976:date=Jan 29 2007, 05:04 AM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Jan 29 2007, 05:04 AM) [snapback]180976[/snapback]</div><div class='quotemain'><!--quotec-->
i never eally had any problems with it, but it would sure be usefull to be able to turn it off.
<!--QuoteEnd--></div><!--QuoteEEnd-->


It would sure be useful to turn it off when entering a battle...that way nothing happening in the current battle changes until you are ready for it to.....I wouldn't mind so much about the updates, if everything that was there didn't just disappear......
 
i'm usually on time for such things. but now i wouldn't have to make haste to board a surrenderd ship.

there is one important bug fix with this that most of you problably didn't even know about:

when you go pirate hunting, and the ship surrenders, you wont be able to finish the mission if it dissapears because you where too late. this is because the ship you had to defeat isn't there anymore, so you can't defeat it. this toggle would solve that problem.
 
DirectSail doesn't trigger DURING battles, even with the mod ON. But it could be that it does trigger when when the battle is over, but there are still things afloat and surrendered ships and such.
 
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