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Engine. exe problem with free play mode in build 14 beta 4

MLMjp

Landlubber
Hello everybody. I´m new here.
I have been following the progress of the build 14 new horizons mod and I must say you have made a wonderfull job with it, making one of the most complete "pirate simulator"games, and one of my personal favorites.
However I have a problem with the most recent release.
I started a new game in the free play mode and everything was fine until I finish the fencing tutorial and I have to go to land, the landing loading screen appears but after that the screen gets black and appears: Engine exe has detected a problem and it has to be closed.
I tried several times, changing things like nation, career and character, some configurations allow me to go to land for tutorials like repairs, recruit crew, sell goods and such. But when I try to go back to the sea the same thing happens, Engine.exe error.
I have tried with build 14 beta 4.0 and beta 4.1 WIP, but I always got the same result. I also looked for similar cases in the forum but I did not find them.
Anyone nows what could be the problem? Could it be my computer not being able to support the game anymore? Is old and runs with windows XP.
 
could be the engine.exe might not be compatible with XP because at one point we changed it to allow for more then 2gb of ram, which XP might not like.
Does someone have an older engine.exe (@Armada or @Talisman or @Pieter Boelen maybe?)
 
Hi,

@MLMjp - have you played earlier versions of the mod?

What was the last version of Build 14 that you could play ok?

What are your computer specs?

I have had similar problems with my old Windows XP machine - but I don't think it is the engine that causes the problems :no - I tried replacing the new version of the engine with an older one and the problem still happened.

Sometimes I can get ashore when I start a game but it always crashes when I move from from one location to another ( perhaps not the first time - but usually by the third change of location ).

I think it is because of all the extra processing that now has to be done every time a new location is loaded. ( but I could be mistaken about this)

My Windows XP machine specs are:-

Dell Dimension 5100
Processor :- Pentuim 4 3.00Ghz
RAM:- 4.00 GB
Windows XP Home edition 2002 with Service pack 3

As you can see it is a really old machine with a really old processor it can handle Build 14 Beta 2.5 & Beta 3 but beyond that it just can't cope anymore. :(

:cheers
 
In that case try opening the Leveling.c file located in the characters folder and search for:
POSTINIT_MAX_ALLOW_LEVEL_POST
change the value behind it to 0. this should make sure all processing happens during loading instead of doing it during runtime.
 
Yes I have played earlier version of the mod in the same computer without big issues like this, the first one was 2.3 and the last one was either 3.3 or 3.4
My computer:
ACER Ferrari 4000 series
Proccesor: ADM Turion(tm)64 mobile
RAM:1.00GB
Windows XP Home edition 2002 with Service pack 3
One thing to note: I installed the game on a external hard disk drive.
 
Only the first location change in the game

OR

The first time the player enters each location.

:p

:drunk
first time entering each location. only for highly populated locations will it be noticeable.

@MLMjp yeah that does sound a bit "weak" specwise. installing it on a harddrive isn't reconmended either because the game needs a lot of drive access
 
Please post the .log files from your main game folder, just in case.

You can try the Build 13 ENGINE.EXE file as well.

Did you try the Intel Fix already, by the way?
 
@Levis
I always installed it on that external hard disk and I had no problems
@Pieter Boelen
I will try the Intel fix
By log.files do you mean system.log and compile.log?

System.log:

Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
Techniques: 9 shaders compiled.
Techniques: 180 techniques compiled.
Techniques: compiled by 1061315553 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value

Compile.log:

SETTING MUSIC: music_main_menu
Init character names complete.
Init character names complete.
Gauging: start new game
Gauging: ng iface
Gauging: perks
Gauging: officertypes
Gauging: Nation bonuschances
nation = 0
nation = 1
Gauging: periods
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: nations
InitNations: NATIONS_QUANTITY=6, bGuest1NationExists=0, bGuest2NationExists=0
Gauging: start NPC init
Gauging: done NPC init
::Completing characters initialisation - CHARACTERS_QUANTITY = 1551::
Gauging: done second pass through char array
Gauging: characters
Gauging: ships
Gauging: ng initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: towns
Number of locations: 789
Gauging: locations
IslandsInit: 22 islands loaded.
Gauging: islands
Gauging: wdmap
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 905 items.
Gauging: items
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: load options
Gauging: models - Total number of models: 1075
InitSounds (English): created 19 entries.
InitMusic: created 94 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: ng initgame stop
storyline\FreePlay\quests\both_reaction.c not loaded, loading now!
storyline\FreePlay\quests\quests_reaction.c not loaded, loading now!
Gauging: start reinit
Gauging: preprocessor
Gauging: nosave
Init encounters complete.
Gauging: RM mod and rumors
Gauging: shipberthing
Init character names complete.
Gauging: fill stores
Gauging: update all towns
Gauging: itrade update
Gauging: Enc Officers
Gauging: CabinCaptains
Gauging: reinit stop
running qcase beg
Gauging: initial relations
Gauging: characters groups
Gauging: smuggling
 
Thanks for the log files.
Nothing that stands out as being obviously wrong, unfortunately. :(
 
Installed the intel fix
Runtime errror.

Should I gave up trying to play beta 4 and see if at least I can play beta 3.4 which is still available on moddb?

PD: I installed over the mod
Should I had installed it along with the mod?
 
Runtime error when you start the game with the Intel Fix? That makes no sense! :shock
Log files again, please?

Should be possible to install it separate from the mod; that's functionally equivalent anyway, as long as you install to the same target directory.
 
In that case try opening the Leveling.c file located in the characters folder and search for:
POSTINIT_MAX_ALLOW_LEVEL_POST
change the value behind it to 0. this should make sure all processing happens during loading instead of doing it during runtime.


Tried - no difference. :shrug
error logs attached - talked to Malcolm + about to go ashore for tutorial - when - Engine exe has detected a problem and it has to be closed, box appears :whipa

I have the game on an external hard drive - & it works OK with both my Windows Vista Laptop and my Windows 10 PC. Its just the Windows XP machine where the game does not work.


:drunk
 

Attachments

  • system.log
    753 bytes · Views: 138
  • compile.log
    6.9 KB · Views: 160
If you can, I do suggest trying the Build 13 ENGINE.EXE file.
Then you're certain it doesn't have the "large address" thingy in it.
 
A new .log file has appeared and the compile log has dissappeared
PD: I think I should clarify more, now I can even start the game, the storm engine window with the ship appears and them Runtime error shows up, it also says abnormal program termination
 

Attachments

  • error.log
    563 bytes · Views: 159
  • system.log
    239 bytes · Views: 144
NO compile.log? This keeps getting crazier. :shock

Unfortunately at the moment I can't be of much help right now. :(
 
Any other suggestions?
Should I try installing the mod again but with the intel alongside it?
I´m not going to have enough time to be able to try to fix this problem for a while(At least until next weekend) which also means not being able to inform you of the situation, so if anyone has any other idea, please tell me an I will respond to you when I can.
Thank you for your time and help .
 
@Levis
Some more error logs for information - this time trying to set sail at the beginning of the Assassin Story

:drunk
 

Attachments

  • system_assassin.log
    1.1 KB · Views: 139
  • compile_assassin.log
    9.6 KB · Views: 168
  • error_assassin.log
    170 bytes · Views: 186
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