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Solved Fixing the Different Flags Mod

I found another consistant crash. From my previous savegame, I managed to escape using a console teleport.
But now I'm at the point in the Assassin quest where I have to go to Grenada and the game crashes upon getting into Grenada port:<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space:pre;overflow:auto'>SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 198, theDay = 208
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 15
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island Conceicao
SEA: added pchar to sea
SetCoastTraffic() called for Conceicao
-
SetCoastTraffic: Char CrConceicao1 of type trade and nation Britain and we'll check to see if we regen: yes.
bgennew set to true anyway
CrConceicao1 is not dead, adding.
cr is group commander
A Galeoth flying Portuguese colors sighted at Grenada
Ship is Nuno Tristao
-
SetCoastTraffic: Char CrConceicao2 of type trade and nation Britain and we'll check to see if we regen: yes.
bgennew set to true anyway
CrConceicao2 is not dead, adding.
cr is not group commander
do not need to create new group
A Packet Brig flying Portuguese colors sighted at Grenada
Ship is O Sonho
-
SetCoastTraffic: Char CrConceicao3 of type trade and nation Britain and we'll check to see if we regen: yes.
bgennew set to true anyway
CrConceicao3 is not dead, adding.
cr is group commander
A Fleut flying Dutch colors sighted at Grenada
Ship is Vlissingen
-
SetCoastTraffic: Char CrConceicao4 of type trade and nation Britain and we'll check to see if we regen: yes.
bgennew set to true anyway
CrConceicao4 is not dead, adding.
cr is not group commander
do not need to create new group
A Barque flying Dutch colors sighted at Grenada
Ship is Postpaert
-
SetCoastTraffic: Char CrConceicao5 of type trade and nation Britain and we'll check to see if we regen: yes.
bgennew set to true anyway
CrConceicao5 is not dead, adding.
cr is group commander
A Caravel flying Portuguese colors sighted at Grenada
Ship is Guiomar
-
SetCoastTraffic: Char CrConceicao6 of type trade and nation Britain and we'll check to see if we regen: yes.
bgennew set to true anyway
CrConceicao6 is not dead, adding.
cr is not group commander
do not need to create new group
A Merchantman flying Portuguese colors sighted at Grenada
Ship is São João de Arga
-
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
SETTING MUSIC: music_spokplavanie
ResumeAllSounds
SEA: SeaLogin end
BattleInterface DoSetFlags: 0
procGetRiggingData: n=-2, chr.id=Blaze, nation=-1, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
BattleInterface DoSetFlags: 1
procGetRiggingData: n=-2, chr.id=Aurelien Bergerat, nation=-1, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=Aurelien Bergerat, nation=-1, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=Aurelien Bergerat, nation=-1, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=Aurelien Bergerat, nation=-1, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=4, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=Aurelien Bergerat, nation=-1, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=5, ShipFlagsQuantity=5, FlagType=E
BattleInterface DoSetFlags: 2
procGetRiggingData: n=-2, chr.id=CrConceicao1, nation=5, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao1, nation=5, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=2, FlagType=E
BattleInterface DoSetFlags: 3
procGetRiggingData: n=-2, chr.id=CrConceicao2, nation=5, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao2, nation=5, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao2, nation=5, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=3, FlagType=E
BattleInterface DoSetFlags: 4
procGetRiggingData: n=-2, chr.id=CrConceicao3, nation=4, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao3, nation=4, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao3, nation=4, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao3, nation=4, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=4, ShipFlagsQuantity=4, FlagType=E
BattleInterface DoSetFlags: 5
procGetRiggingData: n=-2, chr.id=CrConceicao4, nation=4, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao4, nation=4, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao4, nation=4, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=3, FlagType=E
BattleInterface DoSetFlags: 6
procGetRiggingData: n=-2, chr.id=CrConceicao5, nation=5, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao5, nation=5, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao5, nation=5, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao5, nation=5, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=4, ShipFlagsQuantity=4, FlagType=E
BattleInterface DoSetFlags: 7
procGetRiggingData: n=-2, chr.id=CrConceicao6, nation=5, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao6, nation=5, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao6, nation=5, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao6, nation=5, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=4, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao6, nation=5, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=5, ShipFlagsQuantity=5, FlagType=E
PauseAllSounds
locator_name = reload_1 lockedReloadLocator =
reload_cur_island_index = 4
reload_cur_location_index = -1
reload_island_index = -1
reload_location_index = 198
Start reload
PauseAllSounds
ReloadStartFade
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15
Bnd: 0, Vag: 1, Sk: 0, Mo: 0, Mu: 0
ItemLogic: On load location Conceicao_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\Sapphire
Quest complete, quest name = fougornot
LandInterface DoSetFlags: 0
procGetRiggingData: n=-2, chr.id=Blaze, nation=-1, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
LandInterface DoSetFlags: 1
procGetRiggingData: n=-2, chr.id=CrConceicao1, nation=5, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao1, nation=5, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=2, FlagType=E
LandInterface DoSetFlags: 2
procGetRiggingData: n=-2, chr.id=CrConceicao2, nation=5, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao2, nation=5, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao2, nation=5, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=3, FlagType=E
LandInterface DoSetFlags: 3
procGetRiggingData: n=-2, chr.id=CrConceicao3, nation=4, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao3, nation=4, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao3, nation=4, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao3, nation=4, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=4, ShipFlagsQuantity=4, FlagType=E
LandInterface DoSetFlags: 4
procGetRiggingData: n=-2, chr.id=CrConceicao4, nation=4, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao4, nation=4, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao4, nation=4, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrConceicao4, nation=4, ShipFlagsQuantity=3, bShipWithoutPennants=1</div>
Could that possibly be because there's an additional non-coast-raider group around the island?<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->            Group_CreateGroup("Aurelien_Ship");
            Group_AddCharacter("Aurelien_Ship", "Aurelien Bergerat");
            Group_SetGroupCommander("Aurelien_Ship", "Aurelien Bergerat");
             Group_SetAddress("Aurelien_Ship", "Conceicao", "Quest_ships","quest_ship_7");<!--c2--></div><!--ec2-->
I can upload that savegame too if you want.
 
Aaaaand I've got another crash. Assassin quest, going from Port Royale to Hispaniola on the modified Mateus Santos quest.
Got a CTD upon entering 3D sailing mode at Hispaniola from the worldmap:<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space:pre;overflow:auto'>SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 229, theDay = 233
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 12
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island Hispaniola
SEA: added pchar to sea
SetCoastTraffic() called for Hispaniola
-
SetCoastTraffic: Char CrHispaniola1 of type trade and nation France and we'll check to see if we regen: yes.
CrHispaniola1 is not dead, adding.
cr is group commander
-
SetCoastTraffic: Char CrHispaniola2 of type trade and nation France and we'll check to see if we regen: yes.
CrHispaniola2 is not dead, adding.
cr is not group commander
do not need to create new group
-
SetCoastTraffic: Char CrHispaniola3 of type pirate and nation Spain and we'll check to see if we regen: yes.
CrHispaniola3 is not dead, adding.
cr is group commander
-
SetCoastTraffic: Char CrHispaniola4 of type pirate and nation Spain and we'll check to see if we regen: yes.
CrHispaniola4 is not dead, adding.
cr is not group commander
do not need to create new group
-
SetCoastTraffic: Char CrHispaniola5 of type trade and nation Spain and we'll check to see if we regen: yes.
CrHispaniola5 is not dead, adding.
cr is group commander
-
SetCoastTraffic: Char CrHispaniola6 of type trade and nation Spain and we'll check to see if we regen: yes.
CrHispaniola6 is not dead, adding.
cr is not group commander
do not need to create new group
-
SEA: Did CRs
SEA: Error: Group CrHispaniola3, Island Hispaniola
SEA: Error: Find locators Group Quest_Ships, Locator Quest_Ship_17
SEA: Did any groups
SEA: added ships
SEA: Set tasks
SETTING MUSIC: music_spokplavanie
ResumeAllSounds
SEA: SeaLogin end
BattleInterface DoSetFlags: 0
procGetRiggingData: n=-2, chr.id=Blaze, nation=-1, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
BattleInterface DoSetFlags: 1
procGetRiggingData: n=-2, chr.id=CrHispaniola1, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrHispaniola1, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrHispaniola1, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrHispaniola1, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=4, ShipFlagsQuantity=4, FlagType=E
BattleInterface DoSetFlags: 2
procGetRiggingData: n=-2, chr.id=CrHispaniola2, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrHispaniola2, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrHispaniola2, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrHispaniola2, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=4, ShipFlagsQuantity=5, FlagType=E
procGetRiggingData: n=-2, chr.id=CrHispaniola2, nation=2, ShipFlagsQuantity=5, bShipWithoutPennants=1
CurrentFlag=5, ShipFlagsQuantity=5, FlagType=E
BattleInterface DoSetFlags: 3
procGetRiggingData: n=-2, chr.id=CrHispaniola3, nation=3, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
procGetRiggingData: n=-2, chr.id=CrHispaniola3, nation=3, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=2, FlagType=E
procGetRiggingData: n=-3, chr.id=CrHispaniola3, nation=3, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=2, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=CrHispaniola3, nation=3, ShipFlagsQuantity=2, bShipWithoutPennants=1</div>
I usually got to see the <i>"FlagType==FLAG_ENSIGN && n == SHIP_PENNANT"</i> line when there was something wrong with a specific ship model.
Unfortunately compile.log doesn't actually tell me what ship model was used by CrHispaniola3 nor any of the others. And what's with those two sea errors?<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->SEA: Error: Group CrHispaniola3, Island Hispaniola
SEA: Error: Find locators Group Quest_Ships, Locator Quest_Ship_17<!--c2--></div><!--ec2-->
 
Another crash, I'm afraid. Entering 3D sailing mode at Jamaica:<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space:pre;overflow:auto'>SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 232, theDay = 239
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 9
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island Redmond
SEA: added pchar to sea
SetCoastTraffic() called for Redmond
-
SetCoastTraffic: Char CrRedmond1 of type trade and nation Britain and we'll check to see if we regen: yes.
CrRedmond1 is not dead, adding.
cr is group commander
-
SetCoastTraffic: Char CrRedmond2 of type trade and nation Britain and we'll check to see if we regen: yes.
CrRedmond2 is not dead, adding.
cr is not group commander
do not need to create new group
-
SetCoastTraffic: Char CrRedmond3 of type war and nation Holland and we'll check to see if we regen: yes.
CrRedmond3 is not dead, adding.
cr is group commander
-
SetCoastTraffic: Char CrRedmond4 of type war and nation Holland and we'll check to see if we regen: yes.
CrRedmond4 is not dead, adding.
cr is not group commander
do not need to create new group
-
SetCoastTraffic: Char CrRedmond5 of type trade and nation Britain and we'll check to see if we regen: yes.
CrRedmond5 is not dead, adding.
cr is group commander
-
SetCoastTraffic: Char CrRedmond6 of type trade and nation Britain and we'll check to see if we regen: yes.
CARGO: Fantom_SetGoods rare chance silver shipment!
CrRedmond6 is not dead, adding.
cr is not group commander
do not need to create new group
-
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
SETTING MUSIC: music_spokplavanie
ResumeAllSounds
SEA: SeaLogin end
BattleInterface DoSetFlags: 0
procGetRiggingData: n=-2, chr.id=Blaze, nation=-1, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
BattleInterface DoSetFlags: 1
procGetRiggingData: n=-2, chr.id=CrRedmond1, nation=0, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrRedmond1, nation=0, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrRedmond1, nation=0, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=3, FlagType=E
BattleInterface DoSetFlags: 2
procGetRiggingData: n=-2, chr.id=CrRedmond2, nation=0, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrRedmond2, nation=0, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrRedmond2, nation=0, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrRedmond2, nation=0, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=4, ShipFlagsQuantity=4, FlagType=E
BattleInterface DoSetFlags: 3
procGetRiggingData: n=-2, chr.id=CrRedmond3, nation=0, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
procGetRiggingData: n=-2, chr.id=CrRedmond3, nation=0, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=2, FlagType=E
procGetRiggingData: n=-3, chr.id=CrRedmond3, nation=0, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=2, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=CrRedmond3, nation=0, ShipFlagsQuantity=2, bShipWithoutPennants=1</div>
Looks similar to the Hispaniola one and again it doesn't tell me the ship type. <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />
 
<!--quoteo(post=332969:date=Jun 26 2009, 12:30 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 26 2009, 12:30 PM) <a href="index.php?act=findpost&pid=332969"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...again it doesn't tell me the ship type. <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Let's do something about that at least. PROGRAM\BATTLE_INTERFACE\Flags.c change line 36 to:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->trace("procGetRiggingData: n="+n+", chr.id="+chr.id+", ship.type="+chr.ship.type+", nation="+sti(chr.nation)+", ShipFlagsQuantity="+ShipFlagsQuantity+", bShipWithoutPennants="+bShipWithoutPennants);<!--c2--></div><!--ec2-->
At least compile.log will tell us the ship type then.
 
I began the assassin quest and for now i reach the mission in port au prince with the stinkpot without any ctd. But when i want to equip the stinkpot, i have a crash by exiting the interface. Perhaps the refreshflags call in the InterfaceDoExit function also causes problems and should only be done when we exit the nationrelation interface (that's the only case where flag can be changed by interface i think)

I have not the same version of ships_init than you (my version is update 2 version with first few corrections) and i also noticed that in your version, you still have the heavytrader# instead of wargalleon#. I think it's not linked with your current crashes but heavytraders causes CTDs too.
 
<!--quoteo(post=333010:date=Jun 26 2009, 02:43 PM:name=Screwface)--><div class='quotetop'>QUOTE (Screwface @ Jun 26 2009, 02:43 PM) <a href="index.php?act=findpost&pid=333010"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I began the assassin quest and for now i reach the mission in port au prince with the stinkpot without any ctd. But when i want to equip the stinkpot, i have a crash by exiting the interface. Perhaps the refreshflags call in the InterfaceDoExit function also causes problems and should only be done when we exit the nationrelation interface (that's the only case where flag can be changed by interface i think)<!--QuoteEnd--></div><!--QuoteEEnd-->Indeed the flags only need to be updated if you changed your flag.
Maybe actually put the RefreshFlags code in the "press raise flag button" code? Would at least decrease the risk for crashes, even though it wouldn't be a fix.
Theoretically it should be possible to refresh flags ALL the time without the game crashing, though. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--quoteo(post=333010:date=Jun 26 2009, 02:43 PM:name=Screwface)--><div class='quotetop'>QUOTE (Screwface @ Jun 26 2009, 02:43 PM) <a href="index.php?act=findpost&pid=333010"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have not the same version of ships_init than you (my version is update 2 version with first few corrections) and i also noticed that in your version, you still have the heavytrader# instead of wargalleon#. I think it's not linked with your current crashes but heavytraders causes CTDs too.<!--QuoteEnd--></div><!--QuoteEEnd-->You should merge my file with yours taking, the fixes and leaving out the rest.
Basically take all the code changes I had posted here on the forum before. Eg. all the modifications where I did NOT remove the NoPennants line.
And if you do so, make sure you also get the fixed SchoonerXebec model files; I had posted those on the forum, even if they're not my most recent update.
But those files combined with the code I posted with it should at least not crash the game.

The HeavyTrader doesn't crash my game at all. But it would crash yours if it WAS HeavyTrader, because you've got the renamed files.
You need the code to say WarGalleon and then it should work fine.
 
When you get to killing Pepin Bertillon in Turks port, the game crashes on me when closing the loot interface.
I was thinking maybe that would be because his ship was in port and after he dies and you close the lot interface,
the game would try to set flags on the ship of a dead character, causing trouble. But I can't even find any code reference to Pepin HAVING a ship.
The player does make reference to it in a dialog, but from looking at the code, he doesn't have a ship, so that shouldn't be the reason. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<b>Edit:</b> Interestingly enough, the game didn't crash after opening the F2 interface and changing flags.
Went to 3D sailing mode, back to port, Bertillon's quards were there again, even though I killed them before.
Ended in a free-for-all-fight with me killing everybody in port. Game did crash this time after opening/closing the F2 interface. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
I played the assassin main quest in its last version and no CTD at sea except of course the problem of the Havana and Tortuga forts attacking me without any reason. But, Pieter already said Screwface made some fixes for that.
 
For the forts, try downloading and installing this file: <a href="http://forum.piratesahoy.net//index.php?act=Attach&type=post&id=3176" target="_blank">http://forum.piratesahoy.net//index.php?ac...ost&id=3176</a>
That contains Screwface's fixes to that, which seem to work. I didn't get any particular fort problems during my recent playing.
You can even enter 3D sailing mode far from Tortugs under Spanish flag, then hoist a pirate flag and safely sail into Tortuga.
 
Thanks, I'll try it <img src="style_emoticons/<#EMO_DIR#>/cheers.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="cheers.gif" />
 
<!--quoteo(post=332964:date=Jun 26 2009, 11:57 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 26 2009, 11:57 AM) <a href="index.php?act=findpost&pid=332964"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And what's with those two sea errors?<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->SEA: Error: Group CrHispaniola3, Island Hispaniola
SEA: Error: Find locators Group Quest_Ships, Locator Quest_Ship_17<!--c2--></div><!--ec2--><!--QuoteEnd--></div><!--QuoteEEnd-->
This error is minor, it's just because the setcoasttraffic function try to log the coastraider group on a random quest ship locator between quest_ship_1 and quest_ship_17 but some islands have less than 17 quest_ships locators. That's minor because the coastraider group will be logged even if locator found by function do not exist ! That's why sometimes coastraiders seems to be all logged at the same place.

<!--quoteo(post=333042:date=Jun 26 2009, 03:31 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 26 2009, 03:31 PM) <a href="index.php?act=findpost&pid=333042"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When you get to killing Pepin Bertillon in Turks port, the game crashes on me when closing the loot interface.
I was thinking maybe that would be because his ship was in port and after he dies and you close the lot interface,
the game would try to set flags on the ship of a dead character, causing trouble. But I can't even find any code reference to Pepin HAVING a ship.
The player does make reference to it in a dialog, but from looking at the code, he doesn't have a ship, so that shouldn't be the reason. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<b>Edit:</b> Interestingly enough, the game didn't crash after opening the F2 interface and changing flags.
Went to 3D sailing mode, back to port, Bertillon's quards were there again, even though I killed them before.
Ended in a free-for-all-fight with me killing everybody in port. Game did crash this time after opening/closing the F2 interface. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
The Setshipflag() function do not set flags on the ship of a dead character. For the exit interface crash i experimented (go to port - open inventory and exit), i noticed in compil.log that, at the first time i go to port, the set flags seems to be normal :
<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space:pre;overflow:auto'>LandInterface DoSetFlags: 0
procGetRiggingData: n=-2, chr.id=Blaze, ship.type=XebecAS, nation=-1, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
LandInterface DoSetFlags: 1
procGetRiggingData: n=-2, chr.id=CrCuba1, ship.type=LuggerCT2, nation=2, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba1, ship.type=LuggerCT2, nation=2, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=2, FlagType=E
LandInterface DoSetFlags: 2
procGetRiggingData: n=-2, chr.id=CrCuba2, ship.type=LuggerVML, nation=2, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba2, ship.type=LuggerVML, nation=2, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba2, ship.type=LuggerVML, nation=2, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=3, FlagType=E
LandInterface DoSetFlags: 3
procGetRiggingData: n=-2, chr.id=CrCuba3, ship.type=Shnyava2, nation=1, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba3, ship.type=Shnyava2, nation=1, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba3, ship.type=Shnyava2, nation=1, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=3, FlagType=E
LandInterface DoSetFlags: 4
procGetRiggingData: n=-2, chr.id=CrCuba4, ship.type=Fleut3_44, nation=1, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba4, ship.type=Fleut3_44, nation=1, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba4, ship.type=Fleut3_44, nation=1, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba4, ship.type=Fleut3_44, nation=1, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=4, ShipFlagsQuantity=4, FlagType=E
LandInterface DoSetFlags: 5
procGetRiggingData: n=-2, chr.id=CrCuba5, ship.type=Galeoth2, nation=2, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba5, ship.type=Galeoth2, nation=2, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=2, FlagType=E
LandInterface DoSetFlags: 6
procGetRiggingData: n=-2, chr.id=CrCuba6, ship.type=GAFFBOOMGALEOTH, nation=2, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba6, ship.type=GAFFBOOMGALEOTH, nation=2, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba6, ship.type=GAFFBOOMGALEOTH, nation=2, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=3, FlagType=E</div>
But after i close the inventory, just before the game crashes, the set ship flags seems to be weird. In fact, it's like the function do not set the last flag of each ship before crashing <img src="style_emoticons/<#EMO_DIR#>/blink.gif" style="vertical-align:middle" emoid=":blink:" border="0" alt="blink.gif" />

<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space:pre;overflow:auto'>LandInterface DoSetFlags: 0
procGetRiggingData: n=-2, chr.id=Blaze, ship.type=XebecAS, nation=-1, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
LandInterface DoSetFlags: 1
LandInterface DoSetFlags: 2
procGetRiggingData: n=-2, chr.id=CrCuba2, ship.type=LuggerVML, nation=2, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba2, ship.type=LuggerVML, nation=2, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=3, FlagType=E
LandInterface DoSetFlags: 3
LandInterface DoSetFlags: 4
procGetRiggingData: n=-2, chr.id=CrCuba4, ship.type=Fleut3_44, nation=1, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba4, ship.type=Fleut3_44, nation=1, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba4, ship.type=Fleut3_44, nation=1, ShipFlagsQuantity=4, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=4, FlagType=E
LandInterface DoSetFlags: 5
procGetRiggingData: n=-2, chr.id=CrCuba5, ship.type=Galeoth2, nation=2, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba5, ship.type=Galeoth2, nation=2, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=2, FlagType=E
procGetRiggingData: n=-2, chr.id=CrCuba5, ship.type=Galeoth2, nation=2, ShipFlagsQuantity=2, bShipWithoutPennants=1</div>
 
<img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
I have traced the exit inventory crash and i found that in SetEquipedItemToCharacter function (CharacterUtilite.c) if you outcomment the following line, the crash disappear :

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->SendMessage(chref, "lsfll", MSG_CHARACTER_SETBLADE, modelName, liveTime, colors, colore);<!--c2--></div><!--ec2-->
It's probably a conflict problem with the set flags but this line can't stay outcommented because it is the line which is used to equip the blade on the main character !
As i don't know how the sendmessage function works, i don't really know how to fix this crash <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I haven't got a clue either. I've sent another PM to Pirate_KK, asking if he can help with this.
We're at a better point than ever before for getting this mod to work, but we're not there yet. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
In the meantime, I suppose I'll do some further work on adding pennants to ships. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Have you been able to replicate any of the remaining on-sea or port CTDs that I've been encountering?
 
<!--quoteo(post=333409:date=Jun 27 2009, 07:36 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 27 2009, 07:36 PM) <a href="index.php?act=findpost&pid=333409"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Have you been able to replicate any of the remaining on-sea or port CTDs that I've been encountering?<!--QuoteEnd--></div><!--QuoteEEnd-->
Not since i was trying to find the reason of this exit inventory crash !
 
Alright then. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
I've gotten to work on fixing up the various model-files for this mod, starting at the last ship in the ships_init.c file.
Whenever I can't open the files for a certain ship, I'll post in the <a href="http://forum.piratesahoy.net//index.php?showtopic=13929&view=getnewpost" target="_blank">new forum thread I just made</a>.
Hopefully somebody else can help with those.
 
Pieter, did you notice that pennants miss on some ships ? For example try the interceptor, Barque4_47, XebecAs, or cutter2. They do not have their pennants hoisted <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Or perhaps you recently modified something on those ship models accordind to the modifications that you done in ships_init.c ?
 
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