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Flag Locators Repair Project

Hmm. That sounds to me like the GA I get from a sinking ship. They hang around under water for quite a while after they go under and that is where I now get the worst GA. Could it be some code changes Pieter made are doing some good?

I just looked at the luggers and they are good. The Lugger VML is the only one I had to tinker with. Would you like to check it out?

I am impaled on the horns of a Dilemma once again. :j1 I checked out the NL_Amsterdam and it is good. It is very similar to that fluyt that I believe to be good. Could a third ship have crashed at the same time? :nerbz
 
Done! :j3

Now for testing to see what we have. The console has messed up again so I can't look at half of the ships at all, so anyone wanting to look at them is more than welcome. I will post it on the new FTP soon. 342mb zipped.

At least a dozen ships should be better in that they previously had flag locators but no pennant locators. The VCO ships with 2 masts modeled together, like NL_Batavia1, might have problems now. Maybe not. :shrug

The main thing is that all ships in this folder are now using the same flag/pennant system.

Anyway, most ships should be exactly the same as before with only a few potentially having problems. Does anyone have any specific ships they want looked at? :keith
 
Got around the console problem by copying the new ships folder into other installs.

Problem ships so far are:

light pinnace 1,2,3 and lineship 5 have 2 flags on masts

Sirius, Batavia 1, Warship11, and Merchant 11 have missing flags

I got ctds when trying to go to sea with the NL_Twodecker, frigate 6, and frigate 1. Looking at the log says the problem is with missing textures and possibly missing weapons. Oops, frigate1 has a typo on my part. Still wish I knew what is up with the logs.
 
Hylie Pistoff, do you use a game version installed on top of Build 13 Final?
If so, you might have some no-longer-existing ship models in there, such as BlackPearl1 and BlackPearl2.

If that bump.zap file makes a big difference in this mod also,
you might want to deliberately play with the bugged file so that the results on the flag bugs are more obvious.

I don't have any of Hylie Pistoff's fixed files yet and they're definitely NOT in Patch 7 WIP. :wacko:
Those have been renamed to lineship.

Loading ships should not cause CTDs, nor should missing textures.
Only missing/bugged model files or code errors can do that.

BTW: What different naming systems are there anyway? And what ships are missing the penn locators?
Sirius, Batavia 1, Warship11, and Merchant 11 have missing flags: I thought we DID add them to these.
Most of these are due for removal though.
 
The install I've been working in is a b13/14 hybrid. It sounds like I will have to compare the ships folders and do some cleanup. :j1

What different naming systems did I find for the flags?

There was one ship that had the f1, f2, f3, f4 locators named f11, f21, f31, f41 depending on the mast number.

Most had no numbers at all added to them.

There were a few that had flag1 and penn 2.

There were some that had flag1 and penn.

Some ships had them numbered by the mast, except that they were numbered 1,3,2,and nothing going from front to back.

The ones with no penns at all might have been B13 ships. The only one I can find again right now is whitewallerfrig. It looks like a pinnace with lifeboats in the middle of the deck, and it works in the game.

Those VCO ships had numbered flags and penns. Maybe they needed them.
 
After comparing them in Winmerge, all of my ship folders are the same except for details in the small files. That includes B14 and B13/14 hybrids. Sooo, today I am making a new install. B14 only and only up to patch6. Then I will compare it in Winmerge and adjust the WIP ship folder as necessary, install it in the P6 install and use it as the lab rat.

After looking at most of the ships in game it seems the vast majority of them are fine with this system, and the few that aren't are easy to identify.

One other thing. The aicamera needs to be set back to default. On most ships I am a giant walking among pygmies. Adjusting the view on a ship by ship basis is easy as long as the console works.


Winmerge says there are 19 B13 ships in the ships folder. And they all work in game! So I'm gonna clean them out of my WIP folder and continue on from there.
 
There was one ship that had the f1, f2, f3, f4 locators named f11, f21, f31, f41 depending on the mast number.
Ah, I get you; that does sound a bit messed up. Great job fixing this! :onya

The ones with no penns at all might have been B13 ships. The only one I can find again right now is whitewallerfrig.
That's a Build 13 folder; the Build 14 equivalent is "WallerPinnace" (she was renamed).
The reason the Build 13 ships "work" in the game is because the game doesn't use these folders but uses the Build 14 renamed copies instead that do work in Build 14.
So the Build 13 folders don't REALLY work. They can't do, because they're not references in ships_init.c or any other code file.

One other thing. The aicamera needs to be set back to default. On most ships I am a giant walking among pygmies. Adjusting the view on a ship by ship basis is easy as long as the console works.
Failed experiment; fair enough. We'll restore it to what it was.
 
Got the lab rat install working and got the cleaned up ships folder installed. Lotsa GA! Even after zapping it it still has lotsa GA. Even ships that I thought were cured are giving it, like the European bark and heavy brig. More testing required.


The ships that have you as a giant are mostly the big ships that I never use. The small ships are mostly ok, and the lineships/warships are especially well made overall. Only their old graphics hold them back. I had to do nothing to them.
 
Now THAT's not good news. I thought we nearly had this fixed. :facepalm
I know it seems silly, but did you remember to copy across your modified ships_init.c file?
If the Patch 6 file doesn't match the fixed ships, then there's bound to be plenty of GA.

If that's not the case, then it's back to square one.
 
Well, err, umm................:eek:ops2

The only ships that I modified the ships.init.c for are the luggers, and those were not transferred to the lab rat install yet. Done now, and I'm off to play test.

Nope. This time it was 2 sloops. Medium GA.
 
I've not seen much GA for atleast the last week or so i've been play testing, infact just the one occurance i mentioned before :shrug

(Build Mod 14 Full + patch 6 full + patch 7 wip). I've been doing lots of personal modifications on this build(for later documentation in the modding thread), and tracking down/fixing bugs(like spinning left bug-fix with Pieters help), but i've not touched anything that i can think of that would effect GA issues?

I am using the 'Lugger1' starting ship mind you, not the 'LuggerVML'(iirc) that is the base ship for the last couple of patches, not sure if that has any relevence or not?
 
Nope. This time it was 2 sloops. Medium GA.
Bugger. Now what do we do? :modding
If the ships_init file only affected the Luggers, then there must be something else causing problems.
Have you tried comparing installs with WinMerge again? I know that takes a while, but it might help to single out anything suspicious.

I am using the 'Lugger1' starting ship mind you, not the 'LuggerVML'(iirc) that is the base ship for the last couple of patches, not sure if that has any relevence or not?
Only certain luggers had problems, and Lugger1 (the original starting ship) wasn't one of them. :no
 
Is the LuggerVML(whatever is being used in patch 6 onwards) a problem one maybe? If so that might explain the GA that Hylie is seeing, whereas i have very little(using Lugger1)?
 
Not sure, but HP went through every ship, so he'd have noticed any problems with it. :shrug
I think he's also testing with different ships, so his reports don't just concern the starting ships.
 
As to the Luggers, the only good ones are Lugger 3 and lugger VML. They others all had two ships modeled, giving them twice as many flag/pennants as they were supposed to have. Lugger 1 only had one model, but it had another problem that made me redo it too. Don't remember what now............

I started with a new install and storyline last night. The 1st ships that I noticed the problem having were demasted by the Port Royale Fort and I was in the Lugger VML.

The sloops were demasted by the Sao Jorge Fort and I was in an English Bark. The redone luggers are on the new FTP if you want to look at them. Oh. Armada, do you have the redone light frigates?

I'm sailing the barque longue now but have seen no combat.

This install has much more GA than the others, but it does not have the P7 WIP either. I was seeing ugly logs with the others and wanted a clean install to eliminate that, but this one has them too. Or rather, this one has another set of ugliness.

I did use Winmerge to identify and eliminate the B13 ships. Didn't look at anything else.
 
I still use them both. I put my whole ships folder on the new one and emptied it of everything else. Then when I dumped it as well the new one got empty. I will slowly repopulate it. I don't know what you do or don't have tho.
 
It's not hugely important for me, because I always check both FTP's if I can't find the latest updates.
However, for giving links to your folder (like this), you need to use the new FTP. That's just for convenience for those who don't use FTP Commander.

Either way, I've now got the light frigates, and I'll get the rest of your work soon.
I'm all over the place at the moment with Maya, figuring new things out every day, but I'll try to squeeze in a few play tests to double check your observations. ;)
 
I still fail to see how the presence of unused ship model folders can decrease graphical artefacts.
In fact, I'm pretty certain that can't possibly be a contributing factor.
Are you sure your fixed model files and ships_init.c all went into your new install?
The Beta/Patch files might have overwritten the files you worked on, so you need to re-add those as the last step.
 
I agree. I did not get the expected results.

After I fumigated the WIP ships folder so it only has B14 ships in it, and they are ones that have already been worked on I installed that in the 3 working installs I have now, including the ships.init.c. Then just to be sure I have been copying the ships that I have worked on into it overwriting the existing ones. The next step is going through it again ship by ship looking for errors and adjusting the camera height. I know there are 6 or so ships that still aren't right and will get special attention. But this is still better than the 100 or so before.

Even if this does not cure the GA problem, all of the ships will be consistent with each other and we will have a solid base for future work.
 
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