• New Horizons on Maelstrom
    Maelstrom New Horizons


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JRH quest

I still want to see if we can fix this, but it'll be a few days before I get to it.

BTW: Today I sorted out the FR_LightPinnace model so we can keep her and she's got more detail too. :woot
 
I'm soon through with the bugfixing. Then I'll try to fix the CTD.
If we can't solve the flag problem I have to come up with something else. :trio

BTW: Today I sorted out the FR_LightPinnace model so we can keep her and she's got more detail too.
:onya
 
:no - Makes matters worse - now I can not get onto the beach at all from any other location.
Every time the beach location tries to load I get a CTD - Abnormal Program Termination. :shock
Unless of course I have updated the Ships_init.c file wrongly :shrug
EDIT: Is the entry for the raft correct - in GM viewer the raft only has a single file raft.gm - no seperate file for the mast / flagpole
Problem found. I assumed that the raft wouldn't have the required "penn" locators, but in fact it does! As such, only the following line is required in ships_init.c for the raft:
Code:
refShip.Flags.Mast0.Flag1 = FLAG_ENSIGN;
In other words: remove this line from your raft's ships_init.c entry, save the file and perform a reinit:
Code:
refShip.Flags.NoPennants = true;
This prevents the insta-crash that you have experienced that otherwise would occur as soon as the raft is loaded into the scene.
Here's to hoping that this WILL help properly. :cheers
 
For the PrisonShips, to ensure any potential issues with flags, I have removed the flag locators from the mast2.gm files. If they don't have flags, they can't mess up.
This should make all flag-related stuff in this storyline work regular; hopefully that is enough to prevent the crashes.
 
Good news you found something Pieter. :cheers
Hope that was it! :onya

I have now fixed all bugs you found Talisman.
1) Grandma dialog before autodialog in shop fixed.
2) Now there's nothing more to loot after Dave has taken your blades. There was a fix but this one is better.
3) The mummy with the bad animation is exchanged for another one.
4) prisoner_Defoe is removed from the Temple.
5) The Temple is and should be open to the stairs when coming from the Crypt. I have changed in the Walktrough.
6) The Barrel you picked up in the Crew's quarter very early in the game is now only available in the Revenge part.
7) The Gold lock was locked because of the jump start. Now it's open from any jump start.

I have also reworked the sailaway Sloop in swamp_island1.
From start Boat and Sloop are both there, now one is saling.
After the first tree push a cannon shot is heard and Pyle autoruns to the shore:
the Boat is gone and the Sloop is now sailing. :sail

So after this I'll test the CTD situation.
 
Sounds good, Jack! One thing I know for certain on my suggestions for the CTD; now they REALLY don't make things worse. :wp
 
:no - Makes matters worse - now I can not get onto the beach at all from any other location.
Every time the beach location tries to load I get a CTD - Abnormal Program Termination. :shock
Unless of course I have updated the Ships_init.c file wrongly :shrug
EDIT: Is the entry for the raft correct - in GM viewer the raft only has a single file raft.gm - no seperate file for the mast / flagpole
Problem found. I assumed that the raft wouldn't have the required "penn" locators, but in fact it does! As such, only the following line is required in ships_init.c for the raft:
Code:
refShip.Flags.Mast0.Flag1 = FLAG_ENSIGN;
In other words: remove this line from your raft's ships_init.c entry, save the file and perform a reinit:
Code:
refShip.Flags.NoPennants = true;
This prevents the insta-crash that you have experienced that otherwise would occur as soon as the raft is loaded into the scene.
Here's to hoping that this WILL help properly. :cheers


I have updated my ships_init.c file and it works - :dance I can now get onto the beach again - still cannot raise the Flag on top of the wooden tower though.

I have checked the Prison Ships beach - your changes in the ships_init.c file cause a CTD there ( Abnormal Program Termination ) location would not load - so I have removed those from my file.

Copy of my Ships_init. c file attached ( Prison Beach & Access to Cave beach work )

Also attached are the error logs for the Prison Beach Crash.

EDIT: Attachments Added
 
Indeed the best with the PrisonShips is to NOT add my changes for ships_init.c and remove the flag locators in the mast2.gm files.

There's still a CTD on raising that flag then? Crap. It's not because of an error with the "raft" situation now though. :modding
 
I have had a careful look at all the ships moored arround the Cave Beach. :keith

I have found one that does not seem to have any flags. ( see image )

Not sure what model it is - this is the only angle you can view it from.


:shrug
 

Attachments

  • PotC_WR_CaveBeach_Ship.JPG
    PotC_WR_CaveBeach_Ship.JPG
    115.5 KB · Views: 86
You mean that gunboat? I just checked and she's not supposed to have a flag, so that shouldn't be a problem.
 
YES --- It worked - :shoot: :mi :mi

Why I don't know :shrug

But I raised the Pirate Flag - auto see ship fire cannon through Spyglass - auto loading screen - Quest book update - return inside wooden tower.


Have attached logs - if anyone wants to check them against the ones for the failures. ( they start from picking up the boat - hook in Blue Cavern & go to - about to go back into wooden tower after raising Pirate Flag & seeing ship fire cannon.)


:)) :)) :))

Onward I go.

:dance
 
YES!!! :trio

Thanks Pieter for this fix. :onya
Exactly which changes did it?

raft: refShip.Flags.Mast0.Flag1 = FLAG_ENSIGN;

prisonships: no changes
is that it?
 
Thanks Pieter for this fix. :onya
Exactly which changes did it?
Must be this one then, since the PrisonShips are not involved:
raft: refShip.Flags.Mast0.Flag1 = FLAG_ENSIGN;
And I did not release my modified mast2.gm files with the flag locators removed, so that wouldn't have helped. I will include that change in Beta 2 though; if it doesn't help, it certainly cannot hurt.
 
Now I have got passed the CTD - I am playing through the Revenge part.

When I go to Friday's room - to climb out the window - Caroline K is still standing there - from earlier on.


:cheers
 
I just tried myself and I DO get a CTD. Error.log makes note of this code in Flags.c:
Code:
int GetPirateFlag(ref chr)
{
if (CheckAttribute(chr, "Flags.Pirate")) return sti(chr.Flags.Pirate); // <-- THIS LINE
ref cmdr = Group_GetGroupCommander(GetGroupIDFromCharacter(chr));
if (!CheckAttribute(cmdr, "Flags.Pirate")) cmdr.Flags.Pirate = rand(4);
return sti(cmdr.Flags.Pirate);
}
Error.log:
Code:
RUNTIME ERROR - file: battle_interface\flags.c; line: 341
Using reference variable without initializing
RUNTIME ERROR - file: sea_ai\AIGroup.c; line: 222
Using reference variable without initializing
 
When I go to Friday's room - to climb out the window - Caroline K is still standing there - from earlier on.
Ok, there still are some bugs left... :onya

Pieter, I don't really know why you should have a CTD. :huh The only thing I changed was that single line in ships_init under raft, not a thing about prisonships
neither in ships_init nor elsewhere. No mast for the raft. Try a set up like that.

The errormessage is strange as these lines exist in StartStoryline:
ref cmdr = Group_GetGroupCommander(GetGroupIDFromCharacter("Grand Turk Commander"));
cmdr.Flags.Pirate = 0;
 
I'm wondering if the reason for the CTD is something else by any chance; maybe something got renamed that shouldn't. I've messed around with files so much... :wp
 
Jack, could you point me to the code for this scene so I can see what's going on?
 
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