• New Horizons on Maelstrom
    Maelstrom New Horizons


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JRH quest

My texture clean-up ended up renaming all .bmp.tx files to .tga.tx like the usual game files. However, that causes a lot of missing texture errors, so I'm trying to use GM Viewer to find them and HEX-edit accordingly.
Doing so, however, I noticed that Ammo\BuildingItemsJRH\torch42.gm really doesn't have any textures. Do you have those?
 
No the torch42 looked good enough without texture file. (grey)

You're using jump start 16 I guess.
In quest_reaction the code starts from [16] (search [16])
There is also a lot of interactive things executed via open_box procedure in itemlogic.
Cannon_tower, wood_tower1, 2, 3, blue_cavern.
 
I'm looking at the file now, but my unfamiliarity with it really doesn't help. Can you point me to the exact reload that is the one causing the crash?
Might be this one?
Code:
		case "hoist_flag":
//from itemlogic
RemoveCharacterEquip(Pchar, BLADE_ITEM_TYPE);
TakeItemFromCharacter(Pchar, "bladeflag_pir");

if(!CheckCharacterItem(Pchar,"bladeX4")) GiveItem2Character(Pchar, "bladeX4");
EquipCharacterByItem(Pchar, "bladeX4");

Locations[FindLocation("wr_cave_shore")].image = "";
DoQuestReloadToLocation("wr_cave_shore", "goto", "flag_pole", "hoist_flag1");   // THIS ONE?
break;

case "hoist_flag1":
Locations[FindLocation("wr_cave_shore")].image = "wr_cave_shore.tga";//reset

PlaySound("PEOPLE\clothes1.wav");
LAi_SetFightMode(Pchar, false);
LAi_SetStayType(Pchar);

LAi_QuestDelay("hoist_spanish_flag", 2.0);
break;
 
Yes! That's the one. :onya
But again I didn't have to change anything in the code...

About the .bmp texture files, I thought it didn't matter so that's why I didn't bother to change them myself.
Must be a hell of a work. :modding
 
About the .bmp texture files, I thought it didn't matter so that's why I didn't bother to change them myself.
Must be a hell of a work. :modding
Saves filesize though. I've covered all AMMO files already. Do you know any other spots for me to look?
 
Did a bit more testing, but what I'm finding is very inconsistent. Sometimes the game CTDs before raising the flag, but one time I did actually get to see the flag raised and it crashed after the NEXT reload instead.
Would it be possible to introduce a bit more delays in the code being executed? I think that should help, because the flags are drawn one per frame if I recall, so with the amount of ships involved, that could take a second, maybe two?
If the other code is executed too quickly, maybe that causes some instability? That's all I can think of right now, because it's not a consistent problem for me. :modding

Edit: DRAT! I changed all delays I could find to 5.0 instead of 1.0 and 2.0, but still I got an insta-crash even on the reload BEFORE the one causing the flag hoist.
So basically in my tests just now, I've had the game crash on three different reloads! :boom
 
I've covered all AMMO files already. Do you know any other spots for me to look?
Yes.

Textures 8
Textures\Characters 4
Textures\Items 4
Textures\Ships 1
Textures\locations\inside\Animists_cave\mandala1 to mandala5 1 each
Textures\locations\inside\sacristy 1

Have you removed/changed back ev. prison_ships changes and for testing deleted the raft mast you talked about? :|
 
I've covered all AMMO files already. Do you know any other spots for me to look?
Yes.

Textures 8
Textures\Characters 4
Textures\Items 4
Textures\Ships 1
Textures\locations\inside\Animists_cave\mandala1 to mandala5 1 each
Textures\locations\inside\sacristy 1
Thanks a lot. By any chance, do you also know what GM files to look at? If not, that's fair enough, of course.

Have you removed/changed back ev. prison_ships changes and for testing deleted the raft mast you talked about? :|
All that stuff should technically be correct. Have to do some more testing, I suppose.
 
Managed to complete the story :dance - did not have anymore problems.

Meet the guy with the " bad Swedish Accent" - exited to Port Royale Market Square & was immediately killed by a game generated mugger :rofl

Jack Rackham
This is a really challenging quest - with a massive amount of new content ( some of the effects & scenes you have created have great potential to be used elsewhere in other storylines.)
I really liked the 2 islands at the begining, and the crew & officer recruitment at the end was also superb. ( just to name a couple of things from a long list ) :bow

Now all I have to do is :treas


:xmas
 
Talisman was lucky too and got no CTD.
Maybe you should check with him and see what was "on" and what was not?
 
Gets weirder and weirder. This time I got through without crashes altogether. While my previous tests were done running nothing in the background,
in this case I was copying my main game folder to my external HD while playing. Could that have made the code run slower and therefore not crash?
Or something? :shock
 
Talisman, many thanks for your sharpe eye. :keith
Very great help. :cheers


Sorry I forgot to mention - at the end of the story I still had the following Quest headers open in my Questbook:-

Woodes Rogers Crew
Johnson
Richards
Charles Eden
Israel Hands
Caesar


:drunk
 
Pieter, I have uploaded a new bugfix pack with the stuff Talisman found.
I have changed the Walkthrough in one place. Under The Temple page 33.
 
I'll install those files. As far as the CTD goes, the first point I sometimes get a CTD is:
1. You reload from inside the tower to on top - this works
2. As soon as you press [Space] to continue climbing, you do climb up and then the game crashes

But as I said, without ANY code adjustments made, I did get through once. In other words: still as inconsistent as can be. :modding
 
Oh sh*t, I was too fast.

Now I have removed Woodes Rogers Crew.
The other 5 should be left open...
And Hornigold too,but closed.
 
Installed your fixes, but they don't seem to relate to the scene that keeps CTD-ing on my at random.

Anyway, I did test out the new opening and like it very much! You sure handled the hints on the gameplay style nicely in a way that fits into the dialog that's already there.
And the new sailaway is nice and fancy! Much better than what I had done at first. :woot
 
Installed your fixes, but they don't seem to relate to the scene that keeps CTD-ing on my at random.
:|
No I have not changed anything except added 1 line under raft in ships_init. But that one was your fix so you have it already.
A very stupid question Pieter: Do you get a flag on the raft?

And the new sailaway is nice and fancy! Much better than what I had done at first.
I think it took the best from both our cases. The boat AND the sailaway.

Hornigold is there ( closed ) -- it seemed to appear and be instantly closed.
Good! It's closed because you got ... :yes
The others stay open because you don't.
 
No I have not changed anything except added 1 line under raft in ships_init. But that one was your fix so you have it already.
A very stupid question Pieter: Do you get a flag on the raft?
I didn't check the raft in that scene, but did check it on its own by just setting it as my player ship earlier. That works fine without bugs.
It shouldn't cause more bugs than any other ship now, because the raft really is now set up properly for the Different Flags mod. :facepalm

And the new sailaway is nice and fancy! Much better than what I had done at first.
I think it took the best from both our cases. The boat AND the sailaway.
Absolutely! :onya
 
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