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Fixed Missing textures and sounds

ANSEL

Corsair
Storm Modder
Hearts of Oak Donator
On some spots texture is missing in the new update. The picture is a ship missing texture,
but there will be places in the jungle with missing texture too.
 

Attachments

  • error.log
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  • system.log
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  • compile.log
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  • seadogs2_0094.jpg
    seadogs2_0094.jpg
    297 KB · Views: 83
This file seems to be called in the wrong spot:
Can't load texture resource\textures\LOADING\MUTINY.TGA.tx

These files indeed do not exist for me either;
Unable to open resource\sounds\VOICE\\English\\pay_mutiny.wav
resource\sounds\MUSIC\drums.ogg: Can`t open file
Can't load texture resource\textures\SHIPS\WOOD_PA.TGA.tx
Can't load texture resource\textures\SHIPS\WOODRE2.TGA.tx

The last two belong to the "Polacca_N" by @Hylie Pistof.
Can you post those files please? Apparently they're not in my game.
Which is strange, since I remember asking for them before and getting them too.
So where'd they go? :confused:
 
I have those textures in my game but also can not find where I posted them here. So..........
 

Attachments

  • Polacca_N textures.7z
    1.5 MB · Views: 80
I haven't got access to my computer until Monday, so don't know.
 
This file seems to be called in the wrong spot:
Can't load texture resource\textures\LOADING\MUTINY.TGA.tx
PROGRAM\Loc_ai\LAi_mutiny.c maybe this helps?
Code:
// KK -->
void PrepareMutinyDeck()
{
   int i;

   ref mchr = GetMainCharacter();
// KK -->
   int locID = FindLocation("MUTINY_Deck");
   if(locID < 0) {
     Trace("Boarding: ship location not found <MUTINY_Deck>, set default");
     return;
   }
   ref rDeck; makeref(rDeck, Locations[locID]);
   DeleteAttribute(rDeck, "");
   string QDeck = GetCharacterShipQDeck(mchr);
   ref rQDeck;
   switch (QDeck) {
     case "ShipDeck1":
       makeref(rQDeck, Locations[FindLocation("ShipDeck1")]);
       CopyAttributes(rDeck, rQDeck);
       rDeck.models.always.locators = "qdeck_l";
     break;
     // default:
       makeref(rQDeck, Locations[FindLocation("BOARDING_" + QDeck)]);
       CopyAttributes(rDeck, rQDeck);
   }
   rdeck.index = locID;
   rdeck.id = "MUTINY_Deck";
   rDeck.id.label = "Boarding deck";
   rDeck.image = FindReloadPicture("Mutiny.tga"); // PB: was "Mutiny.tga";
// <-- KK
}

Unable to open resource\sounds\VOICE\\English\\pay_mutiny.wav
That file simply doesn't exist, so I'm removing the call for it in PROGRAM\INTERFACE\mutiny_map.c:
Code:
void InitInterface(string iniName)
{
   SendMessage(&GameInterface,"ls",MSG_INTERFACE_INIT,iniName);
   ChangePicture("BACKGROUND", FindReloadPicture("Mutiny.tga"), true); // KK

   CreateString(true,"fakeTitle",XI_ConvertString("Mutiny"),FONT_TITLE,COLOR_NORMAL,320,5,SCRIPT_ALIGN_CENTER,1.0);
   CreateString(true,"CrewMorale","",FONT_NORMAL,COLOR_NORMAL,320,365,SCRIPT_ALIGN_CENTER,0.8);

   SetSelectable("B_FIGHT",true);
   SetSelectable("B_PAY",true);
   CalculateInfoData();
/*   if (ENABLE_EXTRA_SOUNDS == 1) {
     PauseAllSounds();
     PlayStereoSound("VOICE\\"+LanguageGetLanguage()+"\\pay_mutiny.wav");
   }*/

resource\sounds\MUSIC\drums.ogg: Can`t open file
This is something apparently @Jack Rackham added, but I don't have that file. Hopefully he does?

Seems to be called for ALL "military" locations:
Code:
    case "military":
       SetSoundScheme("residence");
       SetMusicAlarm("military");
       break;
 
The only drum sound effects I know to exist in the game are "RESOURCE\Sounds\OBJECTS\Duel\FrenchDrumsA.wav" and "FrenchDrumsB.wav", both used in the "Hornblower" storyline. Have a listen to them, because if they're any use for the general "military" theme then I can convert them to .ogg format.

Otherwise find me a suitable drum theme on Youtube, then I can grab and convert that to .ogg, too.
 
The only drum sound effects I know to exist in the game are "RESOURCE\Sounds\OBJECTS\Duel\FrenchDrumsA.wav" and "FrenchDrumsB.wav", both used in the "Hornblower" storyline. Have a listen to them, because if they're any use for the general "military" theme then I can convert them to .ogg format.
@Jack Rackham already did. ;)

It is included in PROGRAM\sound\ALIAS\music_standard.c:
Code:
tmpref.military.f1.name = "MUSIC\drums.ogg";
And linked to a location type through PROGRAM\sound\sound.c:
Code:
    case "military":
       SetSoundScheme("residence");
       SetMusicAlarm("military");
       break;
So that means it is used in ALL "fake fort" locations.

As per the next update, the file will actually be there. Then I'll be curious to hear if it fits its use there.

I was playing the HTC storyline then.
Thanks; that confirms my suspicion that it is used also OUTSIDE the Woodes Rogers storyline.
 
All missing files are included for the next update OR no longer referenced.
 
Here is still some spots with missing textures. This is the jungle at Port Royal.
 

Attachments

  • seadogs2_0000.jpg
    seadogs2_0000.jpg
    255.2 KB · Views: 82
  • system.log
    3.9 KB · Views: 79
Here is still some spots with missing textures. This is the jungle at Port Royal.
Code:
Can't load texture resource\textures\LIGHTING\STORM\LOCATIONS\TOWN_REDMOND\REDEXIT2\SHADOW.TGA.tx
That is STOCK GAME FILE! It is in my game just fine and you should have it too. :shock
 
No! I am not telling you to look into it, I was saying I will do it.
Can you perhaps send your file, so I can compare the files?
 
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