So the first comment must admiration for the fact that @ChezJfrey got it to work at all. The original creators had no thoughts of backwards capability when they upgraded the engine through the storm series. Add to that he fixed many of their errors and moved it forward to dx9 etc. Then consider the amount of original functionality that he has breathed into its "raw" state without any real knowledge of the complexities that have grown into NH across its many years and individuals modding. A few changes in the later engine he has used in place of removed features still need a wider view on how best to present them but they work. With his troubleshooting a few more missing bits got added/fixed along my playthrough, a nember remain.
It is no coincidence I chose to work through TOSH. It is the original plot and ignoring added side quests probably has the least modded content. So I successfully went through the base game without visiting the extra islands not in the original. There are a number of rough edges but got from one end to the other so basic stuff mostly works. Amazing achievement @ChezJfrey
Thanks for the kind words. I will add that @pedrwyth is a real trooper, going through the machinations and weeding out the anomalies.
Though I already PMed, here's the latest, adding some of the private message tidbits:
I got the crash after a couple ransackings. It's the Ship_OnDead call, sending MSG_SHIP_DELETE to SeaFoam. It has to do with somewhere, the ship entity for a character is already removed somewhere, or that even is being called multiple times per already dead ship.
Like I suspected, it is a SendMessage call and looking at the particular one causing the problem, for SeaFoam entity, the back-end is attempting a virtual call on something that has already been flagged as deleted. Since it was inconsequential, in terms that the entity in question is already gone, it was trivial to test and skip the rest of that message processing in that event; it was far quicker to do that in the engine, rather than try sifting for how/why it may have already been done in the script. I think that fixes the ransack problem, obviating trying to find where the char ship entity goes away 'out of order' of that event call. I no longer got a crash after that and I sent pedrwyth the link for the changed executables.
1) I have got the Pchar pistol to fire but the blue charge icon doesn't seem to change - even when you un-equip the weapon. In the base version the bullet changes colour until loaded and the blue icon shows a time to reload growth. (and goes with no pistol equipped) I guess in manicon version it should be no bullet and a growing amount of blue whilst loading- I think the code shows coding for the steps of blue to full but it's not triggered.
The new interface for COAS is different. You see a little star for each weapon charge you have (e.g. a single barrel shows 1, a double-barrel shows 2). When you shoot, the star turns red and when it's recharged per the 'chargespeed' attribute, it turns yellow again. It appears to work as intended when I shoot and wait; I see it red, then yellow.
The blue is character energy. In COAS, as you fight, different sword attacks deplete your energy at different rates, and when it is gone, your character's replenish stats determine how fast it recharges. Since there is no such thing as char energy in NH that I could see, it remains static at 100%.
Also, unrelated, I fixed the worldmap encounters because while looking for a ship, I never saw them at sea when the worldmap encounter popped up.
2) Another thing I am looking at is missing textures for the building kit. The models themselves seem to be in a subdirectory in ammo sub directory but I presume the problem is linked to moving files around for your version. You can easily see on starting TOSH the knoll overlooking the harbour has an added bastion and cannon. the cannon is textured but the keep is not. Meanwhile the building added in front of the gate is ok
I see that fence and cannon. The fence is ammo\buildingset\b_fence.gm. When I open it without giving the proper texture folder, I see the same shape. It also tells me the texture is wood_all.tga. When I point gmviewer at the textures\ammo folder, where that file sits. The image in the viewer goes blank.
Then, I used TXConverter.exe to view textures\ammo\wood_all.tga.tx and it is blank; I see nothing. There is something up with the texture file itself...maybe corrupted? Which is further supported by the fact that the other 'items masquerading as buildings' look fine.
3) Something wipes sail levels to 50% pretty much straight after fixing them.
This one is tricky. The engine receives the char.ship.sp and the actual ship.sp in the BI_IN_CREATE_SHIP message. When that is first sent, a trace statement: trace("chRef ship.sp = " + chref.id + ", " + chRef.ship.sp); just before the call shows correct. However, when I go from port to sea, those trace statement sets show up 3 groups for 3 repeated calls on each ship. The first set shows correct values, but the next 2 sets show a percentage of the original values. Since the character's ship is 200, the percentage at full strength was 100, and that's why you see 50% in the sail health bar. I tried the same trace message in ERAS/COAS and when I go to sea, that function only gets called once per ship, with the correct values. I suspect, similar to our Ship_OnDead problem, the multiple calls are causing problems and should be removed in the scripts, but I'm not yet sure where NH is calling it so many times in the single launch to sea, but it really shouldn't have been set up to repeatedly call like that.
4) A further problem I have not got far into is adding icons to the battleinterface sub command menu that shows when you try to use an ability. At the moment I don't think they are being added so you can't use the added abilities (if you have any) but I have only "fake" acquired them rather than through the game. From memory this is how you use the "artefact" at the end of TOSH to remove the invunerability from the Black Pearl (I had to resort to a console command). Anyway the artefact icon should either be at top battleinterface .c command level or under the abilities sub list and it wasn't.
5) I frequently get overlap of sound systems the previous one continuing into the next scenario (and not stopping). Saving quitting and restart clears the situation.
Looking at the sound problem you describe, I note that COAS changed most of their ResetSoundScheme calls, to ResetSound() and they also changed that function in sound.c
So, will likely have to do similarly for NH. Although not all the ResetSoundScheme calls were changed, like one in LAi_boarding.c: LAi_EnableReload() did not change. But most of them were changed over. I went ahead and made the change for ResetSound to all the files that looked similar to intent to the places where that change was made in COAS. We'll see how that fares.
So why would someone bother?
There are reputedly many improvements that come with the new engine, look at the later games to decide yourself if having the NH content presented like that is worth the candle.
Heh, it's a mystery. It was once a big deal, desired. Now, it appears not so much. Oh well.
I will say, Caribbean Tales is already done and appears much more solid than the original from what I can tell from @Modder01. COAS, GOF, ERAS are nearly rock solid, going on a couple years in this new configuration...especially the GOF-derived flavors, considering they were pretty shaky and unstable against the original Storm 2.8.
Granted, NH has posed several unexpected problems, but I would think if more than just pedrwyth were digging into it, would have been done much sooner.