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Mod Release Open Sea Mod and Realism Settings

Cheers Gentlemen!

Pieter, the last Open Sea you gave me does not work at all. It made my game break.

First, I was not able to load an old savegame. Ok, not a problem, I started a new career, which worked ... in the beginning.

Then, after playing 2 hours or so, game crashed to desktop and I was not able to get it running since then.

I re-installed the complete game, to give it another try. Manually upgraded 2.3, 2.4 wip ... all well, no problems. Installed OS2.4, and the game did not start at all.

Unfortuantely, I was unable to report that yesterday evening, because at the same time, my internet went down, too (but for other reasons).

Strangest of all things, now it is running. Am I mad? I think not. And I wasn't drunk yesterday, I swear ... :rumgone

Well then, I'll give it a try and see what happens.
 
Now I'm confused. Is it working or is it not?
If you do get crashes, look at the compile.log, system.log and possible error.log in your main game folder to try to find out why it crashed.

I just checked the v02.4 and v02.5 files, but really the only difference is the addition of the map interface fixes.
That couldn't cause any crashes because those files are only even loaded at the time you use the interface. :shock
 
Well, I gave it a try and now did precisely what I did yesterday when all the problems started.

This was to try and load a savegame from my actual career.
This caused the game to crash:
- screen flickering in the load game screen, then going black
- starting task manager and killing the game from there
This happened both yesterday and right now when I treid to reproduce this.
I'll add error logs now.
Errm?!? I can not upload the error logs ... no, no chance. Can't upload the error logs.
"There was a problem uploading your file. " it says. I can not upload even pictures. But I did it before. :shrug

Well, compile log looks well.

Error log does not. Three types of errors:

OMPILE ERROR - file: TownFantoms\TownFantoms.c; line: 107
load type mismatch

RUNTIME ERROR - file: controls\controls.c; line: 738
missed attribute: launched

RUNTIME ERROR - file: seadogs.c; line: 2206
missed attribute: launched

System log is short, I post it complete:

Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
Techniques: 9 shaders compiled.
Techniques: 180 techniques compiled.
Techniques: compiled by 198093265 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
System exit and cleanup:
Mem state: User memory: 370 MSSystem: 80 Blocks: 5
Leak: 'Bad memory address' line 0, size 89
Leak: 'Bad memory address' line 0, size 69
Leak: 'Bad memory address' line 0, size 69
Leak: 'Bad memory address' line 0, size 69
Leak: 'Bad memory address' line 0, size 74

That's what happens when trying to load my old career.

I have not yet started playing a new one, but I'll do now and report if anything strange happens.
 
I was getting similar errors when loading a savegame too; so that appears to be normal. Please try a new game and see what happens.

Can you not even upload those log files if you put them in a ZIP? Maybe you got up to your maximum storage capacity?
Promoting you to "Modder" should solve that problem for a while. Welcome to the team! :cheers
 
Cheers Pieter,

I was getting similar errors when loading a savegame too; so that appears to be normal. Please try a new game and see what happens.
Yep, will be doing.

Can you not even upload those log files if you put them in a ZIP? Maybe you got up to your maximum storage capacity?
Promoting you to "Modder" should solve that problem for a while. Welcome to the team! :cheers

Ooops, thanks for the promotion ... though I am not exactly modding, am I?

The files are 4, 27 and 1 k of size, that should hardly be a problem. And too large files generates a special error telling that, I recetly found out when trying to upload my screenshots in original size ... nonetheless, I'll try putting them into a zip.

Nay ... can't even upload a zip of my error logs of 1.47 k size. *shrug*

I am completely puzzled, for I did upload files a few days ago, as you may remember ...
 
I figured to log out and log in again might solve the problem, but that does not, too. Heck, something must be wrong here.
 
I think it was b14_b2-4_wip1, plus the updates of you did add to your posts here.
I did not have internet available yesterday evening, so I had to do with what I actually had downloaded.

Is there a new version of b2-4 I may have missed here?

Besides, when saying "something must be wrong here" I did not only mean PotC. There are some other strange thins ... not being able to upload files, a strange error report from open office ... may be something is wrong with my computer at all. Hopefully nothing dramatical.

I just played 10 minutes PotC without any problems, except it took me two tries to start a new career. Game crashed at first try. Frozen in storyline selection.
 
Cheers,

http://www.piratesahoy.net/threads/build-14-beta-2-4-test-version-2-available.20513/

Hmm, no, I am quite sure I read this thread and installed it. But I did not find this in my dowmnloads now, so I did not install it when I re-installed the game yesterday. But I'm sure it had been there before.
I hope that is it and things will start making sense now again. :facepalm

Anyway, I do a fresh install of the game now, and include it now, and hope for the best.
 
Can you not even upload those log files if you put them in a ZIP? Maybe you got up to your maximum storage capacity?

About this: I can't find any reference to a limit on upload storage capacity in the Admin Control Panel. And even if such a limit exists, I don't think it can be affected by user group (e.g. Modders) privileges.
All we DO have is a maximum individual file size of 2MB, and a maximum number of 10 attachments per post. So I'm not sure what's going wrong for Skyworm. :shrug
 
About this: I can't find any reference to a limit on upload storage capacity in the Admin Control Panel. And even if such a limit exists, I don't think it can be affected by user group (e.g. Modders) privileges.
There USED to be. On the old forum. I couldn't even find a list of all my attachments anymore when I searched for it.
That used to exist as well. And quite handy it was at times too!
 
It is surely not about size limitation.
1st, the files are much too small, 2nd, it worked fine with larger files a few days ago.

I strongly guess the problem is with my computer here rather than with the forum.
 
There USED to be. On the old forum. I couldn't even find a list of all my attachments anymore when I searched for it.
That used to exist as well. And quite handy it was at times too!

I did a quick search and found this add-on for Xenforo: http://xenforo.com/community/resources/wmtech-attachment-manager.1364/
You'll have to ask Keith nicely if he has $25 lying around. :wp

As for being unable to upload anything, I've heard that this may have something to do with the Flash uploader, and disabling it fixes the problem.
However, this was for a situation where no-one could upload anything, rather than an individual.
 
About the archipelago map: I've finally finished phase one of improving the Open Sea version, by taking the original map and hiding all the islands to produce a blank map.
Archipelago_map_blank.jpg
Hopefully that's a bit more convincing, wouldn't you say? I tried to blend the cover-up patches as best I could.
The next phase will be to tidy up the smaller island images so they blend into the background properly. I'll probably sort this out tomorrow.
 
I just figured out how to swap between both maps depending on whether or not the Open Sea Mod is ON or OFF. And while I was at it, I made some further adjustments:

- Moved all island texts up and to the right to better match up with their respective islands
- Moved Saint Martin text further up and Nevis further down as they were too close together
- Isla Mona removed to prevent clutter (and you only ever need to go there in the Assassin storyline)
- Tortuga removed in Open Sea Mod as it is so close to Hispaniola that the text no longer matches up

- If you're using the map to see a Trade or Convoy quest destination, that red mark will be flashing instead of the player ship position for clarity's sake

- Replaced the Ship Interface Screenshot with a brig icon to match up with the player ship worldmap model
NOTE: I couldn't use that red mark for the ship position, because that is already in use to show the Trade and Convoy quest destinations
Also, it looks more like an "X marks the spot" treasure location than a ship's position.
Couldn't find any other good textures to use either. Unless we want to use a tick mark for either of the two. But that just seems wrong as well and is hard to scale....
Now that I posted a complete new code base with the changes included for this mod, does anyone have any comments on this yet? See above for specifics.

About the archipelago map: I've finally finished phase one of improving the Open Sea version, by taking the original map and hiding all the islands to produce a blank map.
Hopefully that's a bit more convincing, wouldn't you say? I tried to blend the cover-up patches as best I could.
The next phase will be to tidy up the smaller island images so they blend into the background properly. I'll probably sort this out tomorrow.
BRILLIANT! Thanks a lot for working on this! This will make it look so much more polished for people using the Open Sea Mod! :onya
 
Wow, that looks a lot better. Good work so far Armada, I'm looking forward to a much better map.
 
Having issue's when on map and entering sea mode to enter port's and such, im miles away from the actual port/land.. on map im literaly crashing into the island, but then takes ages to sail to the actual port location? is this part of the Open Sea Mod Thingo :p or a bug?
 
Having issue's when on map and entering sea mode to enter port's and such, im miles away from the actual port/land.. on map im literaly crashing into the island, but then takes ages to sail to the actual port location? is this part of the Open Sea Mod Thingo :p or a bug?
The Open Sea Mod makes the distances between islands far, far larger. So when on the worldmap you look close, you're still quite a distance away.
If this is not what you want, you can disable it at the top of PROGRAM\InternalSettings.h . We need testing how well it works with the mod OFF as well.
Assuming the code is correct, you should see no difference to before with the mod off. But it'd be good to have that confirmed. :doff
 
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