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Pre B13 WIP: Ammo mod

<!--quoteo(post=156398:date=Aug 3 2006, 10:34 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Aug 3 2006, 10:34 PM) [snapback]156398[/snapback]</div><div class='quotemain'><!--quotec-->
To Jack Davidson: Please check the changes to the ammo mod in the latest modpack update that I just uploaded. WinMerge should help in finding the changes.
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<img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> Too, many Jack's around here? <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

I'm sure you mean our good shipmate, Jack Rackham.

Cheers, Pieter <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
You are quite right. My mistake. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
No worries, matey. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Pieter,
I have tested the 5/8 update version with able_captain = 0 & found this:

To me it looks like a combination of 2 or 3 mods.


bug: gunpowder in your inventory never becomes 0. 1 strange gp shows up after a while.

bug: The GunPowderStorage GPS SOMETIMES is in the JRH style (all kinds of shots + gp)
& SOMETIMES in the original style (only gp, guess based on cannon gp amount)


I like it the way things are at the moment (except for the bugs). To me it´s ok with IncredibleHats toggle able_captain & Maximus not reload if no ammo. I want my 3 intentional restock situations to stay (GPS in the JRH style).
 
Another bug is when buying bullets: Works real weird.

I suppose somethings will need to be checked and fixed. It works fine for the largest part, but these bugs are pretty annoying.

I never encountered the Gunpowder Storage without ammunition and bullets. Maximus did change the powder again though so that it reflects the cannon gunpowder amount, but he didn't remove your additions. He did change one thing with your additions: He moved it to another file so that the amount remains the same when you reopen the storage. Seems reasonable to me: Would be odd if it suddenly changed.
 
The bug when pistol gp never gets 0 may be in Maximus changes. It showed up when I tried to test it separately.

The other bug I mentioned may be the result of 1 mod upon another.

The buy ammo bug: I never understood the "give items to trader" code, so I made something very homemade in items_utilite (in the original ammo mod). It worked earlier, guess someone has messed with the sell/buy situation.

If the amount in GPS remains the same, I agree it´s better. I have no exact picture of how restocking according to Maximus is meant to behave.
 
Pieter, if nothing good is being done soon I think we should go back to the restock version when "only" Hat had modded my mod. It was playable.

The buy-bullets bug is another thing I guess. I tried to look at it but found nothing that treats the bullets in another way than gunpowder (which is OK). The one who has made a lot of changes to the buy/sell situation is TIH...
 
Yup. I did.

Although, I didn't touch any of your code that was inside all the IF blocks. I mearly fixed a bracket bug causing some other issues with some other things.

Maybe in the result of fixing one bug, it had the inverse reaction of making the code no longer work because it was relying on that bug to exist, in order to work.

I do know your mod seems to work perfectly fine, before, and after. All except for that odd "buy" bug. Honestly, the way the code is in there, I see no reason for that happening. It SHOULDNT be happening. However, it is. So I wonder if something, somewhere else may actually be conflicting with a process. Maybe its an event handler somewhere? Because you can buy stuff if you click really fast (like before an event handler has time to interfere).

Totally guessing... I can't look at the code right now.

One thing I could try when I get time, is putting back the bracket bug, and see if it clears up the purchase of bullets. If it does... that's one hellavu screwy issue!
 
Welp Jack... I looked at the code, and put back all the brackets the way they were back on July 11th update (the last update before I messed with it).

Still the same problem.

So, whatever is affecting it, is something else. I did a compare of the July 11th code and code as of today... and there isn't anything there that even remotely touches on ammo being bought any differently! How odd is that??

I even looked as far back as June 28th Update... its all still the exact same code there.

Either this bug existed always... or something outside the whole itemstrade.c interface is causing this problem.

It also didn't work before the whole 'new' initItems.c file rewrite... so that wasn't the cause either.

I'm stumped dood... I looked, and I couldn't find why its not working. Buying gunpowder works fine. But buying bullets, does not. Not unless you really click the buttons to buy one.
 
Well I really don´t know then. It´s not that important to BUY your ammo any longer (restock on board, maybe loot some) but it sure is a bug.

Has anyone else made something to this also, in a complete other place?

Still I think this version is playable.
 
Right. Apart from being difficult to buy at a store, it all works better.

The itemstrade.c interface, is basically something running by itself. There are no known running influences that would cause a problem.

All other code changes in the itemstrade.c file were to allow the sale of your equipped items (spyglass being a special case). And those actions don't even happen near the purchase of bullets.

Unless somehow your bullets are using the SPYGLASS groupID attribute... I see no way that could affect anything. Even then, that code is for SELLING stuff from your inventory. Not BUYING stuff from the merchant.

You can SELL bullets just fine.

You don't have any eventhandlers defined for the ammo mod anywhere, do you?
 
For what it is worth, I have noticed that sometimes you <u>can</u> by bullets. Sometimes you can't.
 
Just the ones on which I'd like some more discussion. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
I think we need more items to ammo mod... I meen better flask for more that 6 counts of powder and etc.
 
Hmm... what's the last version that contained those items? We did use to have them, of course, and still have the interface pictures.
 
I guess there is only one flask for powder upgrade and one paunch for bullets count upgrade... I think we need more... at least one more flask and paunch
 
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