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    Maelstrom New Horizons


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Pre Build 13 Modpack

<!--quoteo(post=168796:date=Oct 26 2006, 03:49 AM:name=Jack Rackham)--><div class='quotetop'>QUOTE(Jack Rackham @ Oct 26 2006, 03:49 AM) [snapback]168796[/snapback]</div><div class='quotemain'><!--quotec-->
There is already this function:
Officers restock themelves automatic by visiting the ship to 6/6. If they are given pf/ap to 12/12.
I´m going to check if all that is functional too...
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Ahh, I will try and get everyone their own PF & AP, and see how that works before scuttling the ammo mod entirely. Thankee Jack! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

<!--quoteo(post=168793:date=Oct 26 2006, 03:41 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 26 2006, 03:41 AM) [snapback]168793[/snapback]</div><div class='quotemain'><!--quotec-->
Open BuildSettings.h and set ENABLE_AMMOMOD to 0.
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I will file this away until after I explore the powder flask/ammo pouch for everyone approach. Thanks!
 
Ok, I have found the buy ammo bug too.

Left is to check and fix restock on ship & other things that appear on this road...
 
That's amazing! I hadn't expected you to find that one; nobody managed to find it until now. What was the problem with it?
 
I can´t really say Pieter. I checked every line that was changed in itemstrade: DoTradeOperation. At last only my own code for buying bullets etc remained so I rewrote it . Now that identical code WAS working allright earlier so I don´t know. <img src="style_emoticons/<#EMO_DIR#>/huh.gif" style="vertical-align:middle" emoid=":huh" border="0" alt="huh.gif" />

Similar things I´ve noticed here & there for ex " CheckCharacterItem() " seems NOT to be sufficient (any longer) ?? <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

I´m soon finished with this. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Does this mean that Build 13 is almost ready? I saw that the ammo mod is causing complications. I hope you can fix it. I actually liked the ammomod, along with the food and rum checking, but not for realism, just because I now must prepare for long jurneys. Buying all the food and drinks to keep the crew alive and happy, planks and sailcloth, to fix the ship, and restock the ammo supplies for boardings. A shame that this last one does not work properly. Sadly all I can do is wish you luck with it, than run away in fear of getting linched for being so annoying and useless.
 
Pieter et, al.

I am not sure where to post this, but I have some summary thoughts on the state beta 5. I have been doing a little testing of the new islands and general game play, not the quests.



First on the positve:

I think boarding is working very well except for the ammon mod problem which can be overcome by turning it off. I play at adventurer and I think balance between fight to the end and surrender is very good and the general difficulty is good.

The new fast treavel icons are good and working everywhnere I have been sor far but Greenford.

New Islands seem to be all working so far including fast travel, governors and pirate hunting and smugglers. So far I have checked Cuba, Hispanola, Guadalope, St. Martins. I will get Turks and Cayman checked tonight.

Tailors' selling clothes to officers is working fine.

Some things that are not working include:

I think the CTDs are more frequent particularly from the map.

The ransack interface, but you can pretty much work around it by swaping ships and/or taking all.

The ammomod/crew.

I know that a lot of these are well known. I just thought we needed a summary of both the positive and negative.
 
<!--quoteo(post=169004:date=Oct 27 2006, 04:30 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Oct 27 2006, 04:30 PM) [snapback]169004[/snapback]</div><div class='quotemain'><!--quotec-->
I think boarding is working very well except for the ammon mod problem which can be overcome by turning it off. I play at adventurer and I think balance between fight to the end and surrender is very good and the general difficulty is good.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks Jason. I really appreciate the feedback.

Another thing I worked on with boarding was to make sure the casualties seemed reasonable for both sides after it was all over. Oddly enough, my original estimate of what numbers would work was the one that went out in the final version.

Morale, on the other hand, got a lot of tweaking before it was done. I hope final morale levels are also reasonable.

Hook
 
Okay, here's a suggestion for allowing bullets to come from ship stock. Why not make it so you can draw bullets, etc from the grapeshop ammo type? Or else you can create a musketeer's kit stock item that refills both powder and bullets.

Just a couple of suggestions.

Sadly, I don't know the code well enough yet to do it myself, but figured I'd throw out that suggestion to the community.

Cap'n Drow
 
I have some bad news. My time is becoming limited to the point to ludicrousy. I have lots of things to do for school and I hardly even have time for that. So I will not be able to do much work on Build 13 for I think at least two weeks. Which I am really not happy about at all.

If everyone here could work on making an as complete-as-possible buglist of everything wrong in Beta 5, that would be very helpful. And if somebody would want to take over the compiling work from me for a bit, that would be quite useful as well. Then at least the work can continue.
 
Pieter, I would offer to take over. But I'd need a lot of direct chat and training time with you to learn the in's and outs of the code. I do know how to code, I've done scripting and mod work for Neverwinter Nights, Treadmarks, Carmageddon and the GTA series, just being slow and not having as much time as I'd like to for learning how to work with PotC/AOP yet.

Cap'n Drow
 
The "JRH ammo bugfix" is on the ftp now. Hope it covers everything. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=169039:date=Oct 28 2006, 10:02 AM:name=Jack Rackham)--><div class='quotetop'>QUOTE(Jack Rackham @ Oct 28 2006, 10:02 AM) [snapback]169039[/snapback]</div><div class='quotemain'><!--quotec-->
The "JRH ammo bugfix" is on the ftp now. Hope it covers everything. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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excellent - i'll give it a try in my playtest build later and report back <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />


<!--quoteo(post=169039:date=Oct 28 2006, 10:02 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 28 2006, 10:02 AM) [snapback]169039[/snapback]</div><div class='quotemain'><!--quotec-->
I have some bad news. My time is becoming limited to the point to ludicrousy. I have lots of things to do for school and I hardly even have time for that. So I will not be able to do much work on Build 13 for I think at least two weeks. Which I am really not happy about at all.

If everyone here could work on making an as complete-as-possible buglist of everything wrong in Beta 5, that would be very helpful.<!--QuoteEnd--></div><!--QuoteEEnd-->

Well good luck with the school stuff - just try to push build13 out of your mind completely for the next few weeks <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I think a few weeks of intensive testing might be just what is needed before a final release? Atleast in two weeks only a few of us might be able to test more than a few hours a day, so its not that much testing really. Sadly i can't volunteer for build compiling just yet - i dont even know all the modders properly yet! and not the code either, still people like Jack/Hook etc can keep putting their fixes on the ftp and hopefuly it will all be there when you come back.
 
On the new islands, there was no governor or smuggler on Turk

Great Jack,

How do I get on the ftp?
 
Jason, you need a program called FTP-commander. Get it under modding tools at Pieter´s Pirate Page.
 
Thanks Jack, and when I get there I down load the program folder and and copy into the program folder?

Sorry to be so ignorant about this but I don't know how to get your fix into the game I am playing.
 
I was thinking exactly the same as you a few days back - i have never used an ftp site before. Here's what i did to get it to work:

1. Download the ftp commander prog from Pieters page
2. Install the program
3. All the setting are preconfigured so it will be ready to go when installed
4. make sure your internet connection is open
5. Run Ftpcomm.exe

This will bring up a screen with the detail of your pc contents on the left and on the right it will have PiratesAhoy! public FTP

6. Click on PiratesAhoy! publuc FTP(this might not be neccesary but it does work)
7. Click 'connect' which is on the upper left part of the screen

You may have to grant permission for your firewall to allow the connection.

It will take a few seconds to make the connection and then you should see a list of files on the right part of the screen, all the files on the ftp site.

8. select the file your interested in and right click so a little menu pops up, select 'download selected files'

The file will download into the section of your pc highlighted on the left half of the screen, My Documents is an easy one to remember i find.

9. When your finished just click 'Disconnect'.

Thats about it. You can navigate through the available files as if exploring your own files on your pc. You can of course upload files onto the ftp also.

Hope that helps <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Jason, after download open the JRH ammo bugfix folder & copy the PROGRAM (& buildinfo) folder into POTC 13 beta 5. You will be asked if to replace existing files . Yes! Perhaps first make a copy of your game if anything f***s up.
 
<!--quoteo(post=169045:date=Oct 28 2006, 11:52 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 28 2006, 11:52 AM) [snapback]169045[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=169039:date=Oct 28 2006, 10:02 AM:name=Jack Rackham)--><div class='quotetop'>QUOTE(Jack Rackham @ Oct 28 2006, 10:02 AM) [snapback]169039[/snapback]</div><div class='quotemain'><!--quotec-->
The "JRH ammo bugfix" is on the ftp now. Hope it covers everything. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

excellent - i'll give it a try in my playtest build later and report back <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />


<!--QuoteEnd--></div><!--QuoteEEnd-->

I'll have to wait untill i get back onto the latest beta - it wouldn't work in my playtest build(12.1+prebuild13+Aug update+few fixes).
 
<!--quoteo(post=169047:date=Oct 28 2006, 01:06 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Oct 28 2006, 01:06 PM) [snapback]169047[/snapback]</div><div class='quotemain'><!--quotec-->
On the new islands, there was no governor or smuggler on Turk
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I didn't created them. Turk is a pirate island like Tortuga or QC, so there's no governors or authorities. On QC there's a chief, but his function is very poor - I thought there's no point of cloning him on Tortuga and Turks. I have added import and export goods on Turks, but no contraband, so smuggler is obsolete there. I didn't add a smuggler on Tortuga though it has contraband, but it's a pirate settlement, which thus should be, I think, handled different than Santo Domingo or Port of Prince.

pirate_kk
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><i><b>Latest News</b></i><!--sizec--></span><!--/sizec-->
Hello all, I thought I'd inform you of all the latest news that I can think of that is relevant to you.

<i><b>1) New Modpack Update: Beta 6</b></i>
I have added all recent fixes on top of Beta 5 and released it as Beta 6. Get it <a href="http://www.s31clan.com/pietersmods/b13_beta6.zip" target="_blank">here</a> (24,6 MB).

This is not a perfect version yet and several bugs are not tackled yet, but it should at least work better than Beta 5, I hope. This is the best I can do at the moment; when I have more time again, I'll get to making a more thoroughly fixed version. But that will take a while.

<i>Bugfixes included:</i>
- When Philipsburg or Marigot is captured by the player, the fighting will stop (CouchcaptainCharles)
- Lots of bugfixes to the ammomod (Jack Rackham)
- Typo fix to Cayman.c (Pieter Boelen)
- Typo fix to b_workshop.c (Pieter Boelen) - The shack dialog in Oxbay port should be working again now
- Slight bugfixes to Cabinfight_dialog.c (Hook)
- Typo fix to Habitue_dialog.c (Maximus)
- Exit code added to Marigot_patrol.c and Philipsburg_patrol.c (CouchcaptainCharles and ...)
- Ransack interface (after capturing a ship) should have been fixed (Maximus)
- Tranfer goods interface should have been fixed (Maximus)
- Excellent weapons are equipped by officers again (fix by Pieter Boelen to a stupid bug caused by himself <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> )
- Female pirate captains on pirate hunting missions fixed (Hook)
- Fix for weird negative quantities of goods picked up (Hook)
- Random item locators removed from two captain's cabins because they caused some weirdness (CouchcaptainCharles)

<i><b>2) My time to devote to Build 13</b></i>
I will be very busy the coming 1,5 weeks with school, so I won't be able to devote much time to PotC. I'll try to post on the forum every now and then though. Once I have more spare time again, I'll work on getting Build 13 done as soon as humanly possible.

If it interests you why I am busy: I need to finish a project for school, which is a lot of complicated and vague work. The coming week I will be having a RADAR-training and I need to travel about 4 hours a day just to get to the place where I have that training. The Monday after that I have to go for an application with Maersk for my 6-month sailing begin next year. That same week I need to finish some other work as well that we couldn't get done yet. I'm not sure if I'll have much spare time after that; I'm afraid not. But I'll try to get some Build 13 work done as soon as I can.

<i><b>3) Work that you could do in the meantime</b></i>
The most important work that needs to be done is thorough testing and finding all important bugs to fix. This can be done in several ways:
1) Just play Beta 6 and write down all weirdness you encounter
2) Play old modpack versions and see which bugs are and are not in there
3) Try to focus on some bugs in particular and try to figure out when and how they got introduced

Also: Please open engine.ini and set:
<i>numoftips = 0
tracefilesoff = 0

[script]
debuginfo = 1
codefiles = 0
runtimelog = 0
;tracefiles = 0</i>

If some people could work on this, that'd be great. Please post everything you find in a thread where I can find it. Please post all bugs in as few words as you can and be sure to include the following info:
- Game version (can be found in "Post Build 12 Version.txt" or "Build Info.txt")
- When did the bug occur?
- What were you doing at the time?
- Possible error.log file that is generated
- Possible causes, according to you

This should help a lot in finding and fixing the final bugs. I hope that once I have some time again, you people have been able to make a thorough list of things to address. It might be a good idea if the bugtesters somehow try to work together and agree who is going to do what.
 
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