• New Horizons on Maelstrom
    Maelstrom New Horizons


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Pre Build 13 Modpack

Man it is hard to keep up with you folks! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

I have a save from previous to a crash, Nathan, but it's from the modpack from a day or so ago. Maybe you've already solved this problem... I dunno:

Here's my error log (mercifully edited) -

~~~~~~~~~~~~~~~~~~~~~~~~~~~
RUNTIME ERROR - file: dialog.c; line: 121
Invalid function code in SetEventHandler
RUNTIME ERROR - file: characters\characters.c; line: 116
Cant create class: NPCharacter
RUNTIME ERROR - file: kam_shipberthing_ship.c; line: 914
missed attribute: port4
RUNTIME ERROR - file: kam_shipberthing_ship.c; line: 914
null ap
RUNTIME ERROR - file: kam_shipberthing_ship.c; line: 914
null ap
RUNTIME ERROR - file: kam_shipberthing_ship.c; line: 914
no rAP data
RUNTIME ERROR - file: kam_shipberthing_ship.c; line: 914
missed attribute: port4
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

compile.log (edited out repetitious errors) -

bool CreateParticleEntity()
!!! Reload to 133
LoadLocation(ref loc) Dungeon 1
LocLoadShips: Can't find Location.locators.ships in location: Dungeon 1
Delete character <Location fantom character <9>> , error teleportation by location: Dungeon 1 on locator: goto::
Delete character <Location fantom character <15>> , error teleportation by location: Dungeon 1 on locator: goto::
Delete character <Location fantom character <6>> , error teleportation by location: Dungeon 1 on locator: goto::
Delete character <Location fantom character <7>> , error teleportation by location: Dungeon 1 on locator: goto::
Delete character <Location fantom character <16>> , error teleportation by location: Dungeon 1 on locator: goto::
Delete character <Location fantom character <17>> , error teleportation by location: Dungeon 1 on locator: goto::
Delete character <Location fantom character <19>> , error teleportation by location: Dungeon 1 on locator: goto::
ItemLogic: On load location Dungeon 1
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade11
ResetSoundScheme
SetSoundScheme: inca_temple
SETTING MUSIC: music_bitva
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
CreateCharacter -> character Location fantom character <12> can invalide model() or animation()
LAi_CreateFantomCharacter -> CreateCharacter return false
CreateCharacter -> character Location fantom character <11> can invalide model() or animation()
CreateCharacter -> character Location fantom character <29> can invalide model(capitan) or animation(man)
CreateCharacter -> character Location fantom character <6> can invalide model() or animation()
LAi_CreateFantomCharacter -> many logined characters in location (>32)
CreateCharacter -> character Location fantom character <20> can invalide model() or animation()
CreateCharacter -> character Location fantom character <12> can invalide model() or animation()
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 133
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Dungeon 1
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
LocLoadShips: Can't find Location.locators.ships in location: Oxbay_town
Delete character <Ed Postle> , error teleportation by location: Oxbay_town on locator: merchant::merchant1
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
SETTING MUSIC:
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land_rain
SETTING MUSIC: music_gorod
ch Oxbay_Street_merchant_1 has no items tree
IT for Oxbay_Street_merchant_1, quality now 6

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

system.log (edited again)

BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Warning: NPCharacter -> trace node not found
resource\models\characters\.gm: can't open geometry file
Character model 'characters\' not loaded
Many characters in location
resource\models\characters\.gm: can't open geometry file
resource\sounds\: Can`t open file

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This was the error for WinXP, as the crash was a complete system crash -

EventType: 0xEA - Thread Stuck in Device Driver

//
// The driver for the display device got stuck in an infinite loop. This
// usually indicates a problem with the device itself or with the device
// driver programming the hardware incorrectly. Please check with your
// display device vendor for any driver updates.
//

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I have the newest drivers for my vid card and naturally things have been running fine up until now.

After I got this, I considered getting a beefier vid card. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> Couldn't hurt, but I WAS able to play the game previously... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
giuliootto: You need to go into the options page, choose controls, click Reset To Defaults. Then recustomize.
This has to be done every time a new control is added to the game--and the last update added two.
------
Jason:
1. I messed up the check, missed a not (!), so in effect it was making ladies that _did_ have sit anim stand up...

4. I'll check equipment assignment. I still have to check how SWAK weapons are (over)assigned as well...
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Cat: Heh, are you lucky or what? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

I have no idea why that would cause a system-level crash--in fact, I don't even see why POTC crashed.

Dunno why characters are being teleported to Goto, that's odd enough.
The next level of oddness is that you're getting over max characters.
However, that's not really a crash, just that POTC has a 32-char limit for locations and you were over it. Certainly wouldn't cause a crash.

I think you may have an out-of-date codebase. But as to why it crashed, and so deeply, I really don't know... :\
(The over-limit problem with corpses was fixed yesterday, as was the thing about characters spawning stunned.
That is, I hope. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> )
Uh, what do you have now for video card?
---------

And, a general FYI to all the brave testers. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Unless I specifically say you need to start a new game on an update, all you need to is reinit. { Sometimes not even that, but it can't hurt. }
 
One more thing before I sail off to bed. Playing a stormy start in QC, when it was time to RON in the tavern, I paid for my room was transported to it and was immediatly attacked by two other guests. That has never happened before. I think it thought it was house. The next time, still in stormy start I found a woman in the room, again like a house.

Also I hired officers and traded items in the brothel. I this right?

Finally are we going to able to hire those awesome women as officers?


<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />
 
Nathan - vid card is an Nvidia Quadro 4 700 XGL - AGP 4x Interface, 64 MB (DDR SDRAM). It's been a very nice card for me for quite a long time, upgraded to it from a less beefy Nvidia Geforce, which also used to run PotC fairly well...

Wouldn't mind having more video RAM, tho... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

That 32-char limit for locations, LOL, I was killing them off and they were re-spawning. The Oxbay dungeons are FULL of enemies. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> So do they respawn only once, then?

I tried to hire one of the new female officers but she was standing right inside the door of the tavern, and I automatically hit the spacebar to talk to her and <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> exited the tavern! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> The officer I ended up hiring is your edited Searcher_Navy, Nathan. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--QuoteBegin-Pieter Boelen+Jul 13 2005, 02:30 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 13 2005, 02:30 PM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-CouchcaptainCharles+Jul 13 2005, 11:50 AM--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Jul 13 2005, 11:50 AM)</div><div class='quotemain'><!--QuoteEBegin-->RE corpses blocking your path and being targeted: Yes, that is a problem, but FAIK that procedures are engine/hardcoded. Basically it's the same as if ofiicers/citizens get in the way.
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I was afraid so. Well... Then we'll just claim that it adds extra strategic value, because it creates a sort of wall. I recall you also said this. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
<div align="right">[snapback]123432[/snapback]</div>
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Right, that's fun modding: if you can't fix a bug pretend it's a feature <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> ( Bill Gates became a billionaire that way <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> )

As for fight mode not saving correctly: IIRC that's stock Potc, or at least old. Noticed some time ago that if you reload a game saved with drawn blade you LOOK as if you had the sword in hand, but if you press the "fight mode" key you draw again instead of sheathing.
 
<!--QuoteBegin-Jason+Jul 15 2005, 04:03 AM--><div class='quotetop'>QUOTE(Jason @ Jul 15 2005, 04:03 AM)</div><div class='quotemain'><!--QuoteEBegin-->One more thing before I sail off to bed.  Playing a stormy start in QC, when it was time to RON in the tavern, I paid for my room was transported to it and was immediatly attacked by two other guests.  That has never happened before. I think it thought it was house. The next time, still in stormy start I found a woman in the room, again like a house. 
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Those are Vice City characters, which are usually not generated in tavern bedrooms. But the QC bedroom lacks the distinguishing feature that prevents VC generation. Can be fixed easily.

Open locations\init\QuebradasCostillas.c and find this section:

Locations[n].id = "QC_tavern_upstairs";
locations[n].id.label = "Room in Quebradas Costillas tavern";
Locations[n].image = "loading\room.tga";

Change the last line:

Locations[n].image = "loading\Tavern_Upstairs_01.tga";

After the next "New Game" VC will skip this location. Same should be done for "QC_brothel_upstairs".

Thanks for reporting this, must have escaped us for some time. Enjoy your well earned bedsailing <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
Another update was made available, including the old and fat Jack Sparrow version by Petros and some more changes and bugfixes by Nathan Kell. I had already put up the update a few minutes ago, but then I saw CCC posted a new bugfix that needed to be in there, so that is now also added to the modpack.
BTW: The QC Brothel already seems to have the proper "Locations[n].image = "loading\Tavern_Upstairs_01.tga";" line in my file. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--QuoteBegin-Jason+Jul 14 2005, 10:57 PM--><div class='quotetop'>QUOTE(Jason @ Jul 14 2005, 10:57 PM)</div><div class='quotemain'><!--QuoteEBegin-->1. I haven't seen any ladies sitting new or old.
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I don't believe you can encounter them sitting yet. But they should now be able to sit. I will go through all the character models myself, see if they have heads, weapon locators and can sit.

<!--QuoteBegin-Jason+Jul 14 2005, 10:57 PM--><div class='quotetop'>QUOTE(Jason @ Jul 14 2005, 10:57 PM)</div><div class='quotemain'><!--QuoteEBegin-->4.  A problem with looting the dead during boarding invlves my crew.  I generally play at level thirty five when I test.  When a member of my crew dies the are carrying 1 fine Bosun's choice and 2 cutlasses.  Since I have put nothing in the weapons locker they should be carrying 1 cutlass.  I have found no exeptions to this.  Other wise except for the walk through and pistol problems we are all talking about this is working fine.
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Hmm. Sounds to me like there are two mods working at once or something like that. They are given a cutlass from the weapon's locker mod and given a fine Bosun's Choice from an older mod. I suppose this will need fixing. Wished I knew how to... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--QuoteBegin-CatalinaThePirate+Jul 15 2005, 01:59 AM--><div class='quotetop'>QUOTE(CatalinaThePirate @ Jul 15 2005, 01:59 AM)</div><div class='quotemain'><!--QuoteEBegin-->I have a save from previous to a crash, Nathan, but it's from the modpack from a day or so ago.  Maybe you've already solved this problem...  I dunno:
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Several of these error messages I have also gotten a few days ago, but I reckon Nathan has fixed at least most of them now. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--QuoteBegin-NathanKell+Jul 15 2005, 04:50 AM--><div class='quotetop'>QUOTE(NathanKell @ Jul 15 2005, 04:50 AM)</div><div class='quotemain'><!--QuoteEBegin-->(The over-limit problem with corpses was fixed yesterday, as was the thing about characters spawning stunned.
That is, I hope. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> )
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In the more recent modpack versions, I have not encountered these bugs anymore, so I reckon you did a fine job fixing them. Actually, the corpse mod seems to be very not-buggy indeed. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--QuoteBegin-Jason+Jul 15 2005, 05:03 AM--><div class='quotetop'>QUOTE(Jason @ Jul 15 2005, 05:03 AM)</div><div class='quotemain'><!--QuoteEBegin-->Also I hired officers and traded items in the brothel. I this right?
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I believe that is right, yes. The brothel works quite like a normal tavern, except for a few small changes. Would be nice if there were some more changes added. What about changing some of the brothel's ladies into some of the newly released ladies skins? Daniell1 might be used somewhere there...? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--QuoteBegin-Jason+Jul 15 2005, 05:03 AM--><div class='quotetop'>QUOTE(Jason @ Jul 15 2005, 05:03 AM)</div><div class='quotemain'><!--QuoteEBegin-->Finally are we going to able to hire those awesome women as officers?
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I did encounter Dan_TG3 and Daniell3 in the game once. I reckon you might eventually run into hireable versions, but it'll probably not happen very frequently. I would like it if they could also be encountered sitting in a tavern, ready to be hired. Now that they can sit, we might as well <i>use</i> that new feature, right? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
You can also buy the skins from the tailor's shop and assign them to your officers. And if they don't have a female name, you can now rename them in the F2 --> Character screen by clicking the name.
Talking about encountering female officers: Can I go and replace Clair Larousse with Claire yet? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

<!--QuoteBegin-CatalinaThePirate+Jul 15 2005, 08:58 AM--><div class='quotetop'>QUOTE(CatalinaThePirate @ Jul 15 2005, 08:58 AM)</div><div class='quotemain'><!--QuoteEBegin-->That 32-char limit for locations, LOL, I was killing them off and they were re-spawning.  The Oxbay dungeons are FULL of enemies.  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />  So do they respawn only once, then?
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Enemies should keep respawning forever, for all I know. If you keep looting the bodies, the character limit will not be reached and everything will keep working normal. If you don't keep looting bodies, eventually the characters that die won't leave a body to loot behind anymore. But new enemies should keep being generated.

<!--QuoteBegin-CatalinaThePirate+Jul 15 2005, 08:58 AM--><div class='quotetop'>QUOTE(CatalinaThePirate @ Jul 15 2005, 08:58 AM)</div><div class='quotemain'><!--QuoteEBegin-->I tried to hire one of the new female officers but she was standing right inside the door of the tavern, and I automatically hit the spacebar to talk to her and <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> exited the tavern!  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />  The officer I ended up hiring is your edited Searcher_Navy, Nathan.  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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You can now use the "O" key to start a dialog without having the default spacebar action be performed. This is useful in those cases, where if you'd press space, you would be teleported somewhere else. The "O" button will start the dialog anyway. The "O" button will also work when your sword is drawn, which is useful when looting dead bodies while still having enemies near.

<!--QuoteBegin-CouchcaptainCharles+Jul 15 2005, 09:06 AM--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Jul 15 2005, 09:06 AM)</div><div class='quotemain'><!--QuoteEBegin-->As for fight mode not saving correctly: IIRC that's stock Potc, or at least old. Noticed some time ago that if you reload a game saved with drawn blade you LOOK as if you had the sword in hand, but if you press the "fight mode" key you draw again instead of sheathing.
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That is <i>exactly</i> what I encountered. I hadn't noticed that ever before, so I thought it might be a new bug. Well... If it's already in the stock game, it's nothing to worry about. We'll just have to live with it. Thank for telling! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Pieter,

I did not find an update link for July 15 on your page.

On another note I am working most of the weekend and don't know how much time I will have to test, etc. I am comming up on a busy patch for the next week, but will try to stay current and do what I can.
 
Jason:
Yes, brothel counts as tavern for enc_officers, and you can buy rum/wine.
Yes, those women who were deemed by their creators non-unique are already enabled as officers. I gave my best guess for their roles, but if any of you have ideas for that please post on the Cat. Models thread.

Cat:
That's GF4 ti42 or so equivalent IIRC, basically what I ran POTC on before as well. Shouldn't be the cause either.

They respawn as long as there are character slots free.
There was a bug in my woman-can-sit? detection where I forget the ! to make it not. However, there was also a bug where if the character was generated not sitting, dialog would be disabled (for some reason, actors default to dialog-disabled when not sitting down. Argh.)

Heh, glad someone has a use for him. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Right after I made him (I was making him in some ways as personal PChar) I did up Blaze NB and thus never used him myself. :]

CCC: Darn straight. But then there was the Pirate Hunting quest fix for invalid ship: "That's not a feature, that's a bug!"
Only time it ever happened that way I know of. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

Pieter:
1 is as above, I screwed up the code a couple days ago. As of two days (or at the very least, yesterday), that's fixed.
Re: extra swords. Yeah, I think the WeaponsMod-assigned stuff is not actually removed, it's just the other is equipped.

Re: stun-on-spawn. Great!

Re: female officers. As above, re sitting.
As to appearance frequency: The way modelchoice works, the choice is based on simply pulling a random model, and there's more male than female officer models.
I'll add a toggle in BS.h which, when >=0, is the chance for a spawned officer to be female. When -1, we'll use normal (sex = "") getrandommodel() calls; when >=0 && <= 1.0, it will if sex == "" and type is officer, do frnd() <= setting gives female, else male.

Re: Claire: Per New Chars thread, sure. I didn't know what you folks had decided so I'd left it be.

Re: 32 limit. Yup.

Re: Force-talk. Per above, even that wouldn't work because the enc_officer when made standing had dlg disabled because they weren't in dialog mode. You would _think_ POTC would have actors always able to dialog, but apparently they need to be in state 'dialogwait' for CanDialog() to be true.

Re: fightmode. I think I have a way to fix it: before save, check (pchar is in fightmode) and if true, write pchar.isinfightmode(). Then, in player-type's characterupdate, do a check for pchar.isinfightmode; if so, set fightmode and delete the attribute. That way on load within a second you will be in proper fightmode. It might cost a ms or two to do the check, but characterupdate for player doesn't do much, so we should be fine.

An easier solution might be to force PChar _out_ of fightmode on save. Annoying, but then we needn't add delay to charupdate, and at least you'd _know_ you were out of fightmode.
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Jason: No worries. RL comes first; we aren't going anywhere. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Mates

I've started a new game with postBuild12 (55MB) that I have download yesterday.

I've disabled Real Cannon because new particle smoke effect very slows down the game during sea battle, I've a ADM 3000XP 512MB Ram, Geoforce 5200 maybe too old for these effect.

I tried to finish the Patrick Idol quest but when Patrick should pay me for have found the Idol he just ask me what I want to buy (like a whichever merchant).

I have a black screen (but the game didn't crash) when I enter in the second location of the fortress from the new location in Greenford.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" /> Sometime, after a boarding, my official start to speak to me (like people in town) and the dialog interface present a dialog Error and it is not possibile to close it (I have to load a previous save game to continue).

It's just my opinion, but I don't like very much the "cloning location" in Greenford and Oxbay and I hope that these can be disable in the next build13. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

PS.
Reset the default key works, very thanks Nathan.

Now I run to continue the game, hello, pirates,
Giuliootto
 
open program\sea_ai\aiballs.c and find this section
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  PostEvent("CreateParticleSystemPost", 200, "sffffffl", "KNBcancloud", fX, fY, fZ, -fHeightAng, fDirAng, 0.0, 20); // now done as post to not hide fire fx
 PostEvent("CreateParticleSystemPost", 200, "sffffffl", "KNBcancloud2", fX, fY, fZ, -fHeightAng, fDirAng, 0.0, 20); // more smoke :)<!--c2--></div><!--ec2-->

And place // in front of both those lines. Then you won't get the smoke, and things should work better.

Do you have a save from midway through the idols quest you could zip and send me?

Did you wait a long time before quitting the game, when there was the black screen? Because there's no loading screen, so black is exactly what you should see for a minute or two...

When you say "my official", do you mean one of your officers, or a member of your generated boarding crew?

It'd be hard to disable, but you could just not go there. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--QuoteBegin-Jason+Jul 16 2005, 01:35 AM--><div class='quotetop'>QUOTE(Jason @ Jul 16 2005, 01:35 AM)</div><div class='quotemain'><!--QuoteEBegin-->I did not find an update link for July 15 on your page. 
<div align="right">[snapback]124314[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
It <i>is</i> there. I made some changes to my page that might have made it clear. I will to explain below:

<!--QuoteBegin-"pieter.piratesahoy.net"+--><div class='quotetop'>QUOTE("pieter.piratesahoy.net")</div><div class='quotemain'><!--QuoteEBegin--><i><b>Full modpack:</b></i>
<span style='font-size:8pt;line-height:100%'><i>Updated Thursday 14 July 2005</i></span> <-- Means the full download modpack was updated at 14 July 2005
Download modpack (54,9 MB)
<span style='font-size:8pt;line-height:100%'>Works on Build 12</span>

<i><b>Modpack updates:</b></i>
<span style='font-size:8pt;line-height:100%'><i>Updated Friday 15 July 2005</i></span> <-- Means that <i>all</i> modpack updates below were updated on 15 July 2005
Update from 9 July 2005 (7,08 MB)
<span style='font-size:8pt;line-height:100%'>Works on the 9 July release or more recent versions</span> <-- Means that this update will not work on less recent releases than the 9 July 2005 release
Update from 11 July 2005 (3,42 MB)
<span style='font-size:8pt;line-height:100%'>Works on the 11 July release or more recent versions</span>
Update from 13 July 2005 (601 KB)
<span style='font-size:8pt;line-height:100%'>Works on the 13 July release or more recent versions</span><!--QuoteEnd--></div><!--QuoteEEnd-->

So the line with the modpack updates that says "Updated Friday 15 July 2005" means that all updates were updated then, so you can then download the smallest update that will work on your current installed release. With the latest modpack, I added "Post Build 12 Version.txt" to the main PotC folder. By opening this file, you will see what your current installed version is, so that you will know what update to download. Also: If the updates were more recently updated than the full modpack (like in the case quoted above) and you're wanting to update from Build 12, you will need to install the update on top of the full modpack before you have the most recent version.

I hope this explains things a bit and if you have any suggestions as to how to make it clearer on my site, please tell me! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
A new modpack version has been made available. I'm not sure if this will work on a savegame. I would recommend starting a new game. Nathan is trying to make the modpack closer to a Build 12 update, so, for example, the braces of guns have been unqualitized (strange word actually; just made it up <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> ), because that is nescessary to keep the update working on an older Build 12 save.

I made several character switches:
- Raoul Rheims --> 50evl2in (Temporary only; just to see if it feels right or wrong)
- Isenbrandt Jurcksen --> 50Boss1 (This is REAL cool!!!!)
- Clair Larousse --> Claire
The last character switch is not properly finished yet. There might still be several references in the dialogs/quest texts to her still being male, so that will need fixing. But the most major bug here is that she's looking terribly weird while sitting in the tavern. I know it SHOULD be possible to have it working properly, but it doesn't need. I'm needing some serious help here! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
BTW: What things <i>must</i> still be done before the modpack can be used as proper Build 12 update, apart from just bugtesting? There are a few things I know of:
- Setting itemtrader qualities/types
- Having the blacksmiths fix guns too (will try tomorrow)
- Improve the Quick-Equip button some more (will also try tomorrow)
- Fix some 3D character model troubles, like having the locators fixed and adding interface pictures to those that don't have them yet (BTW: Anyone wants to tell me how to make proper-looking interface pictures? I could do it myself if I knew how)

Two things I know to be wrong with character models I added:
> The Blaze_A*.gm files still show the collars, while the Blaze_NB ones don't. Can this be fixed? I tried assigning the Blaze skins to the Blaze_NB model, but that didn't change anything, so I'm guessing something is different in the texture files. Alpha layers perhaps? Don't have any knowledge about those)
> The Pirat_11_A*.gm skins have got a slightly lighter cloth colour than the original Pirat_11.gm file. I doubt anyone would notice this, but I'd still like it fixed. Petros? Could you help on this? And if you would, could you make an imagine file containing just the armor and leaving the rest of the character skin out? With a bit of luck, I would then be able to make armored versions of a <i>lot</i> of other character skins and I would really like it if the armor would show on more character skins

Some things that could also be changed for the update:
- Possibly leave out the enlaged Oxbay locations. Or better: Reskin the enlarged Oxbay locations. I have several alternate location skins here from the A&M Mod. If they can be used to make the cloned Oxbay locations have a distinct look, that would be real cool, right?
- Possibly add Maximus' improved original interface skin; the one he released a few days ago. It looked really excellent.
- Possibly add in several new ship models that I still have lying around here somewhere.

This is all I can come up with myself at the moment. Please tell me what also still has to be done to make this into a proper update.
 
Hey Pieter,

When I go to your site, the most recent update is notes as July 13. It is a different size than the July 13 I downloaded yesterdday, so I presume you are posting them their and the date descriptor is not changing for some reason.

On the other point, I hope at some point we will put the quality back in the braces of pistols.
 
<!--QuoteBegin-Jason+Jul 17 2005, 05:01 PM--><div class='quotetop'>QUOTE(Jason @ Jul 17 2005, 05:01 PM)</div><div class='quotemain'><!--QuoteEBegin-->When I go to your site, the most recent update is notes as July 13.  It is a different size than the July 13 I downloaded yesterdday, so I presume you are posting them their and the date descriptor is not changing for some reason.
<div align="right">[snapback]124529[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
You mean the "Update from 13 July 2005"? That means that this update is needed if you were running a 13 July 2005 version or more recent. Maybe I should change that into "Update needed for 13 July 2005" or something like that. The "updated" date below "Modpack updates" is the actual update date. That means that all three updates were updated today, so you can download the smallest update you need. I did this so that people not frequently updating can get their update without downloading the full modpack, while people who <i>are</i> frequently updating can do with downloading a much smaller file. Hope this explains it. And if you think I should change something to make it clearer, please say so.

<!--QuoteBegin-Jason+Jul 17 2005, 05:01 PM--><div class='quotetop'>QUOTE(Jason @ Jul 17 2005, 05:01 PM)</div><div class='quotemain'><!--QuoteEBegin-->On the other point, I hope at some point we will put the quality back in the braces of pistols.
<div align="right">[snapback]124529[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
They will be put back into the quality mod with the full Build 13. The problem is that in build 12, there is a gun quantity set that is used for the quality mod that can't be changed without starting a new game. The problem is that with the braces of gun, this quantity is too small, so it is nescessary to make two braces of guns unqualitized. Otherwise you must start a new game for the update and that is something Nathan and Catalina would prefer to not be nescessary. Of course, once the Build 12.5 (I think) update is finally ready and proper-working, it would be easy to re-add the braces of guns into the quality mod. The most ideal, of course, would be to make it so that if you update a Build 12.1 savegame to Build 12.5, the old gun quantity is used and the braces of guns are not qualitized, but when you start a new game, the guns are qualitized. That way, we'd have the best of both worlds: Old savegames would work (without qualitized braces of guns), but newer Post Build 12 savegames or new games could be made to work <i>with</i> qualitized braces. I don't know if this would be possible, but that would be the best way.
 
<!--QuoteBegin-Pieter Boelen+Jul 17 2005, 10:16 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 17 2005, 10:16 PM)</div><div class='quotemain'><!--QuoteEBegin-->Two things I know to be wrong with character models I added:
> The Blaze_A*.gm files still show the collars, while the Blaze_NB ones don't. Can this be fixed? I tried assigning the Blaze skins to the Blaze_NB model, but that didn't change anything, so I'm guessing something is different in the texture files. Alpha layers perhaps? Don't have any knowledge about those)
> The Pirat_11_A*.gm skins have got a slightly lighter cloth colour than the original Pirat_11.gm file. I doubt anyone would notice this, but I'd still like it fixed. Petros? Could you help on this? And if you would, could you make an imagine file containing just the armor and leaving the rest of the character skin out? With a bit of luck, I would then be able to make armored versions of a <i>lot</i> of other character skins and I would really like it if the armor would show on more character skins ...

<div align="right">[snapback]124504[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Yessh, I haven't downloaded the new Post B12 modpack with those new characters. I'm still using the old (March) PotcMods.
Send me what you would like me to look at.
 
Pieter:
-------
Regarding dating.
I would suggest:
----------------
<b>Current Base Version: 14 July 2005</b>
050714 <a href="http://pieter.creativelass.net/post_b12.zip" target="_blank">Download modpack</a> (54,9 MB)
You must already have Build 12 to install this.
If installing fresh: until this is updated, please download and install the Full Update below after installing this.

<b><i>Updates:</i>
Current Update Version: 17 July 2005</b>
(All updates include the latest code; there are also updates with code + resources for those who do not yet have the latest resources.

050717 <a href="http://pieter.creativelass.net/update_from_9-7-05.zip" target="_blank">Full Resource Update</a>: includes all resources added since 9 July 2005 (7,43 MB). If you have a modpack dated earlier than 9 July 2005 please download and install the Base Version first, then this.

050717 <a href="http://pieter.creativelass.net/update_from_11-7-05.zip" target="_blank">Partial Resource Update</a>: includes only the latest resources, those added after 11 July 2005 (3,77 MB). If you have a modpack dated earlier than 11 July 2005 see Full Update above.

050717 <a href="http://pieter.creativelass.net/update_from_13-7-05.zip" target="_blank">Code Only Update</a>: you must already have updated resources from 13 July 2005 or later. (988 KB). If you have a modpack dated earlier than 13 July 2005 please see Partial Update above.

-------
In fact, it might be better to have the code update first and say "if you have a version dated earlier than d-m-y please check the next entry" and so forth on down to the base pack.
----------------
Now, as to your list...
I also have:
- Fix DP code to automatically sell ships in the other three slots, and sell all goods.
- Fix Pirate Hunting pirate-creation code (it seems to fail often).
- Girl from Gambling and Admiral's Son quests conflict at the FdF tavern (if you are at the spot where you take Virginie there and where you meet the kidnappers there).
- Artois Quest restarts itself if you return to Conceicao after completing it, but then he is not put outside the town correctly and thus is missing permamently.
- Some captains have 0 ransom amount.
--------------
I also have this general list of things to do, but they're not bugs, just nice new stuff, and so quite low priority:
-fix summon perks on sea (use officers' perks).
-AI Fixes galore so the AI actually use them, too.
-Add surrendered ships to F2transfer.
-add discard buttons to transfer_goods
-Check tasklist for adding groups, check pause/resume sea layers.
-Add steering damage
-change weaponlocker to give any and all items to boarders. NOTE: Dead boarders' weapons seem to be lost, unless they are returned via lootdead.
-Rewrite soldier functions of nations.c now that we can find current soldier group
-Fix locator labels in Isla Muelle (are House, should be Isla Muelle town)
-Add Sirus_Darke's improved sell-all-loot handling.
-------
Regarding the collar on Blaze. Yes, that's via the alpha channel on the textures. I'll run up fixed armor skins for you, I still have the base PSD.
{Sent}
Although it turns out the alpha channel isn't used ingame. Argh.
Well, it'll look nice in the GM viewer... :]
-----
Re: new A&M Town skins.
I would rather see them reserved for the new towns in the A&M Islands pack; I think it'd look kinda funny to have different parts of Oxbay painted differently...
But a good thought--that's just my $0.02.

I would definitely be in favor of adding those new ships, and the interface.

Re: upgrading:
Per the Bad News Re Upgrading thread, I don't see a way to make this an on-the-fly upgrade for 12.1.
Instead I'm creating an external upgrade program.
The advantage means we can continue with the oversized arrays, and people who have been playing the modpack needn't start new games either.

So in the thing I sent you last night, I went back to mp-sized arrays, though I forgot to re-enable Alan's guns (just take out the /*)
So Jason, they're back or will be ASAP.

Pieter, the way arrays work, you can't have the object array be one size in the save and another in the code. So unless we released two versions--one as the b12 upgrade and one as the start-new-game--we couldn't do it that way.
But it's a moot point because making a codebase we can stick on top of 12.1 saves successfully is IMO out of reach unless we ditch way too many features (see above).

Please take a peek at the Bad News Re: Upgrading thread, folks...
 
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