• New Horizons on Maelstrom
    Maelstrom New Horizons


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Pre Build 13 Modpack

<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> CCC,

I am just happy to get the errror logs working ecause I think that will point us too the problem. I am going to keep play testing and posting the logs and eventually you and our other great modders will get this sorted out.

The battles outside the towns on St. Martins are fabulous, BTW. The windmills are a litte odd though. You can't enter them but you can walk right through them. <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
 
Sorry people. I messed up the extreme measures attempted fix. I left in some code from a future modpack release that shouldn't be in there at all yet. Please redownload.

<!--quoteo(post=143706:date=Mar 28 2006, 02:05 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Mar 28 2006, 02:05 PM) [snapback]143706[/snapback]</div><div class='quotemain'><!--quotec-->
Line 551 looks messed up:

weapon;
<!--QuoteEnd--></div><!--QuoteEEnd-->
Good point. That has no business being there. Where'd THAT come from? Must've been a mess up from me. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
It's been fixed in the latest "extreme measures".

<!--quoteo(post=143706:date=Mar 28 2006, 02:05 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Mar 28 2006, 02:05 PM) [snapback]143706[/snapback]</div><div class='quotemain'><!--quotec-->
Can't load texture resource\textures\CHARACTERS\LIZARD.TGA.tx
<!--QuoteEnd--></div><!--QuoteEEnd-->
textures.bat should take care of that... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Pieter, Given all we are dealing witih, this is a very small thing. In the 3/25 update Hawks personal colors changed from that nice Hawk the pirateKKK found from the 17th century Polish Navy to something else, do you know why and/or how to change it back?
 
Hehe, just lost control of my character after bladedamage as well. Here is my errorlog, somewhat shorter than Jason's, which should make finding that error easier. I put the lines belonging to the errors in between. It all starts after that orphaned "weapon;" which i mentioned before:

RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 533
missed attribute: blade
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 533
no rAP data
...refers to:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
        weapon;
        Items_FindItem(weaponID, &weapon);    // defines object for weaponattributes
<!--c2--></div><!--ec2-->

RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 545
missed attribute: blade
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 545
no rAP data
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
            BladeID = enemy.equip.blade;
<!--c2--></div><!--ec2-->
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 551
missed attribute: blade
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 551
no rAP data
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
        weaponID = enemy.equip.blade; // defines weaponname
<!--c2--></div><!--ec2-->
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 567
uninitialized aref
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 567
null ap
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 567
no rAP data
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
        bladedamage_level = sti(weapon.minlevel) - sti(enemy.rank);
<!--c2--></div><!--ec2-->
BTW, that was still without the latest "Extreme measures" fix. Will install that now.

The bug has its funny aspects: my avatar ran away some meters, then stopped and opened a dialog with himself:

"Oh, it's you, Nathaniel. What are you doing here?",
"None of your business ",
"Still playing hard to get, are you? Fair enough...",
"Just be quiet, Nathaniel, will you?"

I swear, this is not my invention, it's from Blaze_dialog.h. Seems like this bug turned Nat into a schizophreniac <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />


<!--quoteo(post=143763:date=Mar 28 2006, 04:28 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Mar 28 2006, 04:28 PM) [snapback]143763[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=143706:date=Mar 28 2006, 02:05 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Mar 28 2006, 02:05 PM) [snapback]143706[/snapback]</div><div class='quotemain'><!--quotec-->
Can't load texture resource\textures\CHARACTERS\LIZARD.TGA.tx
<!--QuoteEnd--></div><!--QuoteEEnd-->
textures.bat should take care of that... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Jason, did you run textures.bat? But it's not a serious thing anyway.
 
About that flag being changed: Seb' did that when I asked if he could make higher resolution flags. The flags we'll eventually be using haven't been decided on yet though. Maybe we'll reset the previous version after all. If you want to use the previous version, just extract RESOURCE\Textures\BATTLE_INTERFACE\all_nations.tga.tx from the old version onto your new version.

About the bladedamage mess up: I hope the removal of those "weapon;" pieces of code could fix something. If not, I am going to try something else by defining PChar in LAi_events, then using if(attack!=PChar) instead. Maybe that DOES work? I should also use if(FindCharacterItemByGroup(attack, "bladeX4")). And maybe I added to many if()'s nested in one line? I could try to divide that up for a bit.
 
I have again updated extreme_measures.zip. I rewrote parts of the bladedamage mod (and I replaced all ".equip.blade" codes with "GetCharacterEquipByGroup(attack,BLADE_ITEM_TYPE)" - the same goes for guns). I am now having no error reports in LAi_events at all anymore. However, it STILL isn't working! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
Does anyone know of a way to check if(attack == player) that does not involve using attack.index??? Also: I have not caught a single character running away yet. WHY???? <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->            if(BladeBreak)
            {
                if(sti(attack.index) == GetMainCharacterIndex()) Continue_Bladedamage = false;
                if(CheckAttribute(attack, "nodisarm")) Continue_Bladedamage = false;
                if(attack.chr_ai.group ==  LAI_GROUP_PLAYER) Continue_Bladedamage = false;
                if(bAbordageStarted) Continue_Bladedamage = false;

                if(Continue_Bladedamage && rand(2) > 0)
                {
                    LAi_SetCitizenTypeNoGroup(enemy);
                    LogIt("Enemy disarmed while blocking - Enemy runs away")
                }
                else
                {
                    if(!FindCharacterItemByGroup(enemy, "bladeX4"))
                    {GiveItem2Character(enemy, "bladeX4");}
                    EquipCharacterByItem(enemy, "bladeX4");
                    LogIt("Enemy disarmed while blocking - Enemy gets fists")
                }
            }<!--c2--></div><!--ec2-->
 
Ehm... Would THIS be considered stupid? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->                if(BladeBreak)
                {
                    if(sti(attack.index) != GetMainCharacterIndex() && !CheckAttribute(attack, "nodisarm") && attack.chr_ai.group !=  LAI_GROUP_PLAYER && !bAbordageStarted && rand(2) > 0)
                    {
                        LAi_SetCitizenTypeNoGroup(enemy); <--- ENEMY???? That should read ATTACK!!!!!!!!
                    }
                    else
                    {
                        if(!FindCharacterItemByGroup(attack, "bladeX4"))
                        {GiveItem2Character(attack, "bladeX4");}
                        EquipCharacterByItem(attack, "bladeX4");
                    }
                }<!--c2--></div><!--ec2-->You have every right to be angry with me now. <img src="style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />

I have now uploaded YET another version and I reckon that, unlike the previous versions, this one actually WILL fix the "losing control over main character" bug. Sorry for this one, people. Proves that a crazy computer isn't half as bad as modder not paying attention. I am really sorry for this. <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />
 
Now, with THAT particular bug (probably) out of the way, please test if the CTDs are still playing up.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The bug has its funny aspects: my avatar ran away some meters, then stopped and opened a dialog with himself:

"Oh, it's you, Nathaniel. What are you doing here?",
"None of your business ",
"Still playing hard to get, are you? Fair enough...",
"Just be quiet, Nathaniel, will you?"

I swear, this is not my invention, it's from Blaze_dialog.h. Seems like this bug turned Nat into a schizophreniac <!--QuoteEnd--></div><!--QuoteEEnd-->
LOL! <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" /> .
 
CCC, I didn't run the textures.bat but I will.

Pieter, On Hawk's Colors, when we decide what flags we are using, I think his flag should be some version of a Hawk, not Jolly Roger.

Seb, what do you think?
 
Putting a hawk on there might indeed be a pretty good idea. But what if he player decides to play as Jack Sparrow... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

The new extreme measures is right where the old one was: <a href="http://pieter.piratesahoy.org/downloads/extreme_measures.zip" target="_blank">here</a>.
For all I know, the game should run just fine with it and the bladedamage bugs should have (finally) been fixed. Please tell me as soon as you have any results.
 
would it be possible to add multiple Flagall.tga.tx files in the textures file, and a code that would switch between them at the beginning of the game, and stay like that from then on in that game?
in the film Jack had a tattoo on his arm, it was a bird[ sparrow?] flying over the sea, with sun setting in the background.
maybe someone could make a pirate flag and set of sails based on that design?
well, when the film PoTC 2 comes out, we'll very likely see Jack's real pirate flag and make that in the end.
 
On the flags, I like a Hawk, but you have a a point with Jack Sparrow. I will let the group decide. I would like something else than we are using in March 25 build. As I said I liked pirate KK stylized hawk/bird.

For the Jack Sparrow fans, in the US we have small hawk called a sharpshined, which eats mostly small song birds, I believe in earlier time it as called a...... sparrowhawk, no kidding. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> On the road for 5 days with my laptop. I downloaded and intalled the 3-25 build, ran the lang swtich enabler, textrues and runme batch files then added the newest version of exteme measures . When I tried to start a new game the game crahsed and I got this error log.

I am wondering if screwed up in instalation somehow?

Error summary
-----------------------------------------------------------
File ....: program\ships\ships.c
Line ....: 202
Type ....: RUNTIME ERROR
Error ...: Using reference variable without initializing
Count ...: 8
Status ..: File is newer as the file from build
Local file : 2006.02.21 15:22:02
Build file : 2003.12.06 14:53:42
Local CRC : 18ab3de8
Build CRC : 5729f0da
-----------------------------------------------------------
File ....: program\ships\ships.c
Line ....: 202
Type ....: RUNTIME ERROR
Error ...: null ap
Count ...: 8
Status ..: File is newer as the file from build
Local file : 2006.02.21 15:22:02
Build file : 2003.12.06 14:53:42
Local CRC : 18ab3de8
Build CRC : 5729f0da
-----------------------------------------------------------
File ....: program\ships\ships.c
Line ....: 202
Type ....: RUNTIME ERROR
Error ...: no rAP data
Count ...: 8
Status ..: File is newer as the file from build
Local file : 2006.02.21 15:22:02
Build file : 2003.12.06 14:53:42
Local CRC : 18ab3de8
Build CRC : 5729f0da
-----------------------------------------------------------
File ....: program\ships\ships.c
Line ....: 232
Type ....: RUNTIME ERROR
Error ...: Using reference variable without initializing
Count ...: 4
Status ..: File is newer as the file from build
Local file : 2006.02.21 15:22:02
Build file : 2003.12.06 14:53:42
Local CRC : 18ab3de8
Build CRC : 5729f0da
-----------------------------------------------------------
File ....: program\ships\ships.h
Line ....: 23
Type ....: RUNTIME ERROR
Error ...: function 'GetShipByType' stack error
Count ...: 2
Status ..: File is newer as the file from build
Local file : 2006.02.21 15:22:02
Build file : 2004.04.06 19:14:40
Local CRC : 7af962b7
Build CRC : 9c24bd4d
-----------------------------------------------------------
File ....: program\characters\characterUtilite.c
Line ....: 116
Type ....: RUNTIME ERROR
Error ...: Using reference variable without initializing
Count ...: 2
Status ..: File is newer as the file from build
Local file : 2006.03.29 19:36:46
Build file : 2004.05.01 18:11:32
Local CRC : 8d3a9145
Build CRC : 1deeb7e1
-----------------------------------------------------------
File ....: program\ships\ships.c
Line ....: 245
Type ....: RUNTIME ERROR
Error ...: Using reference variable without initializing
Count ...: 1
Status ..: File is newer as the file from build
Local file : 2006.02.21 15:22:02
Build file : 2003.12.06 14:53:42
Local CRC : 18ab3de8
Build CRC : 5729f0da
-----------------------------------------------------------
File ....: program\ships\ships.c
Line ....: 245
Type ....: RUNTIME ERROR
Error ...: null ap
Count ...: 1
Status ..: File is newer as the file from build
Local file : 2006.02.21 15:22:02
Build file : 2003.12.06 14:53:42
Local CRC : 18ab3de8
Build CRC : 5729f0da
-----------------------------------------------------------
File ....: program\ships\ships.c
Line ....: 245
Type ....: RUNTIME ERROR
Error ...: no rAP data
Count ...: 1
Status ..: File is newer as the file from build
Local file : 2006.02.21 15:22:02
Build file : 2003.12.06 14:53:42
Local CRC : 18ab3de8
Build CRC : 5729f0da
-----------------------------------------------------------
File ....: program\ships\ships.c
Line ....: 186
Type ....: RUNTIME ERROR
Error ...: Using reference variable without initializing
Count ...: 1
Status ..: File is newer as the file from build
Local file : 2006.02.21 15:22:02
Build file : 2003.12.06 14:53:42
Local CRC : 18ab3de8
Build CRC : 5729f0da
-----------------------------------------------------------
File ....: program\ships\ships.c
Line ....: 186
Type ....: RUNTIME ERROR
Error ...: null ap
Count ...: 1
Status ..: File is newer as the file from build
Local file : 2006.02.21 15:22:02
Build file : 2003.12.06 14:53:42
Local CRC : 18ab3de8
Build CRC : 5729f0da
-----------------------------------------------------------
File ....: program\ships\ships.c
Line ....: 186
Type ....: RUNTIME ERROR
Error ...: no rAP data
Count ...: 1
Status ..: File is newer as the file from build
Local file : 2006.02.21 15:22:02
Build file : 2003.12.06 14:53:42
Local CRC : 18ab3de8
Build CRC : 5729f0da
-----------------------------------------------------------
File ....: program\ships\ships.c
Line ....: 170
Type ....: RUNTIME ERROR
Error ...: Using reference variable without initializing
Count ...: 1
Status ..: File is newer as the file from build
Local file : 2006.02.21 15:22:02
Build file : 2003.12.06 14:53:42
Local CRC : 18ab3de8
Build CRC : 5729f0da
-----------------------------------------------------------
File ....: program\ships\ships.c
Line ....: 170
Type ....: RUNTIME ERROR
Error ...: null ap
Count ...: 1
Status ..: File is newer as the file from build
Local file : 2006.02.21 15:22:02
Build file : 2003.12.06 14:53:42
Local CRC : 18ab3de8
Build CRC : 5729f0da
-----------------------------------------------------------
File ....: program\ships\ships.c
Line ....: 170
Type ....: RUNTIME ERROR
Error ...: no rAP data
Count ...: 1
Status ..: File is newer as the file from build
Local file : 2006.02.21 15:22:02
Build file : 2003.12.06 14:53:42
Local CRC : 18ab3de8
Build CRC : 5729f0da
-----------------------------------------------------------
File ....: program\ships\ships.c
Line ....: 162
Type ....: RUNTIME ERROR
Error ...: Using reference variable without initializing
Count ...: 1
Status ..: File is newer as the file from build
Local file : 2006.02.21 15:22:02
Build file : 2003.12.06 14:53:42
Local CRC : 18ab3de8
Build CRC : 5729f0da
-----------------------------------------------------------
File ....: program\ships\ships.c
Line ....: 160
Type ....: RUNTIME ERROR
Error ...: Using reference variable without initializing
Count ...: 1
Status ..: File is newer as the file from build
Local file : 2006.02.21 15:22:02
Build file : 2003.12.06 14:53:42
Local CRC : 18ab3de8
Build CRC : 5729f0da
-----------------------------------------------------------
File ....: program\ships\ships.c
Line ....: 156
Type ....: RUNTIME ERROR
Error ...: Using reference variable without initializing
Count ...: 1
Status ..: File is newer as the file from build
Local file : 2006.02.21 15:22:02
Build file : 2003.12.06 14:53:42
Local CRC : 18ab3de8
Build CRC : 5729f0da
-----------------------------------------------------------
File ....: program\characters\characterUtilite.c
Line ....: 127
Type ....: RUNTIME ERROR
Error ...: invalid index -1 [size
Count ...: 1
Status ..: File is newer as the file from build
Local file : 2006.03.29 19:36:46
Build file : 2004.05.01 18:11:32
Local CRC : 8d3a9145
Build CRC : 1deeb7e1
-----------------------------------------------------------
File ....: program\characters\characterUtilite.c
Line ....: 127
Type ....: RUNTIME ERROR
Error ...: function 'GetCargoMaxSpace' stack error
Count ...: 1
Status ..: File is newer as the file from build
Local file : 2006.03.29 19:36:46
Build file : 2004.05.01 18:11:32
Local CRC : 8d3a9145
Build CRC : 1deeb7e1
-----------------------------------------------------------
Error.log
-----------------------------------------------------------
RUNTIME ERROR - file: ships\ships.h; line: 23
invalid index -1 [size:514]
RUNTIME ERROR - file: ships\ships.h; line: 23
function 'GetShipByType' stack error
RUNTIME ERROR - file: ships\ships.c; line: 156
Using reference variable without initializing
RUNTIME ERROR - file: ships\ships.c; line: 160
Using reference variable without initializing
RUNTIME ERROR - file: ships\ships.c; line: 162
Using reference variable without initializing
RUNTIME ERROR - file: ships\ships.c; line: 170
Using reference variable without initializing
RUNTIME ERROR - file: ships\ships.c; line: 170
null ap
RUNTIME ERROR - file: ships\ships.c; line: 170
no rAP data
RUNTIME ERROR - file: ships\ships.c; line: 186
Using reference variable without initializing
RUNTIME ERROR - file: ships\ships.c; line: 186
null ap
RUNTIME ERROR - file: ships\ships.c; line: 186
no rAP data
RUNTIME ERROR - file: ships\ships.c; line: 202
Using reference variable without initializing
RUNTIME ERROR - file: ships\ships.c; line: 202
null ap
RUNTIME ERROR - file: ships\ships.c; line: 202
no rAP data
RUNTIME ERROR - file: ships\ships.c; line: 202
Using reference variable without initializing
RUNTIME ERROR - file: ships\ships.c; line: 202
null ap
RUNTIME ERROR - file: ships\ships.c; line: 202
no rAP data
RUNTIME ERROR - file: ships\ships.c; line: 202
Using reference variable without initializing
RUNTIME ERROR - file: ships\ships.c; line: 202
null ap
RUNTIME ERROR - file: ships\ships.c; line: 202
no rAP data
RUNTIME ERROR - file: ships\ships.c; line: 202
Using reference variable without initializing
RUNTIME ERROR - file: ships\ships.c; line: 202
null ap
RUNTIME ERROR - file: ships\ships.c; line: 202
no rAP data
RUNTIME ERROR - file: ships\ships.c; line: 202
Using reference variable without initializing
RUNTIME ERROR - file: ships\ships.c; line: 202
null ap
RUNTIME ERROR - file: ships\ships.c; line: 202
no rAP data
RUNTIME ERROR - file: ships\ships.c; line: 202
Using reference variable without initializing
RUNTIME ERROR - file: ships\ships.c; line: 202
null ap
RUNTIME ERROR - file: ships\ships.c; line: 202
no rAP data
RUNTIME ERROR - file: ships\ships.c; line: 202
Using reference variable without initializing
RUNTIME ERROR - file: ships\ships.c; line: 202
null ap
RUNTIME ERROR - file: ships\ships.c; line: 202
no rAP data
RUNTIME ERROR - file: ships\ships.c; line: 202
Using reference variable without initializing
RUNTIME ERROR - file: ships\ships.c; line: 202
null ap
RUNTIME ERROR - file: ships\ships.c; line: 202
no rAP data
RUNTIME ERROR - file: ships\ships.h; line: 23
invalid index -1 [size:514]
RUNTIME ERROR - file: ships\ships.h; line: 23
function 'GetShipByType' stack error
RUNTIME ERROR - file: ships\ships.c; line: 232
Using reference variable without initializing
RUNTIME ERROR - file: ships\ships.c; line: 232
Using reference variable without initializing
RUNTIME ERROR - file: ships\ships.c; line: 232
Using reference variable without initializing
RUNTIME ERROR - file: ships\ships.c; line: 245
Using reference variable without initializing
RUNTIME ERROR - file: ships\ships.c; line: 245
null ap
RUNTIME ERROR - file: ships\ships.c; line: 245
no rAP data
RUNTIME ERROR - file: ships\ships.c; line: 232
Using reference variable without initializing
RUNTIME ERROR - file: characters\characterUtilite.c; line: 127
invalid index -1 [size:514]
RUNTIME ERROR - file: characters\characterUtilite.c; line: 127
function 'GetCargoMaxSpace' stack error
RUNTIME ERROR - file: characters\characterUtilite.c; line: 116
Using reference variable without initializing
RUNTIME ERROR - file: characters\characterUtilite.c; line: 116
Using reference variable without initializing

-----------------------------------------------------------
Compile.log
-----------------------------------------------------------
Gauging: StartGauging
Gauging: starting init
Gauging: nations
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
Gauging: islands
Init weathers complete. 320 weathers found.
Gauging: weather
Gauging: perks
InitModels: Total number of models: 307
Gauging: models
Gauging: goods
Gauging: ifaces
Main_LogoVideo() 0
PauseAllSounds
ResetSoundScheme
proc_break_video()
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 561
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: load options
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
ResetSoundScheme
Init character names complete.
Gauging: start new game
Gauging: start NPC init
n is 2
Gauging: done NPC init

-----------------------------------------------------------
System.log
-----------------------------------------------------------
Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
ERROR: Techniques: Find duplicate technique name: bladeitem
Techniques: 9 shaders compiled.
Techniques: 181 techniques compiled.
Techniques: compiled by 70795834 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
 
<!--quoteo(post=143977:date=Mar 30 2006, 12:44 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Mar 30 2006, 12:44 AM) [snapback]143977[/snapback]</div><div class='quotemain'><!--quotec-->
On the flags, I like a Hawk, but you have a a point with Jack Sparrow. I will let the group decide. I would like something else than we are using in March 25 build. As I said I liked pirate KK stylized hawk/bird.

For the Jack Sparrow fans, in the US we have small hawk called a sharpshined, which eats mostly small song birds, I believe in earlier time it as called a...... sparrowhawk, no kidding. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
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Damn you beat me to it with the Sparrowhawk remark. Sparrowhawks are present in Europe too...had one in my garden yesterday morning in the UK...they have rather scary yellow eyes...and like eating pigeons. Actually a story in the UK press yesterday about bird watchers flocking to see an American Robin in the UK...when a Sparrowhawk appeared and ate it! Anyway good name for a pirate corvette.

On the Hawk's colours front...does it matter that much? It isn't exactly difficult to replace any of the flags with your own one...hell, I added a skull with a Mohawk (ref: Exploited and Plasmatics logos). Anybody with the TX Converter and a graphics package (Photoshop, Paintshop Pro, the GIMP etc) oughta be able to change it as they see fit.

The Polish flag was I think an Eagle not a hawk..can't recall if it was white or black though. See here for the one I think it was based on: <a href="http://www.atlasgeo.net/FOTW/flags/pl-hist.html#1517" target="_blank">Polish White Eagle</a>
 
Capt. Fabris,

I think you got the Polish flag right. I don't what is funnier that people flocked to see the robin or that the hawk ate it.

Are there instructions some where for making a flag and inserting it in the game?

I often name my ships for birds use the Sparrowhawk frequently.
 
I see that my idea for Nathaniel flag is very controversial...

I was sure that (probably most) community won't like my proposal. I must admit, that the symbol is really a stylized eagle - but with such level of generalization it would be a hawk, which should be most easily attributed to person named Nathaniel Hawk. Before I made a decision I thought about other ideas (i.e. EU flag, UN flag, or some fictional design), but I was hoping that symbol which I've implemented is optimal. If someone has better idea - I encourage to change it - but, <u>please</u>, let it not be one more standard black flag with skull and bones - we have plenty of those already.

The information about changing Nathaniel symbols are in buildinfo\kk mod readme.txt.
pirate_kk
 
The adding of Nathaniel's flag is certainly a good idea. What flag Nathaniel should use, though, I don't know. Actually, I find your version better than the current piratey flag. I think I'll add your version back into the next update... <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
I discovered why that CTD occurs: Strangely enough, removing those new ships causes it. And I haven't got the slightest idea why. This game is getting weirder with the second! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
The new ships are not defined anywhere else, but still the game seems to "know" they should be there, looks for them, doesn't find them and CTDs. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
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