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    Maelstrom New Horizons


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Pre Build 13 Modpack

Thanks Pieter, Nice to know I am not nuts.

So install 3/25, copy ships ini, install extreme measures then copy the ships ini?

On hawks flag: Thanks to priate_kk for comming up with the idea in the first place. We wouldn't be having this discussion if weren't for him.
 
Great! Could you please test if the CTDs are still playing up and whether the bladedamage mod is still bugged? I am going to make a major update this weekend (Maximus sent me a whooooole lot of bugfixes) and want to know what I have to do about these bugs. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
<!--quoteo(post=143788:date=Mar 28 2006, 08:37 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Mar 28 2006, 08:37 PM) [snapback]143788[/snapback]</div><div class='quotemain'><!--quotec-->
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" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, after all you are not the only one who overlooked that <img src="style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />
 
Hmm this is intreasting, i was looking in the graphics files in post build, in the interface, the New Interface cargo icons has a chest with gold, a chest with silver as well as gunpowder kegs, bug i aint seein that in game, someone forgot to or didnt manage to implement something?
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter,

This is the first time I have had a chance to test the game since my last reinstall see above.

I did a stormy start on cayman,killed a few guys, sold a bunch of stuff hired officers went to my ship, boarded, went to Error summary
-----------------------------------------------------------
File ....: program\ITEMS\itemLogic.c
Line ....: 175
Type ....: RUNTIME ERROR
Error ...: invalid array index
Count ...: 2
Status ..: File is newer as the file from build
Local file : 2006.02.21 15:22:00
Build file : 2004.04.29 21:58:14
Local CRC : eb269fcd
Build CRC : 1b98c048
-----------------------------------------------------------
File ....: program\ITEMS\itemLogic.c
Line ....: 175
Type ....: RUNTIME ERROR
Error ...: function 'Item_OnPickItem' stack error
Count ...: 2
Status ..: File is newer as the file from build
Local file : 2006.02.21 15:22:00
Build file : 2004.04.29 21:58:14
Local CRC : eb269fcd
Build CRC : 1b98c048
-----------------------------------------------------------
Error.log
-----------------------------------------------------------
RUNTIME ERROR - file: ITEMS\itemLogic.c; line: 175
invalid index -1 [size:800]
RUNTIME ERROR - file: ITEMS\itemLogic.c; line: 175
invalid array index
RUNTIME ERROR - file: ITEMS\itemLogic.c; line: 175
function 'Item_OnPickItem' stack error
RUNTIME ERROR - file: ITEMS\itemLogic.c; line: 175
invalid index -1 [size:800]
RUNTIME ERROR - file: ITEMS\itemLogic.c; line: 175
invalid array index
RUNTIME ERROR - file: ITEMS\itemLogic.c; line: 175
function 'Item_OnPickItem' stack error

-----------------------------------------------------------
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
Done loading
ResetSoundScheme
bool CreateParticleEntity()
ResetSoundScheme
AddSoundScheme: sea_map
SETTING MUSIC: music_map
ResumeAllSounds
AddSoundScheme: seashore_weather

-----------------------------------------------------------
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 86485114 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Can't create texture with null name
Not Found Texture: (null)
Can't init font SEADOGS
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\s_stack.cpp line 47
stack overflaw

map tried to leave cayman GOT A CTD (RUNTIME) and this error log.
 
Well, I'm not sure if I am using the same version of that file... anyway...

In my file line 175 is below, in bold.

<i>void Item_OnPickItem()
{
Log_SetActiveAction("Nothing");
aref activeLocation;
ref chr = GetMainCharacter();
<b>makearef(activeLocation, Locations[sti(chr.itemLocationIndex)]);
</b></i>

As you see, it's a makearef, just at the beginning of the function

The error says something about incorrect index in a string

As you can see, sti(chr.itemLocationIndex) is acting as the index for Locations[]

chr is the struct mchref, I mean, the attributes of our player (well, the LOGICAL ones... <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> )

So my guess is that, who knows why, chr.itemLocationIndex has the value of 0 or null, probably because previously, in same function, either wasn't setted to a value, or it was deleted.

To check my guess, you'll have to include this code (in bold)

<i>void Item_OnPickItem()
{
Log_SetActiveAction("Nothing");
aref activeLocation;
ref chr = GetMainCharacter();
<b>Trace("JASON - Item_OnPcikItem - Check for CTD: " + chr.itemLocationIndex);</b>
makearef(activeLocation, Locations[sti(chr.itemLocationIndex)]);
</i>


BTW once I made a dump of mchref ... and see:

itemlocationindex = -1

So seems likely we get the reason (but not how to fix)
 
Tried some fighting with the bladedamage mod. Much progress: no loss of control of the avatar, and some enemies DO run away after breaking their sword <img src="style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> Though one fought on without any weapon (when I looted his corpse he had none, not even fists)

Which means that your code works, but not in all cases. Maybe it makes a difference whether the blade breaks during blocking or attacking (we could find that out by testing bladedamage in only one of those functions for some time; I would suggest blocking). Maybe the switch from LAi_fight to LAi_citizen doesn't take place(or reverts immediately) if the AI is "too occupied" with a fight move. After all LAi_citizen sets an NPC to LAi_fight under certain conditions.

I'll spread some Logit and Trace commands into your code to see when which event takes place.

I got a lot of these errors:

RUNTIME ERROR - file: Loc_ai\LAi_fightparams.c; line: 489
missed attribute: blade

Probably only the result of the NPC fighting on without a blade.


As for balancing this mod: you'll probably never be able to balance it to everyones liking, it is IMHO too controversial and matter-of-taste. So I'd suggest to let each player balance it himself by making it tweakable. You could simply turn BLADEDAMAGE_ENABLED into a numerical tweak that determines e.g. the chance in percent that a hit or block damages the blade.


Corpse and box looting worked fine.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pierter,

I know you are working on the update and I have not been able to test much lately. But I went back to may saved and noodled around trying get off Cayman in my ship.

I couldn't and still get this error. Which appears to be ships and textures. And this time I made sure I ran the texture file. before I tried to leave the island.

I hope this helps.

ompile.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
Done loading
ResetSoundScheme
bool CreateParticleEntity()
ResetSoundScheme
AddSoundScheme: sea_map
SETTING MUSIC: music_map
ResumeAllSounds
AddSoundScheme: seashore_weather

-----------------------------------------------------------
System.log
-----------------------------------------------------------
Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
<b>ERROR: Techniques: Find duplicate technique name: bladeitem</b>
Techniques: 9 shaders compiled.
Techniques: 181 techniques compiled.
Techniques: compiled by 83251395 ticks.
BeginScene
<b>The method call is invalid For example, a method's parameter may have an invalid value
Can't create texture with null name
Not Found Texture: (null)
Can't init font SEADOGS
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\s_stack.cpp line 47
stack overflaw</b>
 
hmmm getting crashes randomly running test runs with my cannonFX mod. the strange part is

and error log:

RUNTIME ERROR - file: characters\characterUtilite.c; line: 2816
Not object
RUNTIME ERROR - file: characters\characterUtilite.c; line: 2817
Not object
RUNTIME ERROR - file: characters\characterUtilite.c; line: 2818
Not object
RUNTIME ERROR - file: characters\characterUtilite.c; line: 2819
Not object
RUNTIME ERROR - file: characters\characterUtilite.c; line: 2820
Not object
RUNTIME ERROR - file: characters\characterUtilite.c; line: 2816
Not object
RUNTIME ERROR - file: characters\characterUtilite.c; line: 2817
Not object
RUNTIME ERROR - file: characters\characterUtilite.c; line: 2818
Not object
RUNTIME ERROR - file: characters\characterUtilite.c; line: 2819
Not object
RUNTIME ERROR - file: characters\characterUtilite.c; line: 2820
Not object
RUNTIME ERROR - file: characters\characterUtilite.c; line: 2816
Not object
RUNTIME ERROR - file: characters\characterUtilite.c; line: 2817
Not object
RUNTIME ERROR - file: characters\characterUtilite.c; line: 2818
Not object
RUNTIME ERROR - file: characters\characterUtilite.c; line: 2819
Not object
RUNTIME ERROR - file: characters\characterUtilite.c; line: 2820
Not object

and the code lines
chref.chr_ai.coverage = 0.0;
chref.chr_ai.bladestop = 0.0;
chref.chr_ai.bladefrac = 1.0;
chref.chr_ai.gunstop = 0.0;
chref.chr_ai.gunfrac = 1.0;

I just dont understand, why would any of this code cause an error during a sea battle?
 
<!--quoteo(post=144310:date=Apr 2 2006, 02:20 AM:name=Merciless Mark)--><div class='quotetop'>QUOTE(Merciless Mark @ Apr 2 2006, 02:20 AM) [snapback]144310[/snapback]</div><div class='quotemain'><!--quotec-->
.....
Not object
RUNTIME ERROR - file: characters\characterUtilite.c; line: 2820
Not object

and the code lines
chref.chr_ai.coverage = 0.0;
chref.chr_ai.bladestop = 0.0;
chref.chr_ai.bladefrac = 1.0;
chref.chr_ai.gunstop = 0.0;
chref.chr_ai.gunfrac = 1.0;

I just dont understand, why would any of this code cause an error during a sea battle?
<!--QuoteEnd--></div><!--QuoteEEnd-->

Have you defined chref and "loaded" it with GetCharacterIndex, before those code lines?
 
<!--quoteo(post=144320:date=Apr 2 2006, 09:30 AM:name=kblack)--><div class='quotetop'>QUOTE(kblack @ Apr 2 2006, 09:30 AM) [snapback]144320[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=144310:date=Apr 2 2006, 02:20 AM:name=Merciless Mark)--><div class='quotetop'>QUOTE(Merciless Mark @ Apr 2 2006, 02:20 AM) [snapback]144310[/snapback]</div><div class='quotemain'><!--quotec-->
.....
Not object
RUNTIME ERROR - file: characters\characterUtilite.c; line: 2820
Not object

and the code lines
chref.chr_ai.coverage = 0.0;
chref.chr_ai.bladestop = 0.0;
chref.chr_ai.bladefrac = 1.0;
chref.chr_ai.gunstop = 0.0;
chref.chr_ai.gunfrac = 1.0;

I just dont understand, why would any of this code cause an error during a sea battle?
<!--QuoteEnd--></div><!--QuoteEEnd-->

Have you defined chref and "loaded" it with GetCharacterIndex, before those code lines?
<!--QuoteEnd--></div><!--QuoteEEnd-->

i havent touched the code there, ive only made minor modifications to a compleatly diffrent file, im just showing the code lines the error log is referring to, the modifications ive done to the actual code is chang a value or two and add new particle systems, nothing that is even connected with those code lines.
 
Maximus added some if()s that migth prevent this problem. It will be added in the next update. I am working hard on the next update and it seems to finally be working reasonably well, but I haven't done much testing with it yet... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=144340:date=Apr 2 2006, 03:43 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Apr 2 2006, 03:43 PM) [snapback]144340[/snapback]</div><div class='quotemain'><!--quotec-->
Maximus added some if()s that migth prevent this problem. It will be added in the next update. I am working hard on the next update and it seems to finally be working reasonably well, but I haven't done much testing with it yet... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

when is the next update due?, im tweaking off v3.0 of cannonFX rigt now
 
I don't know when I'll release it. I have it done now (I think), but I didn't test it much yet and I don't want to release yet another crappy release. I tested a bit and had a CTD right after entering the worldmap. I'll still need to fix that. I hope to be done before the end of next week or so. Whenever your new Cannon FX is done, I'll add it it. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Im 95% sure, that the map CTD is still caused by the bad files in items directory. I know its annoying, but if you still have my email with those files in it, try to replace those by mine. They are older version, but juts in case try it, to prove, that that CTD is can be fixed by those files or not.

Im having a march 25 version with those files replaced, and I have an itemsbox.c from your last hotfix, and my only prob, that I cant loot dead while boarding, but otherwise remarkably stable, and work with older savegames too. (by first pressing default controls, then pressin i key, then save again as new) cheers!

Yer lad:
The Wolf
 
<!--quoteo(post=144202:date=Apr 1 2006, 06:36 AM:name=Merciless Mark)--><div class='quotetop'>QUOTE(Merciless Mark @ Apr 1 2006, 06:36 AM) [snapback]144202[/snapback]</div><div class='quotemain'><!--quotec-->
Hmm this is intreasting, i was looking in the graphics files in post build, in the interface, the New Interface cargo icons has a chest with gold, a chest with silver as well as gunpowder kegs, bug i aint seein that in game, someone forgot to or didnt manage to implement something?
<!--QuoteEnd--></div><!--QuoteEEnd-->

Yeah, they're all trade items from the SLiB mod. Gold and silver are obviously very valuable. Apart from being just a trade item, bricks are used in the construction of your own colony. The gun powder is required to fire your ships guns. Slaves are tradable, however, you can set them free if you capture a slave trader and take them on as crew. Weapons are tradable and also required to arm your crew.

Be good to see some of these in our game.

I was thinking of starting off by getting the gold and silver into the Build as trade items, however I haven't had a look to see what's involved yet.

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Maybe we could also replace the dutch flag with the 6 stripe flag, i think that that is a bit more historical correct, and i like it (6 stripes in age of empires 3 too)
 
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