• New Horizons on Maelstrom
    Maelstrom New Horizons


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Pre Build 13 Modpack

Uh? That's odd. I thought I tested it and it would run. Could you show an error.log file please? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Pieter, Thomas is right. Error log below. I intstalled this over the 5-3-06 version which I installed over the 3-25 version.

rror summary
-----------------------------------------------------------
Error.log
-----------------------------------------------------------
COMPILE ERROR - file: TownFantoms\TownFantoms.c; line: 11
Duplicate variable name: posX

-----------------------------------------------------------
Compile.log
-----------------------------------------------------------

-----------------------------------------------------------
System.log
-----------------------------------------------------------
Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\Core.cpp line 526
fail to create program
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter,

Good news!

I went back and reinstalled the 238mb psot build, 5-3-06 and then the temporary update and got the game to start. Stormy start KR, fine on KR left KR went to map, sailed to Cayman took two priate ships, landed at Cayman, Store worked well tavern fine.

Bad News! After being killed in tavern after opening a chest the game crashed. The error message came up.

Invalid argument to date encode.

I don't know if this means the game is working better or not, I will reload and try some more and let you know.
 
Pieter,

After loading the saved game things continued to work fine until, I tired to by a ship in the Cayman shipyard. When I tried to exit, I got the CTD as before. This was all I got for an error log.

Error summary
-----------------------------------------------------------
File ....: program\kam_shipberthing_ship.c
Line ....: 926
Type ....: RUNTIME ERROR
Error ...: null ap
Count ...: 88
Status ..: File is newer as the file from build
Local file : 2006.04.08 11:23:46


I also got the "invalid argument to data encode"error.

BTW the notorious white waller frigate was in the shipyard.



Hope this helps.
 
Sorry to say, the game seems to be preforming about the same as before. Another CTD in the Cayman store.

Same error message.
 
<!--quoteo(post=144835:date=Apr 8 2006, 06:21 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Apr 8 2006, 06:21 AM) [snapback]144835[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=144668:date=Apr 5 2006, 04:53 PM:name=Jack Davidson)--><div class='quotetop'>QUOTE(Jack Davidson @ Apr 5 2006, 04:53 PM) [snapback]144668[/snapback]</div><div class='quotemain'><!--quotec-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> mates,

I need a little help from some modders. CCC, I'm thinking you might be able to put me on the right track here.
<!--QuoteEnd--></div><!--QuoteEEnd-->
sorry, you got me on the wrong foot there, never did anything concerning goods or trade. But I think that if you perform a textsearch in the program folder for e.g. "sandal" you should get all files dealing with goods.

There may be a limit for goods, some variable like MAX_GOODS, somewhere.
<!--QuoteEnd--></div><!--QuoteEEnd-->

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

I'll try that text search and see what I come up with. I've already upped the MAX_GOODS. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

p.s. If I've got anything else on this one then I'll start another thread so as not to clutter this thread up... I should've done so first up. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> Sorry mates.
 
Blast! Seems like the bug is still in there then. ARGH! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<i>COMPILE ERROR - file: TownFantoms\TownFantoms.c; line: 11
Duplicate variable name: posX</i>
Sorry about that. I thought I removed that line of code. Apparently I forgot. <img src="style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Another newsflash</b><!--sizec--></span><!--/sizec-->
I made another <a href="http://pieter.piratesahoy.org/downloads/post_b12_upd_temp.zip" target="_blank">temporary update</a> for the 5 March update including even less new stuff. What <i>is</i> in this version:
- Fixed bladedamage mod
- Some missing semicolons added
- Petros' Merchantman ship improved
- Saint Martin island locations added
- Some other small bugs fixed

The new ships are taken out and several other changes are undone. Please install it on top of the 5 March update. I think it should also work if you install it on top of the previous temporary update. Please test it as quickly as possible and tell me if the CTDs are still in there. If it still is, I'll take out yet more stuff until we finally found it. If it isn't, we'll know the CTD is in the code I have undone for this version. Thanks in advance for testing. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Pieter, I noticed when I installed this update it do not reset the changes I made to to build settings in my last game. Is that normal?

Starteing testing now.
 
BuildSettings.h is not included in this temporary update, so the settings won't be reset either and it is nothing to worry about.
 
Ok, thanks. One thing I have noticed so far is that when I bought a brace of long pistols and equipped them the did not show up on my hip. So no real CTDS , but too early to tell.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter,

I am sorry to report don'think the game is fixed. Fist let me report that I played for 4 hours last night using the March 5 update without a CTD. It worked very smoothly.

I noticed things before I got CTD in todays update and one thing after the CTD.

The game is <b>extreeeemely</b> slow to load and in trasition from one state to another.

The pistols I bought did not show up on my hip but the invisible pistols could be fired.

The problem of double adding the gold you take from a surrendered captain is double added.

And finally the game restarts after the crash and goes to the first screen.

Here is the error log.

Error summary
-----------------------------------------------------------
File ....: program\interface\transfer_main.c
Line ....: 630
Type ....: RUNTIME ERROR
Error ...: missed attribute
Count ...: 1
Status ..: File is newer as the file from build
Local file : 2006.04.09 10:00:54
Build file : 2004.04.17 22:52:02
Local CRC : c6703bdc
Build CRC : 22f9d831
-----------------------------------------------------------
File ....: program\interface\transfer_main.c
Line ....: 629
Type ....: RUNTIME ERROR
Error ...: no rAP data
Count ...: 1
Status ..: File is newer as the file from build
Local file : 2006.04.09 10:00:54
Build file : 2004.04.17 22:52:02
Local CRC : c6703bdc
Build CRC : 22f9d831
-----------------------------------------------------------
File ....: program\interface\transfer_main.c
Line ....: 629
Type ....: RUNTIME ERROR
Error ...: missed attribute
Count ...: 1
Status ..: File is newer as the file from build
Local file : 2006.04.09 10:00:54
Build file : 2004.04.17 22:52:02
Local CRC : c6703bdc
Build CRC : 22f9d831
-----------------------------------------------------------
File ....: program\interface\transfer_main.c
Line ....: 627
Type ....: RUNTIME ERROR
Error ...: no rAP data
Count ...: 1
Status ..: File is newer as the file from build
Local file : 2006.04.09 10:00:54
Build file : 2004.04.17 22:52:02
Local CRC : c6703bdc
Build CRC : 22f9d831
-----------------------------------------------------------
File ....: program\interface\transfer_main.c
Line ....: 627
Type ....: RUNTIME ERROR
Error ...: missed attribute
Count ...: 1
Status ..: File is newer as the file from build
Local file : 2006.04.09 10:00:54
Build file : 2004.04.17 22:52:02
Local CRC : c6703bdc
Build CRC : 22f9d831
-----------------------------------------------------------
File ....: program\interface\transfer_main.c
Line ....: 333
Type ....: RUNTIME ERROR
Error ...: Global variable not found
Count ...: 1
Status ..: File is newer as the file from build
Local file : 2006.04.09 10:00:54
Build file : 2004.04.17 22:52:02
Local CRC : c6703bdc
Build CRC : 22f9d831
-----------------------------------------------------------
File ....: program\characters\characterUtilite.c
Line ....: 1084
Type ....: RUNTIME ERROR
Error ...: Using reference variable without initializing
Count ...: 1
Status ..: File is newer as the file from build
Local file : 2006.04.08 17:49:14
Build file : 2004.05.01 18:11:32
Local CRC : 8d3a9145
Build CRC : 1deeb7e1
-----------------------------------------------------------
File ....: program\characters\characterUtilite.c
Line ....: 1080
Type ....: RUNTIME ERROR
Error ...: Using reference variable without initializing
Count ...: 1
Status ..: File is newer as the file from build
Local file : 2006.04.08 17:49:14
Build file : 2004.05.01 18:11:32
Local CRC : 8d3a9145
Build CRC : 1deeb7e1
-----------------------------------------------------------
Error.log
-----------------------------------------------------------
RUNTIME ERROR - file: interface\transfer_main.c; line: 627
missed attribute: sails
RUNTIME ERROR - file: interface\transfer_main.c; line: 627
no rAP data
RUNTIME ERROR - file: interface\transfer_main.c; line: 629
missed attribute: blots
RUNTIME ERROR - file: interface\transfer_main.c; line: 629
no rAP data
RUNTIME ERROR - file: interface\transfer_main.c; line: 630
missed attribute: blots
RUNTIME ERROR - file: interface\transfer_main.c; line: 630
no rAP data
RUNTIME ERROR - file: interface\transfer_main.c; line: 333
Global variable not found
RUNTIME ERROR - file: characters\characterUtilite.c; line: 1080
Using reference variable without initializing
RUNTIME ERROR - file: characters\characterUtilite.c; line: 1084
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: 306
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()
!!! Reload to 37
LoadLocation(ref loc) Redmond_tavern
LocLoadShips: Can't find Location.locators.ships in location: Redmond_tavern
SetCharacterTask_GotoPoint -> locator 'stay1' in group 'tables' not found
Template <goto> -> path not found chr.id = Redmond_officiant
ItemLogic: On load location Redmond_tavern
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: tavern
SETTING MUSIC: music_tavern
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 37
reload_island_index = -1
reload_location_index = 28
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Redmond_tavern
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Redmond_Town_01
LocLoadShips: Can't find Location.locators.ships in location: Redmond_Town_01
ItemLogic: On load location Redmond_Town_01
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade18
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
locator_name = Door_11 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 28
reload_island_index = -1
reload_location_index = 39
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Redmond_Town_01
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Redmond_store
LocLoadShips: Can't find Location.locators.ships in location: Redmond_store
ItemLogic: On load location Redmond_store
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: shop
SETTING MUSIC: music_shop
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 39
reload_island_index = -1
reload_location_index = 41
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Redmond_store
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Redmond_Shipyard
LocLoadShips: Can't find Location.locators.ships in location: Redmond_Shipyard
ItemLogic: On load location Redmond_Shipyard
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: shop
SETTING MUSIC: music_shop
in port 1
in port 1
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 41
reload_island_index = -1
reload_location_index = 31
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Redmond_Shipyard
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) REDMOND_PORT
ItemLogic: On load location REDMOND_PORT
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\pistol3
ResetSoundScheme
SetSoundScheme: port
AddSoundScheme: land_day
AddSoundScheme: seashore_weather
SETTING MUSIC: music_gorod
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: 306
Gauging: models
Gauging: goods
Gauging: ifaces
Main_LogoVideo() 0
proc_break_video()
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

-----------------------------------------------------------
System.log
-----------------------------------------------------------
Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Loaded 0
Initializing DirectX 8
ERROR: Techniques: Find duplicate technique name: bladeitem
Techniques: 9 shaders compiled.
Techniques: 181 techniques compiled.
Techniques: compiled by 1595498364 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\memory_service.cpp line 107
_X_NO_MEM
Invalid model: resource\models\Ammo\pistol9.gm
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\memory_service.cpp line 107
_X_NO_MEM
Invalid model: resource\models\Ammo\pistol9.gm
Unable to open resource\sounds\nightinsects0
Unable to open resource\sounds\nightinsects0
Unable to open resource\sounds\nightinsects0
Unable to open resource\sounds\nightinsects0
Unable to open resource\sounds\nightinsects0
Unable to open resource\sounds\nightinsects0
Unable to open resource\sounds\nightinsects0
Unable to open resource\sounds\nightinsects0
Unable to open resource\sounds\nightinsects0
Unable to open resource\sounds\nightinsects0
Unable to open resource\sounds\nightinsects0
Unable to open resource\sounds\nightinsects0
Unable to open resource\sounds\nightinsects0
Unable to open resource\sounds\nightinsects0
Unable to open resource\sounds\nightinsects0
Unable to open resource\sounds\nightinsects0
Unable to open resource\sounds\nightinsects0
Unable to open resource\sounds\nightinsects0
Unable to open resource\sounds\nightinsects0
Unable to open resource\sounds\nightinsects0
Unable to open resource\sounds\nightinsects0
Unable to open resource\sounds\nightinsects0
Unable to open resource\sounds\nightinsect
Unable to open resource\sounds\nightinsect
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\memory_service.cpp line 107
_X_NO_MEM
Invalid model: resource\models\Ammo\pistol9.gm
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\memory_service.cpp line 107
_X_NO_MEM
Invalid model: resource\models\Ammo\pistol9.gm
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\INTERFACES\CANNON.TGA.tx
Can't load texture resource\textures\INTERFACES\CANNON.TGA.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Bad rope data for rope: (rope num = 0) (begin group=0, end group=0)
Begin pointer = 0? end pointer = 0
Bad rope data for rope: (rope num = 6) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 132450212
Bad rope data for rope: (rope num = 5) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 132450212
Bad rope data for rope: (rope num = 55) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 134902604
Ship Boat doesn't have fire places
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\memory_service.cpp line 107
_X_NO_MEM
Invalid model: resource\models\Ammo\pistol9.gm
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\s_stack.cpp line 47
stack overflaw
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 -383082403 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Unloading
System exit and cleanup:
Mem state: User memory: 3028 MSSystem: 2032 Blocks: 127

Hope this helps.
 
The invisible pistols problem is something I caused when trying to fix something. I already fixed it for the next modpack update, but this fix is not in this update. The same goes for the captain's plunder dialog. In this version, an older version of the abordage mod is added which isn't fixed.

I will check the problems you're having. I don't quite understand why it isn't working well. I didn't even add much changes since the 5 March release. I'm beginning to think the March 5 release might be bugged as well; can you please confirm the March 5 release <i>is</i> stable?

I will get back to fixing this in a few days' time. School started again, so I'll be having less time again. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
Ahoy thar Pieter. I just install all new downloads yesterday, plus grab that little update that saw here in a thread today, went and played for the first time since January maybe.....left Oxbay after normal start, attacked French Frigate, and when I left the battle for open sea, I CTD just as my world map came up.....seen the ship models there had changed although, I did not have that set in the buildsettings.h file, also that fire mod is wacked....everytime I got hit by cannons, fire started and My sails dropped after hitting "c" even though I has turned that off in the settings as well....

<img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
What version are you using? I know the 18 March and 25 March versions are pretty seriously bugged with CTDs all over the place. I STILL have been unable to figure out why. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

The new ship models are in the modpack by default. A BuildSettings.h toggle won't work. Maybe I should make it an additional download, but I don't want to make more additional downloads than nescessary, because it will mean more for me to keep track of and I already have enough stuff to keep track of.

If you set FIREDAMAGE and FIRETIME to 1, it should reset the amount of fire to the original amount (and disable the ability to do a firedrill). If you set them to 0, you shouldn't be having any fires at all anymore.
You can't disable the sails dropping in BS.h, you can only prevent the cannons from being unloaded. If you don't want the sails to be dropped, open up seadogs.c and find this:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->                PlaySound("clear_for_action"); // just soundeffect
                PlaySound("objects\abordage\abordage_loosing.wav");
                Ship_SetSailState(GetMainCharacterIndex(), 0.0); // smoldering sails jettisoned MAR18 NK uses index not ref. 05-04-20
                     if(GUN_DOUSING==1) Ship_ChangeCharge(mch, sti(mch.Ship.Cannons.Charge.Type));<!--c2--></div><!--ec2-->
Then add <i>//</i> before <i>Ship_SetSailState(GetMainCharacterIndex(), 0.0);</i>, so it will read <i>// Ship_SetSailState(GetMainCharacterIndex(), 0.0);</i>. That <i>should</i> prevent this from happening.
 
I have just checked the errors Jason posted and have discovered that neither of the files mentioned have been changed in the temporary update at all. What the heck??? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

Can you confirm that these errors actually are the cause of the crashes or that these errors didn't cause the crash. You might be able to figure this out by comparing the last changed time from the files with the time of the actual crash.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--> You might be able to figure this out by comparing the last changed time from the files with the time of the actual crash.<!--QuoteEnd--></div><!--QuoteEEnd-->


???? Where would I find the last changed time? The files at the time of the crash are in the error log? I am willing but unsure what yoy mean.
 
<img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Ahoy thar Pieter, sorry for that misque....besides that I reloaded and hit "T" but I didn't get any error log.....

But I grabbed the Feb 5th modpack from your site, and added the March 5 Update, also from your site...then added some brand new minor update dated I think April 9th, that you posted here in some thread.....I did add that El Rapido mod for ammo, but no one said anything about bugs there....thats all I got...lost all my other stuff when computer packed it in earlier this year.

P.S. was playing today and it crashed again as I was leaving Redmond to go to Conceicao with a Shop Keeper run...funny it crashed last night as I put to sea as well, cept the one today, new start, and I picked for the first time ever for me, "put to sea" and got washed up on Conceicao...then went played around Conceicao for a bit, finaly put to sea and it worked fine, headed for Redmond, captured Pirate War Galleon, and kept it....played around Redmond, Fixed some swords, gathered crew then got cargo from the Shop Keeper there and headed back to Conceicao, and as soon as I started to sail in the Mapview....CDT

P.P.S. I know you don't want to hear this, and I'm sorry to be the one......but I think the CTD, must still be in march 5...cause I aint got anything else here <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

couple little bugs, but dont know if these help you or not.... 1) At Redmond Tavern....when I woke up in the morning, left the room, and the first Table you see, had about 5 or 6 guys all sitting on top of one another, there waiting to be hired or something, sometimes you see your crew when you take extra to shore, do that at the end of the pier, when you first go ashore.......they all stand in the same place....

2) My ships are not default POTC on the world sea view.....they look different, and they have no labels or nothing......but I clearly defined POTC stock default Ships, when I redid the Buildsettings.H file again today before starting my new game. Thats kinda why I took the new wash-up-on-foreign-shore approach today...wanted to test first instead of wasting time playing a game that wont work....Sorry I had way to many that I played around Xmas time, that I spent Hours on and could not keep them going because of those damn "Tavern Smuggler running around behind their tables" bug

3) I am not real crazy about your Sword damage mod, cause I am the only one that breaks his sword......I got lucky and found a good Cardinal Sword.....it broke upon boarding Pirate war galleon and when I got to Redmond...it was gone......thought you kept the sword til you fixed it....so there is no sence using a good sword for me, cause I know before the battle is out I'll break it and loose it...so why bother! I like the principles of the mod...but one fight....eeesh! Would not be so bad if it didn't disappear, but I suppose it would be harder to fix...so might be realistic...Not sure if this is Bug or just Bugs Me! hehehe

How do I get the Error Logs to show???
 
I played the March 5 update today for four hours without a CTD so I think it is pretty stable.


Pierter, I am sending you a PM with an idea I have about where the problem might be.

Long John Silver

To get error logs to show:


1. Open your POTC folder.

2. Open tools.

3. Opent Mod Helper.

4. Got to settings and check debug mode.

5. Click start game to start POTC from Mod Helper.

When the game crashes you should then get an error log.
 
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