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    Maelstrom New Horizons


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Pre Build 13 Modpack

Thankee Jason.....I just had a whole bunch of CTD before I came to report this, and I have only , well...no I'm wrong I did add that little temp update that pieter posted here somewhere on the 10 April....but I got stock POTC with Feb 5 Modpack, and then Mar 5 update, and that is it......I'm trying to get my ship repairs done in Oxbay, and it keeps crashing everytime I get out of the shipyard menus.....this last time It would not even let me in the Shipyard first without CTD. So I can't even finish the Tutorial

The first thing I noticed is that my machine is strangling itself trying to load the game and the saves.....once it loaded quickly, but still crashed.....now my machine has plenty of power and graphics so this game should not be an issue.....It almost seems like the saves are corrupt or something, but why?

And last night I never even got a chance to save before it CTD.....Quicksave file shows ..."bad save", and can only wonder about the two I used the menu for
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> there mateys,

I reverted to the 5/3/06 almost immediately after hitting the wall with that following update (whenever that was, can't remember). The 5/3/06 version has been relatively problem free as far as I can tell. I get the odd ctd on occasion but a quick reload and I move on past that point. I haven't progressed far with the main quest, but I'm regularly in game testing some of the mods I've been experimenting with, and I'm just not encountering any nasty problems.

Haven't tried any of the latest updates yet.

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Sorry about there still being CTDs. I am going to make another temporary update today to see if the CTDs are still in that version. This version will contain only the bugfixes added and no new features over the 5 March version at all. If even that version causes the CTDs, it would seem that the crashes are actually caused by a bugFIX. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

<!--quoteo(post=145091:date=Apr 10 2006, 01:51 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Apr 10 2006, 01:51 PM) [snapback]145091[/snapback]</div><div class='quotemain'><!--quotec-->
???? 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.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Right-click the file and have a look at the properties.

<!--quoteo(post=145117:date=Apr 10 2006, 09:31 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Apr 10 2006, 09:31 PM) [snapback]145117[/snapback]</div><div class='quotemain'><!--quotec-->
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" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
It might be added with the April 9 update version thingey. It was a temporary test-version anyway. Seems like only the 5 March version works properly and everything after that is bugged.

<!--quoteo(post=145117:date=Apr 10 2006, 09:31 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Apr 10 2006, 09:31 PM) [snapback]145117[/snapback]</div><div class='quotemain'><!--quotec-->
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
<!--QuoteEnd--></div><!--QuoteEEnd-->
The ships can't be set in BuildSettings.h. They're there by default and if you don't want them, you should prevent the model files from the RESOURCE\MODELS\WorldMap folder to be extracted. Once the CTDs are sorted, I will make the ship models an additional download instead of having it added by default.

<!--quoteo(post=145117:date=Apr 10 2006, 09:31 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Apr 10 2006, 09:31 PM) [snapback]145117[/snapback]</div><div class='quotemain'><!--quotec-->
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
<!--QuoteEnd--></div><!--QuoteEEnd-->
I did code in that enemies might break their blades as well (and I encountered them doing so every now and then as well), but I'm not sure if you're using the most up-to-date version. If you keep fighting with the same blade, it will eventually break and will disappear. However, it will first decrease in quality from good to average to worn to badly worn. So make sure to keep an eye on the quality and, once it becomes badly worn, use another sword until you can repair the original sword again. You might be right about the time it takes to break a sword: The mod hasn't been balanced at all yet, so it happens waaay too often. We still need to find good settings that make sure you don't keep breaking your blade all the time. You can set the numbers in BuildSettings.h to work better.

<!--quoteo(post=145117:date=Apr 10 2006, 09:31 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Apr 10 2006, 09:31 PM) [snapback]145117[/snapback]</div><div class='quotemain'><!--quotec-->
How do I get the Error Logs to show???
<!--QuoteEnd--></div><!--QuoteEEnd-->
See <a href="http://forum.piratesahoy.net/index.php?showtopic=5424" target="_blank">here</a>.
 
<i><b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Yet another newsflash<!--sizec--></span><!--/sizec--></b></i>
Fixing these CTDs seems to be way more complicated that I could possibly have expected. To fix it, I will now do everything very slowly and structured. I will make a new update including a very small bit of new stuff, after which this update has to be tested for CTDs. When it works, we can move on to adding the next new parts. The first of these updates is available <a href="http://pieter.piratesahoy.org/downloads/temp_upd_1.zip" target="_blank">here</a>. Included in this update are only a few syntax error fixes and some other very minor things. Please test this on top of the 5 March version.

<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Edit:<!--colorc--></span><!--/colorc--></b><!--sizec--></span><!--/sizec-->
I have now made three follow-up versions. If the first version works, you can move on to the next version. This way, I am hoping to finally track down the code causing the bug.

<a href="http://pieter.piratesahoy.org/downloads/temp_upd_1.zip" target="_blank"><i><b>Version 1</b></i></a> (275 kB)
Syntax errors fixed and small changes

<a href="http://pieter.piratesahoy.org/downloads/temp_upd_2.zip" target="_blank"><i><b>Version 2</b></i></a> (376 kB)
Translation stuff added and abordage mod changed

<a href="http://pieter.piratesahoy.org/downloads/temp_upd_3.zip" target="_blank"><i><b>Version 3</b></i></a> (9,58 MB)
Added dialog files, Saint Martin land locations and a bunch of model-files (not the ships)

Most likely, one of these versions will introduce the bug. Once you encounter the bug, please report which version you were using at the moment. Then we'll know when the bug is introduced. Once we figured this out, we'll do this again, if nescessary, with the changes added in the troublesome version, so eventually we will have tracked down the troublemaker.
 
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

I concur "mon Amiral"....let the games begin, with the March 5 first, and adding one at a time!
 
Have been playing for about 3 hrs just <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" /> around the archipelago, using version 1 only, and so far NO CTD's. Haven't followed any quest as of yet, but that is next. So far so good.
 
I have been trying to play my saves from yesterday with just the Stock game, build 12, and the updates to march 5th......but still getting CTD's, Do I have to start new games for these to go away....in other words....the saves themselves can be corrupt...then why did they load in the first place...seems to have lost its slow parts but still crashes...go figure
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> LJS. In the past I haven't had much luck with saves (probably for the reason you stated, corrupt), so I don't use them. I always start a new game (yeah I know boring), that way I know for sure if everything is working. Have you tried starting a new game? I think most saves will load, but will give you a problem if not compatabile with any new upgrade or mod installed. Pieter or Jason would know more about this than me. I only know what has worked for me and new games always work until something in the new update or mod messes up.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

I have played the 1st version for about 5.5 hrs today with out a single CTD! I will try to work on Version 2 tomorrow.

Pieter:

I am keeping a list of problems in the game, most are known issues so that when have a working version we can address those.


LJS: When playing these new versions I always start a new game. We all get the occasional bad save. I would delete all old saves and start a new. Remember you can tweak your stating position in buildsettings.h
 
I would recomend starting a new game when testing. Otherwise you might get unwanted side-effects, such as corrupted saves. Once the modpack works stable, with a bit of luck old savegames will remain working. But with it's current unstability, I wouldn't recommend using savegames.

The first update works then? GREAT! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
Looking forward to more test results. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> Avast thar ya landlubbers......Aaarrhh! look lively thar, or I be amongst yer with a Belaying pin. I be playing this ere version fer over eight hours or more, and once I put aside my earlier saves (knew yer were all gonna come back an tell Old Long John, tew do it anyway...so's I did) things went alot smoother.......Went tew me hammock at 5 A.M. and back up at 8 A.M.

Now that don't mean thar weren't any problems.....specially at sea. When I be boarding ships, and after I be scuttlin the crew, I goes tew see this ere feller, across the deck of this ere vessel. He tells me basically that him's wants ter surrender. Now I go tew the Ship tew Ship transfer screens, and even though I had 3 luggers and a Schooner at that moment, it stills allows me tew swap things with this ere bumboat. Course the officers wants to be boarding this ere vessel, but when I presses on this option, it goes black, stead of lit up, because I got 4 slots filled, but it won't let me swap that big Pinnace fer one of me Luggers. And when I finally said, let the ship go, I be floatin around in the air, with "NO" ships in sight, the keyboard locked in this position, only F1, F2 and the R fer x3...and G fer x10 and x30 still workin......so I had tew scrap that game and reload again...way back on land....same thing as a CTD.....this happened twice. The second time I captured Pirate vessel, and even though I had only three ships, 2 Luggers and the Schooner, it would not allow me to swap my half drowned Lugger for his Brig I thinks she was, so I tells it tew let the ship go, an the pirate just floated around after me, without a crew, no cannons, no firin at anyone, just floated around with his old colors still hoisted.....should have been surrendered, sews I gits mad and raises up the Jolly Rogers, an low an behold, it allows me tew board him again.....but he already surrendered and no fightin, cept this time when I leaves her it does the same floatin in Air performance it did afore. It has something tew do with me tellin them tew be waitin on me deck til I gets around tew figure'in whats I'm a gonna do about them......I'm pretty sure, so maybes it is because I can't keep the ship because I gave him freedom or told him tew join me......or I can't let him sink....so even when the boat sinks....i'm still on it, maybe....Go figure Had tew reboot agin

I hope this is one of the known Bugs Jason be ramblin about earlier.....I will go test part two now and report back later........hopefully have a better answer then

Thankee
 
<img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Ahoy thar Pieter.......I installed version 1 of these temporary updates and have had three CTD's since 9:00 or so this morning.....it is now 11:50 here......i have been playing for at least two and half hours....had it paused for a bit....coffee runs......but last night had some reboots described above, but no CTD's. Now Jason reported his all fine...I don't know what to tell ya mate. ""BUT"" every one of my CTD's today have only come from sea battles tew be sure..!!!
 
About the boarding problems: The version of the abordage mod in the March 5 version is not the most recent version. The most recent version most likely will fix a lot of these troubles. I basically have a complete new update here on my HD including a lot of fixes for these type of things, but I can't release it yet, because we still have those CTDs and if I don't fix those first, we'll be stuck with them forever. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Also: I might have made some small (or larger) mistakes with the temporary updates. You should ignore any bugs you might encounter, except for the CTDs that don't leave an entry in error.log. Other bugs can be fixed, but fixing these CTDs is much trickier.

What were you doing at the time of the CTDs? You didn't have CTDs in shipyards/taverns/shops or when entering the worldmap, did you? These were the spots where the truly crappy CTD tends to appear. If the CTD appears in a different situation, it might have a different cause as well.

BTW: Thank you EVER so much for testing this!!! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

Ahoy thar Pieter, I appreciate the support that you lend tew us....even hearing regularly from you is encouraging. I have just finished doing what you do, and compressed my POTC plus Build 12 so I don't have to keep cleaning that up. I wondered why I have never thought of it before myself.....this is what you do when you have loaded, unloaded, installed, uninstalled and compiled as many builds as you have I guess.

Plus as far as these CTD's today <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->""BUT"" every one of my CTD's today have only come from sea battles tew be sure..!!!
<!--QuoteEnd--></div><!--QuoteEEnd-->

Also when I went to check on the game today I found this [attachmentid=395]

Now I don't know what this mess is....but might have something to do with the way I enabled my error logs....NK said in that thread "it would not hurt to put a "1" in front of everything.....so I did...maybe that is what happened.....Maybe you could send me settings for those Logs, because I'm doing something wrong here.....got to be....that is the only thing I can think that would have caused this nightmare, that is why I did complete new install today...again......3 times since last week......Don't know if I should play the March 5th again....or move too the 1st update again....that is where I found these CTD's today...with that...but maybe that mess caused it....Let me know what you think, cause I'm second guessing everything now!!!
 
WOW! What happened THERE??? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
For all I know, this shouldn't cause crashes in the game (the game shouldn't read those files), but it's still odd. Simply way to get rid of them files again: Right-click the PotC folder and search for *.b files, then remove them all.

In engine.ini I have only debuginfo set to 1. A way to make sure you do it correctly is to use the PotCModHelper program in the tools subfolder. Using that program, you can also enable error logging. That's the way I personally do it.
 
Ahoy Pieter,

I played version 2 for about four hours with no CTDs, but alot of very, very sluggish play from time to time. After the last hour I quit and ran a log which I am including. In this post. Tomorrow I will probably play this version for an hour or so just try a few more things.

Then do you want me to go version three?

Hope the log is useful. What is the dark teacher doing in here? !!!?

ile ....: program\characters\characterUtilite.c
Line ....: 2819
Type ....: RUNTIME ERROR
Error ...: Not object
Count ...: 2
Status ..: File is newer as the file from build
Local file : 2006.04.09 22:39:06
Build file : 2004.05.01 18:11:32
Local CRC : 8d3a9145
Build CRC : 1deeb7e1
-----------------------------------------------------------
File ....: program\characters\characterUtilite.c
Line ....: 2818
Type ....: RUNTIME ERROR
Error ...: Not object
Count ...: 2
Status ..: File is newer as the file from build
Local file : 2006.04.09 22:39:06
Build file : 2004.05.01 18:11:32
Local CRC : 8d3a9145
Build CRC : 1deeb7e1
-----------------------------------------------------------
File ....: program\characters\characterUtilite.c
Line ....: 2817
Type ....: RUNTIME ERROR
Error ...: Not object
Count ...: 2
Status ..: File is newer as the file from build
Local file : 2006.04.09 22:39:06
Build file : 2004.05.01 18:11:32
Local CRC : 8d3a9145
Build CRC : 1deeb7e1
-----------------------------------------------------------
File ....: program\characters\characterUtilite.c
Line ....: 2816
Type ....: RUNTIME ERROR
Error ...: Not object
Count ...: 2
Status ..: File is newer as the file from build
Local file : 2006.04.09 22:39:06
Build file : 2004.05.01 18:11:32
Local CRC : 8d3a9145
Build CRC : 1deeb7e1
-----------------------------------------------------------
File ....: program\Loc_ai\LAi_boarding.c
Line ....: 1255
Type ....: RUNTIME ERROR
Error ...: Divide by zero
Count ...: 1
Status ..: File is newer as the file from build
Local file : 2006.04.12 07:56:20
Build file : 2004.04.12 00:08:28
Local CRC : 5b766ea6
Build CRC : e09a07db
-----------------------------------------------------------
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 : 2006.04.09 22:39:06
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 : 2006.04.09 22:39:06
Build file : 2004.05.01 18:11:32
Local CRC : 8d3a9145
Build CRC : 1deeb7e1
-----------------------------------------------------------
Error.log
-----------------------------------------------------------
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
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: Loc_ai\LAi_boarding.c; line: 1296
Divide by zero
RUNTIME ERROR - file: Loc_ai\LAi_boarding.c; line: 1255
Divide by zero
RUNTIME ERROR - file: interface\ransack_main.c; line: 218
missed attribute: status
RUNTIME ERROR - file: interface\ransack_main.c; line: 218
no rAP data
RUNTIME ERROR - file: interface\ransack_main.c; line: 218
missed attribute: status
RUNTIME ERROR - file: interface\ransack_main.c; line: 218
no rAP data

-----------------------------------------------------------
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: 531
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 135
LoadLocation(ref loc) QC_port
ItemLogic: On load location QC_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade9
ResetSoundScheme
SetSoundScheme: port
AddSoundScheme: land_day
AddSoundScheme: seashore_weather
SETTING MUSIC: music_gorod
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 135
reload_island_index = -1
reload_location_index = 142
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) QC_port
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) QC_Tavern
LocationLoader: not loaded back model location.models.always.window, id = QC_Tavern
LocLoadShips: Can't find Location.locators.ships in location: QC_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàöèÿ QC_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ãðóïïà encdetector
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàòîð enc01
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÒÈÏ ËÎÊÀÖÈÈ: tavern
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÂÛÁÐÀÍ ÒÈÏ ÝÍÊÀÓÍÒÅÐÀ: ENC_OFFICER
no sex found
ÃÅÍÅÐÀÖÈß ÝÍÊÀÓÍÒÅÐÎÂ: Ïåðñîíàæ 1 ïðèñâîåí ID Enc_Char1
SetCharacterTask_GotoPoint -> locator 'stay2' in group 'tables' not found
Template <goto> -> path not found chr.id = QC_officiant
ItemLogic: On load location QC_Tavern
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: tavern
SETTING MUSIC: music_tavern
Free Random Officer IDX is 416 and he has id Enc_Officer_2
Template <follow> -> path not found chr.id = Enc_Officer_2
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 142
reload_island_index = -1
reload_location_index = 135
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) QC_Tavern
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) QC_port
ItemLogic: On load location QC_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade9
ResetSoundScheme
SetSoundScheme: port
AddSoundScheme: land_night
AddSoundScheme: seashore_weather
SETTING MUSIC: music_gorod
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 135
reload_island_index = -1
reload_location_index = 140
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) QC_port
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) QC_shipyard
LocLoadShips: Can't find Location.locators.ships in location: QC_shipyard
ItemLogic: On load location QC_shipyard
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: shop
SETTING MUSIC: music_shop
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 140
reload_island_index = -1
reload_location_index = 142
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) QC_shipyard
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) QC_Tavern
LocLoadShips: Can't find Location.locators.ships in location: QC_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàöèÿ QC_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ãðóïïà encdetector
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàòîð enc01
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÒÈÏ ËÎÊÀÖÈÈ: tavern
SetCharacterTask_GotoPoint -> locator 'stay2' in group 'tables' not found
Template <goto> -> path not found chr.id = QC_officiant
ItemLogic: On load location QC_Tavern
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: tavern
SETTING MUSIC: music_tavern
IT for Location fantom character <0>, quality now -2
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 142
reload_island_index = -1
reload_location_index = 143
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) QC_Tavern
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) QC_tavern_upstairs
LocLoadShips: Can't find Location.locators.ships in location: QC_tavern_upstairs
ItemLogic: On load location QC_tavern_upstairs
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: house
SETTING MUSIC: music_gorod
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 143
reload_island_index = -1
reload_location_index = 142
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) QC_tavern_upstairs
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) QC_Tavern
LocLoadShips: Can't find Location.locators.ships in location: QC_Tavern
Delete character <Enc_Officer_2> , error teleportation by location: QC_Tavern on locator: officers::reload2_1
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàöèÿ QC_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ãðóïïà encdetector
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàòîð enc01
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÒÈÏ ËÎÊÀÖÈÈ: tavern
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÂÛÁÐÀÍ ÒÈÏ ÝÍÊÀÓÍÒÅÐÀ: ENC_OFFICER
no sex found
ÃÅÍÅÐÀÖÈß ÝÍÊÀÓÍÒÅÐÎÂ: Ïåðñîíàæ 1 ïðèñâîåí ID Enc_Char1
SetCharacterTask_GotoPoint -> locator 'stay2' in group 'tables' not found
Template <goto> -> path not found chr.id = QC_officiant
ItemLogic: On load location QC_Tavern
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: tavern
SETTING MUSIC: music_tavern
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 142
reload_island_index = -1
reload_location_index = 139
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) QC_Tavern
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) QC_Store
LocLoadShips: Can't find Location.locators.ships in location: QC_Store
ItemLogic: On load location QC_Store
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: shop
SETTING MUSIC: music_shop
locator_name = locator2 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 139
reload_island_index = -1
reload_location_index = 136
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) QC_Store
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) QC_town
LocLoadShips: Can't find Location.locators.ships in location: QC_town
ItemLogic: On load location QC_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade20
SETTING MUSIC: music_bitva
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_bitva
SETTING MUSIC: music_shop
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 136
reload_island_index = -1
reload_location_index = 137
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) QC_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) QC_town_exit
LocLoadShips: Can't find Location.locators.ships in location: QC_town_exit
ItemLogic: On load location QC_town_exit
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\Antidote
ResetSoundScheme
SetSoundScheme: jungle
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_jungle
Template <follow> -> path not found chr.id = Enc_Officer_1
Template <follow> -> path not found chr.id = Enc_Officer_1
Template <follow> -> path not found chr.id = Enc_Officer_0
locator_name = reload4 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 137
reload_island_index = -1
reload_location_index = 482
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) QC_town_exit
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) QC_blacksmith
LocLoadShips: Can't find Location.locators.ships in location: QC_blacksmith
ItemLogic: On load location QC_blacksmith
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: shop
SETTING MUSIC: music_shop
ch QC_blacksmith has no items tree
IT for QC_blacksmith, quality now 5
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 482
reload_island_index = -1
reload_location_index = 137
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) QC_blacksmith
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) QC_town_exit
LocLoadShips: Can't find Location.locators.ships in location: QC_town_exit
Delete character <Enc_Officer_0> , error teleportation by location: QC_town_exit on locator: officers::reload4_2
Delete character <Enc_Officer_1> , error teleportation by location: QC_town_exit on locator: officers::reload4_1
Delete character <Enc_Officer_2> , error teleportation by location: QC_town_exit on locator: officers::reload4_3
ItemLogic: On load location QC_town_exit
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\Antidote
ResetSoundScheme
SetSoundScheme: jungle
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_jungle
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 137
reload_island_index = -1
reload_location_index = 136
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) QC_town_exit
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) QC_town
LocLoadShips: Can't find Location.locators.ships in location: QC_town
ItemLogic: On load location QC_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade20
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 136
reload_island_index = -1
reload_location_index = 135
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) QC_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) QC_port
ItemLogic: On load location QC_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade9
ResetSoundScheme
SetSoundScheme: port
AddSoundScheme: land_day
AddSoundScheme: seashore_weather
SETTING MUSIC: music_gorod
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 135
reload_island_index = 6
reload_location_index = -1
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) QC_port
ItemLogic: On unload location
ReloadEndFade
Load from location to sea sLoc = l1, x = -348.075,z = -101.42
sealogin loading island QuebradasCostillas
added pchar to sea
Did CRs
ERR: Group CrQuebradasCostillas3, Island QuebradasCostillas
ERR: Find locators Group Quest_Ships, Locator Quest_Ship_15
Did any groups
added ships
Set tasks
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather
ResumeAllSounds
SETTING MUSIC: music_sea_battle
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 0 (bow). Fix: 1
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 0 (bow). Fix: 0
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 2 (stern). Fix: 1
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 2 (stern). Fix: 2
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 2 (stern). Fix: 0
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 2 (stern). Fix: 3
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 1 (starboard). Fix: 1
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 1 (starboard). Fix: 2
Canloss: char CrQuebradasCostillas3 of ship Susan has lost a gun from arc 1 (starboard). Fix: 1
Canloss: char CrQuebradasCostillas3 of ship Susan has lost a gun from arc 1 (starboard). Fix: 2
Canloss: char CrQuebradasCostillas3 of ship Susan has lost a gun from arc 1 (starboard). Fix: 3
Canloss: char CrQuebradasCostillas3 of ship Susan has lost a gun from arc 1 (starboard). Fix: 4
Add good : sailcloth, rCharacter.id = CrQuebradasCostillas3, iQuantity = 11
Add good : planks, rCharacter.id = CrQuebradasCostillas3, iQuantity = 7
Add good : wheat, rCharacter.id = CrQuebradasCostillas3, iQuantity = 4
Add good : rum, rCharacter.id = CrQuebradasCostillas3, iQuantity = 2
Add good : mahogany, rCharacter.id = CrQuebradasCostillas3, iQuantity = 5
Add good : copra, rCharacter.id = CrQuebradasCostillas3, iQuantity = 2
Add good : Oil, rCharacter.id = CrQuebradasCostillas3, iQuantity = 4
Add good : Oil, rCharacter.id = CrQuebradasCostillas3, iQuantity = 5
Add good : Oil, rCharacter.id = CrQuebradasCostillas3, iQuantity = 8
Add good : Oil, rCharacter.id = CrQuebradasCostillas3, iQuantity = 8
Error!!! Overup maximum crew quantity (character=0)
CHANGE REP FOR PLAYER: 1 x2
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 1 (starboard). Fix: 3
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 1 (starboard). Fix: 4
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 1 (starboard). Fix: 5
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 1 (starboard). Fix: 6
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 1 (starboard). Fix: 7
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 3 (port). Fix: 1
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 3 (port). Fix: 0
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 3 (port). Fix: 0
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 3 (port). Fix: 2
Canloss: char CrQuebradasCostillas4 of ship Venus has lost a gun from arc 3 (port). Fix: 0
Add good : sailcloth, rCharacter.id = CrQuebradasCostillas4, iQuantity = 10
Add good : planks, rCharacter.id = CrQuebradasCostillas4, iQuantity = 46
Add good : rum, rCharacter.id = CrQuebradasCostillas4, iQuantity = 9
Add good : copra, rCharacter.id = CrQuebradasCostillas4, iQuantity = 1
Add good : silk, rCharacter.id = CrQuebradasCostillas4, iQuantity = 3
Add good : Oil, rCharacter.id = CrQuebradasCostillas4, iQuantity = 8
Add good : Oil, rCharacter.id = CrQuebradasCostillas4, iQuantity = 4
Add good : Oil, rCharacter.id = CrQuebradasCostillas4, iQuantity = 9
Add good : Oil, rCharacter.id = CrQuebradasCostillas4, iQuantity = 16
SETTING MUSIC: music_spokplavanie
Error!!! Overup maximum crew quantity (character=0)
CHANGE REP FOR PLAYER: 1 x2
Error!!! Overup maximum crew quantity (character=0)
CHANGE REP FOR PLAYER: 1 x2
Error!!! Overup maximum crew quantity (character=0)
CHANGE REP FOR PLAYER: 1 x2
PauseAllSounds
ResetSoundScheme
ResetSoundScheme
AddSoundScheme: sea_map
SETTING MUSIC: music_map
ResumeAllSounds
AddSoundScheme: seashore_weather
PauseAllSounds
sealogin loading island QuebradasCostillas
added pchar to sea
Incorrect location id 'SetCharacterShipLocation' for character CrQuebradasCostillas3, index 963, set ship location not found!
Incorrect location id 'SetCharacterShipLocation' for character CrQuebradasCostillas4, index 964, set ship location not found!
Did CRs
Cannon No Cannons has no reloadTime!
Cannon No Cannons has no reloadTime!
Cannon No Cannons has no reloadTime!
Cannon No Cannons has no reloadTime!
Cannon No Cannons has no reloadTime!
Cannon No Cannons has no reloadTime!
Cannon No Cannons has no reloadTime!
Cannon No Cannons has no reloadTime!
Cannon No Cannons has no reloadTime!
Cannon No Cannons has no reloadTime!
Cannon No Cannons has no reloadTime!
Cannon No Cannons has no reloadTime!
Error: Sea_LoginGroup sGroupID = CrQuebradasCostillas3, but group doesn't contain any quest ships!
Did any groups
Set group : egroup__1, x = 736.57, z = 151.27
added ships
Set tasks
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather_rain
ResumeAllSounds
SETTING MUSIC: music_sea_battle
Canloss: char fenc_1290 of ship Sphinx has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char fenc_1290 of ship Sphinx has lost a gun from arc 1 (starboard). Fix: 1
Canloss: char fenc_1290 of ship Sphinx has lost a gun from arc 1 (starboard). Fix: 2
Canloss: char fenc_1291 of ship Nassau has lost a gun from arc 1 (starboard). Fix: 1
Canloss: char fenc_1291 of ship Nassau has lost a gun from arc 1 (starboard). Fix: 2
Canloss: char fenc_1290 of ship Sphinx has lost a gun from arc 2 (stern). Fix: 0
Canloss: char fenc_1290 of ship Sphinx has lost a gun from arc 2 (stern). Fix: 1
Canloss: char fenc_1290 of ship Sphinx has lost a gun from arc 0 (bow). Fix: 1
Canloss: char fenc_1290 of ship Sphinx has lost a gun from arc 0 (bow). Fix: 2
Canloss: char fenc_1290 of ship Sphinx has lost a gun from arc 1 (starboard). Fix: 3
Canloss: char fenc_1290 of ship Sphinx has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char fenc_1290 of ship Sphinx has lost a gun from arc 1 (starboard). Fix: 4
Add good : sailcloth, rCharacter.id = fenc_1290, iQuantity = 14
Add good : planks, rCharacter.id = fenc_1290, iQuantity = 29
Add good : wheat, rCharacter.id = fenc_1290, iQuantity = 6
Add good : cinnamon, rCharacter.id = fenc_1290, iQuantity = 10
Add good : fruits, rCharacter.id = fenc_1290, iQuantity = 12
Add good : ale, rCharacter.id = fenc_1290, iQuantity = 7
Add good : silk, rCharacter.id = fenc_1290, iQuantity = 4
Add good : Oil, rCharacter.id = fenc_1290, iQuantity = 5
Add good : Oil, rCharacter.id = fenc_1290, iQuantity = 8
Add good : Oil, rCharacter.id = fenc_1290, iQuantity = 2
Add good : Oil, rCharacter.id = fenc_1290, iQuantity = 5
Canloss: char fenc_1291 of ship Nassau has lost a gun from arc 3 (port). Fix: 1
Canloss: char fenc_1291 of ship Nassau has lost a gun from arc 3 (port). Fix: 0
Canloss: char fenc_1291 of ship Nassau has lost a gun from arc 3 (port). Fix: 2
Canloss: char fenc_1291 of ship Nassau has lost a gun from arc 3 (port). Fix: 3
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 1 (starboard). Fix: 1
Canloss: char fenc_1291 of ship Nassau has lost a gun from arc 1 (starboard). Fix: 3
PauseAllSounds
ResetSoundScheme
LoadLocation(ref loc) BOARDING_PINNACE
ItemLogic: On load location BOARDING_PINNACE
ItemLogic: found 0 buttons
SETTING MUSIC: music_bitva
ResetSoundScheme
SetSoundScheme: deck
SETTING MUSIC: music_bitva
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
SETTING MUSIC: music_sea_battle
ResetSoundScheme
PauseAllSounds
UnloadLocation(aref loc) BOARDING_PINNACE
ItemLogic: On unload location
LoadLocation(ref loc) NEXT1_PINNACE
ItemLogic: On load location NEXT1_PINNACE
ItemLogic: found 0 buttons
SETTING MUSIC: music_bitva
ResetSoundScheme
SetSoundScheme: deck
SETTING MUSIC: music_bitva
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
SETTING MUSIC: music_sea_battle
ResetSoundScheme
PauseAllSounds
UnloadLocation(aref loc) NEXT1_PINNACE
ItemLogic: On unload location
Error!!! Overup maximum crew quantity (character=0)
PauseAllSounds
ResetSoundScheme
Add good : wheat, rCharacter.id = fenc_1291, iQuantity = 27
Add good : clothes, rCharacter.id = fenc_1291, iQuantity = 31
Add good : cotton, rCharacter.id = fenc_1291, iQuantity = 47
Add good : Oil, rCharacter.id = fenc_1291, iQuantity = 9
Add good : Oil, rCharacter.id = fenc_1291, iQuantity = 11
Add good : Oil, rCharacter.id = fenc_1291, iQuantity = 9
Add good : Oil, rCharacter.id = fenc_1291, iQuantity = 6
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather_rain
ResumeAllSounds
Error!!! Overup maximum crew quantity (character=0)
CHANGE REP FOR PLAYER: 1 x2
Error!!! Overup maximum crew quantity (character=0)
CHANGE REP FOR PLAYER: 1 x2
SETTING MUSIC: music_sea_battle
PauseAllSounds
ResetSoundScheme
ResetSoundScheme
AddSoundScheme: sea_map
SETTING MUSIC: music_map
ResumeAllSounds
AddSoundScheme: seashore_weather_rain
PauseAllSounds
sealogin loading island QuebradasCostillas
added pchar to sea
Incorrect location id 'SetCharacterShipLocation' for character CrQuebradasCostillas4, index 964, set ship location not found!
Did CRs
Cannon No Cannons has no reloadTime!
Cannon No Cannons has no reloadTime!
Cannon No Cannons has no reloadTime!
Cannon No Cannons has no reloadTime!
Cannon No Cannons has no reloadTime!
Cannon No Cannons has no reloadTime!
Cannon No Cannons has no reloadTime!
Cannon No Cannons has no reloadTime!
Cannon No Cannons has no reloadTime!
Cannon No Cannons has no reloadTime!
Cannon No Cannons has no reloadTime!
Cannon No Cannons has no reloadTime!
Did any groups
added ships
Set tasks
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather_rain
ResumeAllSounds
PauseAllSounds
ResetSoundScheme
ResetSoundScheme
AddSoundScheme: sea_map
SETTING MUSIC: music_map
ResumeAllSounds
AddSoundScheme: seashore_weather_rain
PauseAllSounds
sealogin loading island IslaMuelle
added pchar to sea
Did CRs
Did any groups
Set group : egroup__3, x = 667.21, z = 2848.4
added ships
Set tasks
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather
ResumeAllSounds
SETTING MUSIC: music_sea_battle
Canloss: char fenc_1292 of ship Wapen van Zeeland has lost a gun from arc 2 (stern). Fix: 1
Canloss: char fenc_1292 of ship Wapen van Zeeland has lost a gun from arc 3 (port). Fix: 1
Canloss: char fenc_1292 of ship Wapen van Zeeland has lost a gun from arc 3 (port). Fix: 2
Canloss: char fenc_1292 of ship Wapen van Zeeland has lost a gun from arc 3 (port). Fix: 3
Canloss: char fenc_1292 of ship Wapen van Zeeland has lost a gun from arc 3 (port). Fix: 4
Surr: for char fenc_1292 of ship Wapen van Zeeland surrender chance is 26
Canloss: char fenc_1292 of ship Wapen van Zeeland has lost a gun from arc 3 (port). Fix: 5
Canloss: char fenc_1292 of ship Wapen van Zeeland has lost a gun from arc 3 (port). Fix: 0
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 2 (stern). Fix: 0
Surr: for char fenc_1292 of ship Wapen van Zeeland surrender chance is 31
Surr: for char fenc_1292 of ship Wapen van Zeeland surrender chance is 31
Surr: for char fenc_1292 of ship Wapen van Zeeland surrender chance is 31
Canloss: char fenc_1293 of ship Noorderkwartier has lost a gun from arc 3 (port). Fix: 1
Surr: for char fenc_1292 of ship Wapen van Zeeland surrender chance is 31
Surr: for char fenc_1292 of ship Wapen van Zeeland surrender chance is 31
Sir, the Wapen van Zeeland has struck her colors!
Surrender! fenc_1292 is surrendering.
CHANGE REP FOR PLAYER: -1 x2
done lbc boost, now cycle through ships
Canloss: char fenc_1295 of ship Gouden Star has lost a gun from arc 0 (bow). Fix: 0
Canloss: char fenc_1295 of ship Gouden Star has lost a gun from arc 1 (starboard). Fix: 1
PauseAllSounds
ResetSoundScheme
LoadLocation(ref loc) BOARDING_SCHOONER
ItemLogic: On load location BOARDING_SCHOONER
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: deck
SETTING MUSIC: music_gorod
ResetSoundScheme
PauseAllSounds
UnloadLocation(aref loc) BOARDING_SCHOONER
ItemLogic: On unload location
PauseAllSounds
ResetSoundScheme
Add good : sailcloth, rCharacter.id = fenc_1292, iQuantity = 32
Add good : Oil, rCharacter.id = fenc_1292, iQuantity = 3
Add good : Oil, rCharacter.id = fenc_1292, iQuantity = 7
Add good : Oil, rCharacter.id = fenc_1292, iQuantity = 4
Add good : Oil, rCharacter.id = fenc_1292, iQuantity = 11
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather
ResumeAllSounds
Canloss: char fenc_1293 of ship Noorderkwartier has lost a gun from arc 1 (starboard). Fix: 1
Canloss: char fenc_1293 of ship Noorderkwartier has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char fenc_1293 of ship Noorderkwartier has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char fenc_1293 of ship Noorderkwartier has lost a gun from arc 1 (starboard). Fix: 2
Canloss: char fenc_1293 of ship Noorderkwartier has lost a gun from arc 1 (starboard). Fix: 3
Error!!! Overup maximum crew quantity (character=0)
CHANGE REP FOR PLAYER: 1 x2
Canloss: char fenc_1293 of ship Noorderkwartier has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char fenc_1293 of ship Noorderkwartier has lost a gun from arc 1 (starboard). Fix: 4
Surr: for char fenc_1293 of ship Noorderkwartier surrender chance is 1
Canloss: char fenc_1294 of ship Groot Christoffel has lost a gun from arc 3 (port). Fix: 0
Canloss: char fenc_1294 of ship Groot Christoffel has lost a gun from arc 3 (port). Fix: 0
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 3 (port). Fix: 1
Surr: for char fenc_1293 of ship Noorderkwartier surrender chance is 2
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 1 (starboard). Fix: 1
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 1 (starboard). Fix: 2
Surr: for char fenc_1293 of ship Noorderkwartier surrender chance is 3
Surr: for char fenc_1293 of ship Noorderkwartier surrender chance is 4
Surr: for char fenc_1293 of ship Noorderkwartier surrender chance is 5
Surr: for char fenc_1293 of ship Noorderkwartier surrender chance is 6
Surr: for char fenc_1293 of ship Noorderkwartier surrender chance is 6
Surr: for char fenc_1293 of ship Noorderkwartier surrender chance is 6
Surr: for char fenc_1293 of ship Noorderkwartier surrender chance is 6
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 3 (port). Fix: 2
Canloss: char fenc_1295 of ship Gouden Star has lost a gun from arc 0 (bow). Fix: 1
Canloss: char fenc_1295 of ship Gouden Star has lost a gun from arc 2 (stern). Fix: 0
Canloss: char fenc_1295 of ship Gouden Star has lost a gun from arc 2 (stern). Fix: 1
Canloss: char fenc_1295 of ship Gouden Star has lost a gun from arc 1 (starboard). Fix: 2
Canloss: char fenc_1295 of ship Gouden Star has lost a gun from arc 1 (starboard). Fix: 3
Canloss: char fenc_1295 of ship Gouden Star has lost a gun from arc 1 (starboard). Fix: 4
Canloss: char fenc_1295 of ship Gouden Star has lost a gun from arc 1 (starboard). Fix: 0
Surr: for char fenc_1293 of ship Noorderkwartier surrender chance is 6
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 2 (stern). Fix: 1
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 2 (stern). Fix: 2
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 2 (stern). Fix: 3
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 3 (port). Fix: 0
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 3 (port). Fix: 3
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 0 (bow). Fix: 1
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 0 (bow). Fix: 2
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 1 (starboard). Fix: 3
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 1 (starboard). Fix: 4
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 1 (starboard). Fix: 5
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 1 (starboard). Fix: 6
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 1 (starboard). Fix: 7
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 1 (starboard). Fix: 8
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 1 (starboard). Fix: 0
Surr: for char fenc_1293 of ship Noorderkwartier surrender chance is 6
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 1 (starboard). Fix: 9
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 1 (starboard). Fix: 10
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 1 (starboard). Fix: 11
Surr: for char fenc_1293 of ship Noorderkwartier surrender chance is 6
Sir, the Noorderkwartier has struck her colors!
Surrender! fenc_1293 is surrendering.
done lbc boost, now cycle through ships
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 3 (port). Fix: 4
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 3 (port). Fix: 0
Canloss: char Blaze of ship Sparrowhawk has lost a gun from arc 3 (port). Fix: 5
Canloss: char fenc_1295 of ship Gouden Star has lost a gun from arc 1 (starboard). Fix: 0
Canloss: char fenc_1295 of ship Gouden Star has lost a gun from arc 1 (starboard). Fix: 5
Canloss: char fenc_1295 of ship Gouden Star has lost a gun from arc 1 (starboard). Fix: 6
Canloss: char fenc_1295 of ship Gouden Star has lost a gun from arc 3 (port). Fix: 1
Canloss: char fenc_1295 of ship Gouden Star has lost a gun from arc 3 (port). Fix: 2
Canloss: char fenc_1295 of ship Gouden Star has lost a gun from arc 3 (port). Fix: 3
Add good : sailcloth, rCharacter.id = fenc_1295, iQuantity = 18
Add good : wheat, rCharacter.id = fenc_1295, iQuantity = 17
Add good : rum, rCharacter.id = fenc_1295, iQuantity = 5
Add good : cinnamon, rCharacter.id = fenc_1295, iQuantity = 21
Add good : clothes, rCharacter.id = fenc_1295, iQuantity = 14
Add good : Oil, rCharacter.id = fenc_1295, iQuantity = 8
Add good : Oil, rCharacter.id = fenc_1295, iQuantity = 3
Add good : Oil, rCharacter.id = fenc_1295, iQuantity = 3
Add good : Oil, rCharacter.id = fenc_1295, iQuantity = 2
PauseAllSounds
ResetSoundScheme
LoadLocation(ref loc) BOARDING_CORVETTE
ItemLogic: On load location BOARDING_CORVETTE
ItemLogic: found 0 buttons
SETTING MUSIC: music_bitva
ResetSoundScheme
SetSoundScheme: deck
SETTING MUSIC: music_bitva
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>
LAi_CreateFantomCharacter -> can't teleportation character to <goto::>

-----------------------------------------------------------
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 1144218844 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
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 = 126169700
Bad rope data for rope: (rope num = 5) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 126169700
Ship Boat doesn't have fire places
Island: vBoxCenter not equal, foam error: resource\foam\locations\town_QC\port\QC_port.ini, distance = 4.103
vBoxCenter = -3.492064,0.000000,-6.262259
Island: vBoxSize not equal, foam error: resource\foam\locations\town_QC\port\QC_port.ini
vBoxSize = 58.609344,0.000000,55.387276
resource\models\locations\Inside\SmallTavern\back\qcst_.gm: can't open geometry file
Can't load texture resource\textures\.tx
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
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 = 130755172
Bad rope data for rope: (rope num = 5) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 130755172
Ship Boat doesn't have fire places
Island: vBoxCenter not equal, foam error: resource\foam\locations\town_QC\port\QC_port.ini, distance = 4.103
vBoxCenter = -3.492064,0.000000,-6.262259
Island: vBoxSize not equal, foam error: resource\foam\locations\town_QC\port\QC_port.ini
vBoxSize = 58.609344,0.000000,55.387276
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Character animation: not set idle action: "Barman_look_around"
Char
 
I reckon several of the troubles you are encountering will be fixed in the update I'll release once the CTDs are fixed. If you don't encounter the specific CTDs we have been experiencing for weeks, it doesn't matter. We really need to have that particular bug fixed; the rest can wait. The rest might already be fixed in my upcoming update. I know Maximus fixed some "divide by zero" bugs. And the missed status attribute is probably because I made a small mistake with the 2nd temporary update file. It wouldn't surprise me if the 3rd version would fix it.
 
What version were you using at the time? 5 March? 18 March? 25 March? 5 March + one of the temporary updates?
 
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