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
ÃåÃåðà öèÿ ýÃêà óÃòåðîâ: Ëîêà öèÿ QC_Tavern
ÃåÃåðà öèÿ ýÃêà óÃòåðîâ: Ãðóïïà encdetector
ÃåÃåðà öèÿ ýÃêà óÃòåðîâ: Ëîêà òîð enc01
ÑÈÑÒÅÌÀ ÃÅÃÃ…ÃÀÖÈÈ ÃÃÊÀÓÃÃ’Ã…ÃÎÂ ÑÎÎÃÙÀÅÒ: ÒÈà ËÎÊÀÖÈÈ: tavern
ÑÈÑÒÅÌÀ ÃÅÃÃ…ÃÀÖÈÈ ÃÃÊÀÓÃÃ’Ã…ÃÎÂ ÑÎÎÃÙÀÅÒ: ÂÛÃÃÀà ÒÈà ÃÃÊÀÓÃÃ’Ã…ÃÀ: ENC_OFFICER
no sex found
ÃÅÃÃ…ÃÀÖÈß ÃÃÊÀÓÃÃ’Ã…ÃÎÂ: ÃåðñîÃà æ 1 ïðèñâîåà 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
ÃåÃåðà öèÿ ýÃêà óÃòåðîâ: Ëîêà öèÿ QC_Tavern
ÃåÃåðà öèÿ ýÃêà óÃòåðîâ: Ãðóïïà encdetector
ÃåÃåðà öèÿ ýÃêà óÃòåðîâ: Ëîêà òîð enc01
ÑÈÑÒÅÌÀ ÃÅÃÃ…ÃÀÖÈÈ ÃÃÊÀÓÃÃ’Ã…ÃÎÂ ÑÎÎÃÙÀÅÒ: ÒÈà 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
ÃåÃåðà öèÿ ýÃêà óÃòåðîâ: Ëîêà öèÿ QC_Tavern
ÃåÃåðà öèÿ ýÃêà óÃòåðîâ: Ãðóïïà encdetector
ÃåÃåðà öèÿ ýÃêà óÃòåðîâ: Ëîêà òîð enc01
ÑÈÑÒÅÌÀ ÃÅÃÃ…ÃÀÖÈÈ ÃÃÊÀÓÃÃ’Ã…ÃÎÂ ÑÎÎÃÙÀÅÒ: ÒÈà ËÎÊÀÖÈÈ: tavern
ÑÈÑÒÅÌÀ ÃÅÃÃ…ÃÀÖÈÈ ÃÃÊÀÓÃÃ’Ã…ÃÎÂ ÑÎÎÃÙÀÅÒ: ÂÛÃÃÀà ÒÈà ÃÃÊÀÓÃÃ’Ã…ÃÀ: ENC_OFFICER
no sex found
ÃÅÃÃ…ÃÀÖÈß ÃÃÊÀÓÃÃ’Ã…ÃÎÂ: ÃåðñîÃà æ 1 ïðèñâîåà 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