• New Horizons on Maelstrom
    Maelstrom New Horizons


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Pre Build 13 Modpack

<!--quoteo(post=148342:date=May 13 2006, 05:20 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ May 13 2006, 05:20 PM) [snapback]148342[/snapback]</div><div class='quotemain'><!--quotec-->
My game here was ruined twice now....I had to re-install everything right back up to scratch again.....with the same results. CTD's, crew losses, everything......I really would lke to know where I went wrong compared to Jason, the only thing I never touched or added was that test with the Code update and Non-Code update.....I was too late to help with that one so I bypast it, cause Pieter seemed to have found the problems then! So somewhere I have added or not added some file that makes my build very unstable....what??

<b>I can't even play a game with these terribly annoying bugs.....And it may be just my stubborn pride that if in order to play, I have to jack myself way up to higher levels so as to be able to work around that crew loss thing.</b>

If we have an understanding why or what did this, can't we replace a file or something....I just tried without success to install a new Sata2 Seagate Barracuda 300gig HD here last night, but it wont recognize the drive as boot....when I have that working, I have to ween off my 160 Gig HD which is stogged full. Maybe then I can have two POTC's to work with but again <b>IT is too bloody frustrating to have to play this way, especially the continual CTD's when ever I board ships...or try to sail in the Game World</b>
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<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> LJS,

I've installed in the following order:

1) POTC
2) Build12_full

After install Build12_full I run RunMe.bat in the POTC folder to fix problem with Characters voice and video (if you not notice problem with that probably you don't need to run it).

3) Post_b12_full_upd_30-4-06_full

Make some fix and modification included in my last giuliootto_fix_170506.zip

Nothing else <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

PS.
With ENABLE_AMMOMOD=1 I notice some CTD during land fight so I use to set it to 0 <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hope this help <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
giuliotto
 
Thanks a lot, Giuliootto (AARGH! Your name is hard to spell!). I should be able to put this on top of the 30 April modpack, right? And it works without (too much?) crazy bugs then, right? I'll make that into a new modpack that should work much less buggy and upload it for people to enjoy. Then we will try to work on getting all other mods working properly with it as well. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=148735:date=May 18 2006, 12:24 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ May 18 2006, 12:24 PM) [snapback]148735[/snapback]</div><div class='quotemain'><!--quotec-->
Thanks a lot, Giuliootto (AARGH! Your name is hard to spell!). I should be able to put this on top of the 30 April modpack, right? And it works without (too much?) crazy bugs then, right? I'll make that into a new modpack that should work much less buggy and upload it for people to enjoy. Then we will try to work on getting all other mods working properly with it as well. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter,

I play a lot without bug (but didn't visit all the insland) <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

however should it better if you do a little test of those fix, just to avoid bad surprise <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />

PS.
Get out from my last fix the following file that working fine in the last ModPack (30/04/06) and I wrong replaced <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

\Pirates of the Caribbean\RESOURCE\INI\INTERFACES\passengers.ini

All other file can be put on top of the 30 April Modpack <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

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

Today I visit: Concecao, downsen and Cayman (probably I missed all the name <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> ) and no problem to report about dialog (shipyard, dock and taver all ok).

I boading a Spanish convoy, with just a Sloop (at adventurer level) and I capture after a long fight a Galeon and a Merchantman <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />

I win two capture the pirate mission <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />

Still now the good news, not the bads:

1) One CTD during fight at downsen, in this case the error message is enought clear: TO MANY CHARATERS.

If some one khow how to limit the number of charaters before have a CTD (I think that 32 should be the max), please help us <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

2) A CTD during fight at Cayman this time the cause could be related to something in the Item. There are what I find in the log:

Error:
RUNTIME ERROR - file: characters\characters.c; line: 198
Using reference variable without initializing
RUNTIME ERROR - file: characters\characters.c; line: 198
Using reference variable without initializing
RUNTIME ERROR - file: characters\characters.c; line: 198
Using reference variable without initializing
RUNTIME ERROR - file: characters\characters.c; line: 198
Using reference variable without initializing
RUNTIME ERROR - file: CCCFunctions.c; line: 187
missed attribute: barracks
RUNTIME ERROR - file: CCCFunctions.c; line: 187
null ap
RUNTIME ERROR - file: CCCFunctions.c; line: 187
no rAP data
RUNTIME ERROR - file: interface\transfer_main.c; line: 336
Global variable not found
RUNTIME ERROR - file: interface\itemsbox.c; line: 247
missed attribute: title
RUNTIME ERROR - file: interface\itemsbox.c; line: 247
no rAP data
RUNTIME ERROR - file: interface\itemsbox.c; line: 247
missed attribute: title
RUNTIME ERROR - file: interface\itemsbox.c; line: 247
no rAP data



<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Bye, bye,
giuliootto
 
Missing attribute: barracks? There are not supposed to be any barracks in the game just yet! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
<!--quoteo(post=148811:date=May 19 2006, 09:59 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ May 19 2006, 09:59 AM) [snapback]148811[/snapback]</div><div class='quotemain'><!--quotec-->
Missing attribute: barracks? There are not supposed to be any barracks in the game just yet! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
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I've seen that most of my CTD are cause by two main problem:

1) Too many characters in the location.

2) Something related to the itemsbox (I supporse that Itemsbox is related to Inventary, am I right?).


About the first error I have some ideas about the causes:

With the Build12 (that not presented these errors) the enemy after dead didn't respawn.
Eg. In build12 if you kill all the guards in a location then no other guards went when the last guard was kill.
In the PostBuild12 when you kill the last guard a new group of guards is respawn. In this situation sometime (too often) I have a CTD <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Another cause of the first problem could be that new random NPC surpassed the max characters for the location (maybe screwface could check this <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> )

About the second problem I notice that with Ammomod disable this kind of CTD are really decrease, so I drive to think that the problem could be related to too much Item to manage for the game (or some memory lack), this because with ammomod enable many characters have ammonition item in their inventary and these required more resource to manage <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

However I have this kind of problem from the first release of the PostBuild.

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

I don't know in order which strange coincidence or conjunction of planets, today in more than two hours of playing not even a CTD <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" /> (sorry for my English it's pure Babelfish translation <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> )

I made a little fix in buildsettings.c file under \program\interface where there was two "; ;" at the end of a line two ";" with a space in the middle <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

I added new "JMV & JD Officers and Marines" mod, great NAVY uniform, I would like if these will replace the POTC stock uniform <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />

I Found just little bug in game (surely already know) <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> :

1) Moor in Santiago of Cuba Island doesn't work. Still in Cuba there are 4 of 5 beach where moor doesn't work.

2) In Guadalupa plantation the Francois de Vigny hasn't a dialog.


Wow I believe we are very close to the Build13 <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />


<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye, bye,
Giuliootto
 
If there is a stable update, now I could install it and start doing bugfixing too.

Should I install 30-4-06 update, another one, or better wait for a next one?
 
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

For my two cents worth, Kblack, I think you should download by all means what giuliootto has downloaded, because he is farther ahead in the solving errors/bugs department. I downloaded so much at the time of looking for CTD's that I don't know what I have, and what I don't have! And to be honest, I just want to play for a bit.....too much testing and not enough Playing make LJS a dull boy! But we are soooo close to a stable build it is not funny....A few more errors and we are in like Snot!

Have fun!, I can't think ofany one better to help eliminate the last few trouble spots.....
 
<!--quoteo(post=148882:date=May 20 2006, 03:45 AM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ May 20 2006, 03:45 AM) [snapback]148882[/snapback]</div><div class='quotemain'><!--quotec-->
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

For my two cents worth, Kblack, I think you should download by all means what giuliootto has downloaded, because he is farther ahead in the solving errors/bugs department. I downloaded so much at the time of looking for CTD's that I don't know what I have, and what I don't have! And to be honest, I just want to play for a bit.....too much testing and not enough Playing make LJS a dull boy! But we are soooo close to a stable build it is not funny....A few more errors and we are in like Snot!

Have fun!, I can't think ofany one better to help eliminate the last few trouble spots.....
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OK. I'll finish the alpha for tuning ships this weekend, and then I'll start doing bugfixing
 
<!--quoteo(post=148872:date=May 20 2006, 12:22 AM:name=kblack)--><div class='quotetop'>QUOTE(kblack @ May 20 2006, 12:22 AM) [snapback]148872[/snapback]</div><div class='quotemain'><!--quotec-->
If there is a stable update, now I could install it and start doing bugfixing too.

Should I install 30-4-06 update, another one, or better wait for a next one?
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<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> KBlack,

I think that 30-04-06 update is pretty stable (few CTD) but have some new stuffs that still don't work well.

I didn't really fix these problems but I restored some old functionality that work well in previous update and I put them to the last modpack.

Here there is the list of what I restored:

1) Old boarding system (restored old interface instead of new captain dialog) that doens't have crew problem and other strange stuff (sometime enemy crew and my crew had the same uniform).
However the enemy captain still in prisoned in you deck and you must talk with him to release or kill.

2) Restore officiers start position when load a new location.

3) Restore old moor system, the new is more realistic but have some problem (I had some CTD during moor).

4) Some other little fix.

I put on ftp (.org) my fix: giuliootto_fix_170506.zip

But I wouldn't suggest to apply this fix as start position for new bugfix but just for have fun with the last 30/04/06 update without the new problem <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" /> , just because I think that Maximum can manage this problem in his netx mod <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> and Pieter will leave my fix for that new stuff <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye,bye,
giuliootto
 
<!--quoteo(post=148821:date=May 19 2006, 01:54 PM:name=giuliootto)--><div class='quotetop'>QUOTE(giuliootto @ May 19 2006, 01:54 PM) [snapback]148821[/snapback]</div><div class='quotemain'><!--quotec-->
With the Build12 (that not presented these errors) the enemy after dead didn't respawn.
Eg. In build12 if you kill all the guards in a location then no other guards went when the last guard was kill.
In the PostBuild12 when you kill the last guard a new group of guards is respawn. In this situation sometime (too often) I have a CTD <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
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It was like that in the stock game and also in Build 12, as far as I know. Guards were always being respawned. However, the corpse mod is new. But this mod was made so that if the corpse would be generated and it would exceed the max number of characters in a location, the corpse wouldn't be generated, to make sure the max number of characters is never exceeded.

<!--quoteo(post=148821:date=May 19 2006, 01:54 PM:name=giuliootto)--><div class='quotetop'>QUOTE(giuliootto @ May 19 2006, 01:54 PM) [snapback]148821[/snapback]</div><div class='quotemain'><!--quotec-->
Another cause of the first problem could be that new random NPC surpassed the max characters for the location (maybe screwface could check this <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> )
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The max number of characters in a location was increased lately. Maybe your computer somehow can't handle the increase, which would explain why some people don't have these kind of CTDs at all... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=148821:date=May 19 2006, 01:54 PM:name=giuliootto)--><div class='quotetop'>QUOTE(giuliootto @ May 19 2006, 01:54 PM) [snapback]148821[/snapback]</div><div class='quotemain'><!--quotec-->
About the second problem I notice that with Ammomod disable this kind of CTD are really decrease, so I drive to think that the problem could be related to too much Item to manage for the game (or some memory lack), this because with ammomod enable many characters have ammonition item in their inventary and these required more resource to manage <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
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With the Post Build 12 mods, there is a lot of code added to Lai_events.c. For all I know, the code is correct, but it is a lot of code, so that might be a problem for computers that can't handle so much code in a small time: It has to execute all that code for every single hit.

<!--quoteo(post=148871:date=May 20 2006, 12:09 AM:name=giuliootto)--><div class='quotetop'>QUOTE(giuliootto @ May 20 2006, 12:09 AM) [snapback]148871[/snapback]</div><div class='quotemain'><!--quotec-->
I made a little fix in buildsettings.c file under \program\interface where there was two "; ;" at the end of a line two ";" with a space in the middle <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />
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Thanks for mentioning that. Will fix. I found it in buildsettings.c as well, but it was in line 329 and not in line 2. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=148871:date=May 20 2006, 12:09 AM:name=giuliootto)--><div class='quotetop'>QUOTE(giuliootto @ May 20 2006, 12:09 AM) [snapback]148871[/snapback]</div><div class='quotemain'><!--quotec-->
I added new "JMV & JD Officers and Marines" mod, great NAVY uniform, I would like if these will replace the POTC stock uniform <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />
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I would like to add these too and have them replace some soldier skins on some of the islands. Or maybe even on all.

<!--quoteo(post=148871:date=May 20 2006, 12:09 AM:name=giuliootto)--><div class='quotetop'>QUOTE(giuliootto @ May 20 2006, 12:09 AM) [snapback]148871[/snapback]</div><div class='quotemain'><!--quotec-->
1) Moor in Santiago of Cuba Island doesn't work. Still in Cuba there are 4 of 5 beach where moor doesn't work.
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I didn't know that. I thought they were all working. Hmm. Screwface or Maximus would have to fix that.

<!--quoteo(post=148871:date=May 20 2006, 12:09 AM:name=giuliootto)--><div class='quotetop'>QUOTE(giuliootto @ May 20 2006, 12:09 AM) [snapback]148871[/snapback]</div><div class='quotemain'><!--quotec-->
2) In Guadalupa plantation the Francois de Vigny hasn't a dialog.
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I do know about that one. The reason is simple: His dialog file doesn't exist, so it would need to be made. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo(post=148872:date=May 20 2006, 12:22 AM:name=kblack)--><div class='quotetop'>QUOTE(kblack @ May 20 2006, 12:22 AM) [snapback]148872[/snapback]</div><div class='quotemain'><!--quotec-->
If there is a stable update, now I could install it and start doing bugfixing too.

Should I install 30-4-06 update, another one, or better wait for a next one?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I am going to make an update using Giuliootto's fixes today and upload it. Then we can go and test that version. Once it's working fine, we can always try to add the parts that didn't work well yet, but were taken out. It's more important to get a working version done than it is to get a complete version done, right?
 
<!--quoteo(post=148894:date=May 20 2006, 12:34 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ May 20 2006, 12:34 PM) [snapback]148894[/snapback]</div><div class='quotemain'><!--quotec-->
........ It's more important to get a working version done than it is to get a complete version done, right?
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Yes, indeed.

"The perfect is enemy of the good"


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

Bad news today, I've encontered several CTD during my last two hour of play:

1) Near Guadalupe island I encountered a Battle fleet, after a heavy battle I conquered a "Man o War" and sunk a Battleship <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
While I attak a new 74 Cannon ship the game CTD <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

2) On Attigua there are enemy smuggler in the store instead of the store owner.
I try to enter and exit from the store many time but alway encounter enemy in store and also at port, after a while the game had a CTD <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Edit:
3) Forgot another issue; when I moor to the first Cayman island I have a black screen instead of land place.

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye,bye,
giuliootto
 
I have been working on making a new stable Post Build 12 Modpack version. I have something ready that seems to work reasonably well. But there are some pretty weird bugs left, but no gamekilling ones that I have encountered so far. I will test this for a bit and upload it somewhere this week. I contacted Maximus about the remaining bugs, because they mostly have to do with the tutorials on the different islands.

I will make this version available for download today or tomorrow, so you can test a version that should be more stable than the last ones. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=149055:date=May 24 2006, 02:17 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ May 24 2006, 02:17 PM) [snapback]149055[/snapback]</div><div class='quotemain'><!--quotec-->
I have been working on making a new stable Post Build 12 Modpack version. I have something ready that seems to work reasonably well. But there are some pretty weird bugs left, but no gamekilling ones that I have encountered so far. I will test this for a bit and upload it somewhere this week. I contacted Maximus about the remaining bugs, because they mostly have to do with the tutorials on the different islands.

I will make this version available for download today or tomorrow, so you can test a version that should be more stable than the last ones. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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Great. As soon you'll deliver it, i'll download <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" /> and will start doing some bug-searching <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> and bug-fixing <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
 
I have been adding your tune ships mod into my personal Post Build 13 alpha and saw that you added some fixes in there as well. I will put those fixes into the update, though I will keep your new code out. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=149065:date=May 24 2006, 03:33 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ May 24 2006, 03:33 PM) [snapback]149065[/snapback]</div><div class='quotemain'><!--quotec-->
I have been adding your tune ships mod into my personal Post Build 13 alpha and saw that you added some fixes in there as well. I will put those fixes into the update, though I will keep your new code out. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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OK.

I've already have found two minor errors in my mod. Tomorrow I'll upload a 1.1 version.

Just to explain myself why I'm so against putting more changes in a mod, it's because a small change can give VERY unexpected effects. Two examples:

- I've included a parameter in Buildsettings to increase the range of good chasers. This is just a multiply of ball speed. Well, if you set it to 1.25... the enemies fire their chasers... but you CAN'T.... same effect with 1.2... but with a value of 1.1 everything runs ok

- Coding the dialogs with the shipmaster of Douwesen, i needed to know how many other ships I'd. I seek the code and use GetCompanionNumber or something like that... when I test i found that that fucntion returned one ship more than the number of companions ships I had... so I thought "Oh oh, a bug". So I changed, noticing that the routine started counting by 1, changing it to 0. Tested and everything ok.
A week later I started another game, and suddenly I found that I couldn't give orders to my companions. What? I was puzzled. Suddenly I started to been able again... What a hell!? And suddenly again I can't... till I noticed that if I had 3 or 4 ships I could give orders. But no when I have just 2...
Yes, it was that routine I changed... it counts how many ships you have INCLUDING yours... and is called by the battle interface: if it returns more than 1, then allows orders. So, 3 hours bugtracking just for changing a 1 by a 0 !!!

Lesson learned: keep the changes to the minimum.

Kblack.
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>News: Another update</b><!--sizec--></span><!--/sizec-->
I promised I would upload my attempted stable update today, so I did. You can find it <a href="http://pieter.piratesahoy.org/downloads/post_b12_upd_25-5-06.zip" target="_blank">here</a> (69 MB). I don't dare saying this will work properly, but I reckon it should work reasonably well. Some problem-causing code was taken out, some new stuff was added. I don't know exactly what I did and didn't change anymore. Please test it for a bit; If you find any obvious mistakes, post them and I'll fix them Saturday. Unfortunately, I have been unable to test as much as I'd have liked. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

BTW: This should work properly when installed on top of the 5 March modpack. If you have a later version, I would recommend installing the 5 March update on top of your current installation first, just to be sure. A complete new installation would, of course, be better, but I don't think it's required. I recommend starting a new game.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter,

No CTDs so far. But going back to March 5 solves the problem of everyone in battle being hostile and returns the problem of no going on boarding.

The fix for the latter is to sub one of the other characters for "standard" in boarding as before.

Also I haven't checked it, but cargo wt seems much more generous than before. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

oops! that's no crew going on boarding.
 
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