• New Horizons on Maelstrom
    Maelstrom New Horizons


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Pre Build 13 Modpack

<!--quoteo(post=152159:date=Jun 26 2006, 05:06 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jun 26 2006, 05:06 AM) [snapback]152159[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=152041:date=Jun 24 2006, 10:09 PM:name=SuoiveD)--><div class='quotetop'>QUOTE(SuoiveD @ Jun 24 2006, 10:09 PM) [snapback]152041[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=151670:date=Jun 21 2006, 04:47 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jun 21 2006, 04:47 AM) [snapback]151670[/snapback]</div><div class='quotemain'><!--quotec-->
This is a bug this one.
I am in a fight I hit O to search dead body and for some reason the guy who is not dead, die's as it seem's I am searching his body, I am then also able to search his then dead body after. So I search his body 2 time's one alive and one dead.
Any fix's you guy's tell us to put right, I wont as I wait for next patch in hope it's sorted lolz
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I've yet to see this happen, not exactly what I'd class as a bug, considering as it doesnt cause any of the following :-

CTD's.
Loss of life for you or your officers.

If this does happen then I'd look at it as bonus not a bug.
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Depen's on where you come from in game. In away it's a bonus or can be called a cheat, kill someone with out a fight.
A bug if your like me and like to fight and kill in a fight for the loot and exp.
I have had it happen a few time's to me but not a lot and it is there.
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Pieter or 1 of the other modders can look into it if they want. I cant find any evidence of it & it's certainly not an annoying bug.
 
<!--quoteo(post=152309:date=Jun 26 2006, 10:58 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 26 2006, 10:58 AM) [snapback]152309[/snapback]</div><div class='quotemain'><!--quotec-->
You have to do that for every quest where the corpsemode doesn't work?
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You're replying to my post? Yes, you have. But I think, it's better than doing it in a big if-statement, where AFAIS you have to do this also for each quest. I have in mind maintenance: Suggest, someone wants to add a quest: (s)he won't be able to find this if-statement. Don't know, if there's a possibility to fix CORPSEMODE = 3 directly...

Another note for crew losses in boarding: I'm still playing with the changed file, I also put on FTP. This time, I didn't change any settings in BuildSettings.h, that would affect surrendering. I until now boarded one surrenderd ship ("The xy has struck her colors"): no crewlosses at all, which is ok, because no battle before. "normal" boarding works also appropiate, I think. So maybe some of you just might want to test it... <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
About corpsemode: Another idea is to add an attribute to all characters that shouldn't get corpses generated, because it blocks the quest's progression. You could use the .nodisarm attribute for that. It's already been added to a lot of the characters. Otherwise you might have to recode all quests so that they work if the supposed-to-be-killed enemies are not logged out of the location.

About the crew lossed: Hook made a fix now that he says works. I'm going to add that one into the next update and see how it works.
 
<!--quoteo(post=152094:date=Jun 25 2006, 12:48 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 25 2006, 12:48 PM) [snapback]152094[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=152037:date=Jun 24 2006, 10:00 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Jun 24 2006, 10:00 PM) [snapback]152037[/snapback]</div><div class='quotemain'><!--quotec-->
No it isn't.
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BLAST! I thought it was. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<!--quoteo(post=152044:date=Jun 24 2006, 11:37 PM:name=giuliootto)--><div class='quotetop'>QUOTE(giuliootto @ Jun 24 2006, 11:37 PM) [snapback]152044[/snapback]</div><div class='quotemain'><!--quotec-->
As you know CORPSEMODE=3 have problem with some quest, I'm working on fix that problems, I hope to can fix all quests in the next week <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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I have not experienced any CTDs with CORPSEMODE 1. Maybe it's your computer playing up? You seem to have much more CTDs than other people. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Anyway: It doesn't hurt to fix the CORPSEMODE 3 code. But maybe it can be fixed much easier: I have added .nodisarm attributes to all quest characters that MUST be killed for the quest to proceed. You can add something like if(CheckAttribute(corpse, "nodisarm")) to the characters, instead of having to add every single name of them. You can also use your own attribute for it. Then you don't need to make the largest if() statement ever. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.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,

You're absolutely right, the statement became too large, but you know that some quest are triggered when some event occurred.
eg. in Help the lady the quest ends when you kill all spanish guards in Isla Muele bridge,
so I have to set nodisarm mode for too many group (English_soldier, Spanish_soldier, french_soldier that can trigger quest). For me is more easy for corpsemode=1 for these groups <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye,bye,
giuliootto
 
Can someone please Confrim this before I add to BUG TRACKER thank you.

On sea map while sailing when I stop nr a battle between 2 party's the game freeze up. This happen a few time's for me and had to hit ctrl-alt-delete to end game. Reason to see who fighting so then I can jump in if I like lolz
 
<!--quoteo(post=152450:date=Jun 27 2006, 08:05 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jun 27 2006, 08:05 AM) [snapback]152450[/snapback]</div><div class='quotemain'><!--quotec-->
Can someone please Confrim this before I add to BUG TRACKER thank you.

On sea map while sailing when I stop nr a battle between 2 party's the game freeze up. This happen a few time's for me and had to hit ctrl-alt-delete to end game. Reason to see who fighting so then I can jump in if I like lolz
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I do a lot of raiding in these battles & havent encountered anything like you are describing.
 
<!--quoteo(post=152452:date=Jun 26 2006, 11:13 PM:name=SuoiveD)--><div class='quotetop'>QUOTE(SuoiveD @ Jun 26 2006, 11:13 PM) [snapback]152452[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=152450:date=Jun 27 2006, 08:05 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jun 27 2006, 08:05 AM) [snapback]152450[/snapback]</div><div class='quotemain'><!--quotec-->
Can someone please Confrim this before I add to BUG TRACKER thank you.

On sea map while sailing when I stop nr a battle between 2 party's the game freeze up. This happen a few time's for me and had to hit ctrl-alt-delete to end game. Reason to see who fighting so then I can jump in if I like lolz
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I do a lot of raiding in these battles & havent encountered anything like you are describing.
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I have had it with update 18th july and not with the new mod 12.1 update. There as been a few change's to map, wondered if this might be it.

If you not got it then can't work out why I am. Maybe your buildsetting's are not same as me and maybe other's get it.
Let's see if other's get it too.

PS when I come to a battle I press 'S' to let down sail's and if I saill pass battle I turn around to come back press 'S'. This is when it happen's.
 
What I've changed in my BuildSettings.h File has no bearing on Sea Encounters or the problem you experienced.

ActuallyI've never encountered the kind of problem you are describing.

I am quite happy to post my BuildSettings.h File to prove that what I've changed in it has no bearing on your particular problem.
 
<!--quoteo(post=152454:date=Jun 26 2006, 05:22 PM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jun 26 2006, 05:22 PM) [snapback]152454[/snapback]</div><div class='quotemain'><!--quotec-->
PS when I come to a battle I press 'S' to let down sail's and if I saill pass battle I turn around to come back press 'S'. This is when it happen's.
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Are you using the quick 180 turn perk? Try it again but put your sails fully up before you try taking them down again.

Hook
 
<!--quoteo(post=152456:date=Jun 26 2006, 11:33 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jun 26 2006, 11:33 PM) [snapback]152456[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=152454:date=Jun 26 2006, 05:22 PM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jun 26 2006, 05:22 PM) [snapback]152454[/snapback]</div><div class='quotemain'><!--quotec-->
PS when I come to a battle I press 'S' to let down sail's and if I saill pass battle I turn around to come back press 'S'. This is when it happen's.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Are you using the quick 180 turn perk? Try it again but put your sails fully up before you try taking them down again.

Hook
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Nope if you mean the quick turn abilitie. But I did use the 'a' button to turn. Any way it should not freeze up like that .
 
<!--quoteo(post=152457:date=Jun 27 2006, 08:44 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jun 27 2006, 08:44 AM) [snapback]152457[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=152456:date=Jun 26 2006, 11:33 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jun 26 2006, 11:33 PM) [snapback]152456[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=152454:date=Jun 26 2006, 05:22 PM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jun 26 2006, 05:22 PM) [snapback]152454[/snapback]</div><div class='quotemain'><!--quotec-->
PS when I come to a battle I press 'S' to let down sail's and if I saill pass battle I turn around to come back press 'S'. This is when it happen's.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Are you using the quick 180 turn perk? Try it again but put your sails fully up before you try taking them down again.

Hook
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Nope if you mean the quick turn abilitie. But I did use the 'a' button to turn. Any way it should not freeze up like that .
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I've tried it on 9 different sea battles & every possible way of turning & still cant encounter the problem you experienced.
 
<!--quoteo(post=152458:date=Jun 27 2006, 12:03 AM:name=SuoiveD)--><div class='quotetop'>QUOTE(SuoiveD @ Jun 27 2006, 12:03 AM) [snapback]152458[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=152457:date=Jun 27 2006, 08:44 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jun 27 2006, 08:44 AM) [snapback]152457[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=152456:date=Jun 26 2006, 11:33 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jun 26 2006, 11:33 PM) [snapback]152456[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=152454:date=Jun 26 2006, 05:22 PM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jun 26 2006, 05:22 PM) [snapback]152454[/snapback]</div><div class='quotemain'><!--quotec-->
PS when I come to a battle I press 'S' to let down sail's and if I saill pass battle I turn around to come back press 'S'. This is when it happen's.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Are you using the quick 180 turn perk? Try it again but put your sails fully up before you try taking them down again.

Hook
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Nope if you mean the quick turn abilitie. But I did use the 'a' button to turn. Any way it should not freeze up like that .
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I've tried it on 9 different sea battles & every possible way of turning & still cant encounter the problem you experienced.
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Maybe I am only one or/and it's down to my buildsetting's. Wish you was here so I could show you lolz.

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Edit for spelling <!--colorc--></span><!--/colorc-->
 
<!--quoteo(post=152354:date=Jun 26 2006, 02:32 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 26 2006, 02:32 PM) [snapback]152354[/snapback]</div><div class='quotemain'><!--quotec-->
About corpsemode: Another idea is to add an attribute to all characters that shouldn't get corpses generated, because it blocks the quest's progression. You could use the .nodisarm attribute for that. It's already been added to a lot of the characters. Otherwise you might have to recode all quests so that they work if the supposed-to-be-killed enemies are not logged out of the location.
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I suppose, that has been done with explicitly created characters, that are created in characters_init.c? But what would you do, if it's characters created on demand with LAi_CreatePhantomCharacter()? You'll have to set the .nodisarm-Attribute again in the quest node, where the character is created. Correct me, if I'm wrong, haven't looked at it now, just a guess. Not sure, which version makes the code more maintainable <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> And I think, maintainability is a big issue by now.
 
I think that characters created by LAi_CreatePhantomCharacter() don't really HAVE to be killed for the quest to proceed. Except for the rapers. But I already added code that sets all rapers to .nodisarm. If there are any other randomly generated characters that MUST be killed for a quest to continue, we can add some code somewhere to set them to .nodisarm as well. Maybe the Greenford Maltese Abbey's cursed knights need this attribute as well.
 
<!--quoteo(post=152510:date=Jun 27 2006, 11:38 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 27 2006, 11:38 AM) [snapback]152510[/snapback]</div><div class='quotemain'><!--quotec-->
I think that characters created by LAi_CreatePhantomCharacter() don't really HAVE to be killed for the quest to proceed.
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IIRC spain soldiers in Estrella-Quest and british in Larrouse-Quest (Oxbay-Canyon,...) are created exactly this way. And I got stuck.

I thnik, you can add the .nodisarm code to those characters as well, but then it has to be done where the characters are created, means in quests_reaction.c in appropiate quest-node.
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Request to any coders:</b><!--sizec--></span><!--/sizec-->
I want the "Raise N.H. Colours" button in the Nation Relation screen to not be displayed during the tutorial, so that you can raise no colours other than your current colours during the tutorial. The text "Raise:" should then, of course, not display either.

In the F2>Character screen, I want the "Choose Outfit" button to not be visible during the tutorial. There will also be a new button in the next update that enables you to do an item exchange with any character in your passengers list (apart from prisoners). Hook added this. However, I want this button to not display when the selected character is the player character or if the character is a prisoner.

Can anyone tell me how to do this? I tried, but I really can't figure out how to make buttons disappear under certain conditions... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

BTW: I just discovered that if you select the Nation Relation screen during the tutorial, then select the Character screen, then return to the Nation Relation screen, you can raise any flag you like. That's not supposed to happen. You should be unable to raise any flag at all until the tutorial is over!
 
Note to Jason: You reported a long time ago that the quick-equip button [2] for pistols wasn't working. You were right and I have finally figured out what's wrong. It'll be fixed in the next update. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<!--quoteo(post=152547:date=Jun 27 2006, 09:14 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 27 2006, 09:14 AM) [snapback]152547[/snapback]</div><div class='quotemain'><!--quotec-->
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Request to any coders:</b><!--sizec--></span><!--/sizec-->
I want the "Raise N.H. Colours" button in the Nation Relation screen to not be displayed during the tutorial, so that you can raise no colours other than your current colours during the tutorial. The text "Raise:" should then, of course, not display either.

In the F2>Character screen, I want the "Choose Outfit" button to not be visible during the tutorial. There will also be a new button in the next update that enables you to do an item exchange with any character in your passengers list (apart from prisoners). Hook added this. However, I want this button to not display when the selected character is the player character or if the character is a prisoner.
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Exchange button is fixed in character.c and the file sent via email. I'll work on the tutorial stuff next. I missed the "Choose Outfit" button on the Character Screen for the tutorial, so there will be additional changes to that file

ADDED: The Chose Outfit button is fixed for the tutorial and the file sent via email.

I don't want to mess with the Raise Flag code. I looked at it, tried a couple of changes which worked but got some weird results... like being unable to raise the French flag before leaving Oxbay. And testing it means going through every possible path in the tutorial to make sure it works the way it's intended.

I was also able to find and fix the code that makes Malcolm walk out the Oxbay gates instead of walking to the store. That's in the email I sent you.

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

For CORPSEMODE == 3 problem I suggest a new function where add check for the Name+LastName or groupname that have problem in quest:


bool LAi_DoCORPEMODE(aref chr)
{
if (CheckAttribute(chr, "corpse")) return true;
if (bAbordageStarted) return true;
if (chr.name=="Crewmember") return true;
if (chr.name=="Pirate") return true;
if (chr.name+chr.lastname=="Bernardo"+"Gamboa") return true;
if (chr.name+chr.lastname=="Nigel"+"Blythe") return true;
if (chr.name+chr.lastname=="Artois"+"Voysey") return true;
if (chr.chr_ai.group=="FBQ_SPAIN_SOLDIERS") return true;
if (chr.name=="French Soldier") return true;
if (chr.chr_ai.group=="ENGLAND_TAVERN_SOLDIERS") return true;
if (chr.chr_ai.group=="SMUGGLERS_SOLDIERS") return true;
return false;
}

So the statement in LAi_events.c became:

Logit("group: "+chr.chr_ai.group+" - Name: "+chr.name+" - lastname: "+chr.lastname);

if(CORPSEMODE == 3 && !LAi_DoCORPEMODE(chr)) // NK persist original corpse 05-07-19


Logit before the statement help to locate what name, lastname or group could be cause problem and must add in the LAi_DoCORPEMODE.

It is not so smart as suggestion but it's easy and for me works <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

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