<!--quoteo(post=152942:date=Jun 29 2006, 07:46 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 29 2006, 07:46 AM) [snapback]152942[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=152791:date=Jun 28 2006, 09:27 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 28 2006, 09:27 PM) [snapback]152791[/snapback]</div><div class='quotemain'><!--quotec-->
Repaired ship, sold goods, and headed out to sea... only to be destroyed utterly because it started me in oxbay port, instead of on the worldmap after the invasion movie... grrrrr...
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Raise French or Portuguese colours before you leave Oxbay port. You should be able to leave safely then. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid="
" border="0" alt="yes.gif" />
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But but but but ... thats not what the MOVIE shows you to do! Hehe... I'm just worried about fairly new-players who don't honestly know the power of raising up different flags. Especially BEFORE leaving a dock that they don't know whats about to happen. I believe this is the culprit:
quests_reaction.c: 782
// KK -->
if (ENABLE_FLAGS == 0)
bSkipSeaLogin = true;
// <-- KK
I believe this means if you have the flags mod ON, it throws you into sailing at the harbor, instead of taking you to the world map. This would work, if you are given TIME to see whats going on, and raise a flag. But the instant it blinks into view, I feel the weight of about 200 cannonballs filling my ship =)
<!--quoteo(post=152942:date=Jun 29 2006, 07:46 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 29 2006, 07:46 AM) [snapback]152942[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=152798:date=Jun 28 2006, 11:11 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 28 2006, 11:11 PM) [snapback]152798[/snapback]</div><div class='quotemain'><!--quotec-->
Hell, I can play BF2 in full details/effects at a higher res than this game without a single hiccup. And yes... I am still pissed off about that issue that apparently No oNe ElSe sEeMs To eNcOunTER!!! BAH! ...
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Have you got any idea since when this has become an issue?
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Yeah... post_b12_full.zip + post_b12_upd_11-6-06.zip ... runs perfectly fine in POTCbuild12_full.zip (and stock).
Later today, I am going to install the game and patches onto two other PCs of mine (an AMD 754 3400+, and a AMD 939 3000+... both have a gig of ram each, xpsp2, but also have completely different video hardware and motherboard types), just to make sure its not my one main gaming computer (AMD opteron dualcore, 7900, 2gig ram, dfi) that is the problem. However, because the game runs fine in BM12.1 ... and not PBM13... I am betting the game will behave the same on the other machines. But who knows!
I really want to track this problem down. I will prolly make a new thread about this, asking for help in figuring out the cause. So we don't dirty up this thread with it all when no one else seems to see this problem.
Question though: Anyone ELSE here use AMD architecture to play this game?
What I find really odd... is I went into BS.h and turned off _everything_ that had a toggle... and set various configuration vars to conservative, did all that, saved, started up a new game... and it didnt affect the problem at all. In fact, I noticed some mods still lingering in parts here and there, not turned off when they should have been... or log messages and things were not conditioned to NOT display about them. Like, the fast equp key with all weapons/ammo mods turned off, still tries to set flasks, powder sacks, and whatnot.