• New Horizons on Maelstrom
    Maelstrom New Horizons


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Pre Build 13 Modpack

<!--quoteo(post=153524:date=Jul 2 2006, 09:25 PM:name=SuoiveD)--><div class='quotetop'>QUOTE(SuoiveD @ Jul 2 2006, 09:25 PM) [snapback]153524[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=153508:date=Jul 3 2006, 04:03 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 3 2006, 04:03 AM) [snapback]153508[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=153350:date=Jul 1 2006, 07:02 PM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 1 2006, 07:02 PM) [snapback]153350[/snapback]</div><div class='quotemain'><!--quotec-->
This message gose out to them who can't help playing with file's when you don't need to.
Stop playing with file's when there no wrong<!--QuoteEnd--></div><!--QuoteEEnd-->

This comment was uncalled for by me and I am sorry to you all.

I did not fullly understand how you guy's work it with the file's and now understand thanks to what Pieter Boelen.

So I will try not to make commnet's like that again and help where I can to make this build better.
<!--QuoteEnd--></div><!--QuoteEEnd-->

No Worries.............

Just got 1 question for you though, what did you mean by this statement where you say " Guy's or Girl's in your case "

<!--quoteo(post=153445:date=Jul 2 2006, 06:03 PM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 2 2006, 06:03 PM) [snapback]153445[/snapback]</div><div class='quotemain'><!--quotec-->
I just not had time to see what was wrong. But by adding a old copy mean's <u> guy's or girl's in your case </u> can get on with the game for now with no more problem with Danielle.
<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--QuoteEnd--></div><!--QuoteEEnd-->
Sorry dave was being funny with the guy's or girl's in your case <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
For corpsemode, this is what I wanted:

For them to exist forever (or until you leave the area).
Able to loot them (and they remain after looting).
Able to get through them (either slower pace, or step up over).

Unfortunately, that just doesn't exist for corpses in the game, so I have just said to hell with them and shut them off. I don't like the way they are handled now to keep them laying around. They cause some strange behaviors in attacks... and they DO pause the game when you slash at them.
 
Just got this with the Douwesen Tavern Keeper Friedrich Corleis

<img src="http://i77.photobucket.com/albums/j67/SuoiveD01/NoDialogue.jpg" border="0" alt="IPB Image" />

That's with

#define LOOTDEAD_ON 1
#define CORPSEMODE 0
#define CORPSE_AUTODISAPPEAR 0
 
This is the same problem the Everard Gordon file had. Fix it the same way.

Change "NextDiag" to "Diag" in 4 places in the file and it will work.

Hook
 
Rhelms house in smagglers lair. It's night time and yet window at said locked.
I left game and look in compile log , error log and system log and got all this.

<u>In compile log:</u>
LocLoadShips: Can't find Location.locators.ships in location: Smugglers_Lair
ItemLogic: On load location Smugglers_Lair
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade21
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_night
AddSoundScheme: land_rain
SETTING MUSIC: music_gorod
locator_name = reload6 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 189
reload_island_index = -1
reload_location_index = 191
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Smugglers_Lair
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Smugglers_Tavern
LocLoadShips: Can't find Location.locators.ships in location: Smugglers_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàöèÿ Smugglers_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ãðóïïà encdetector
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàòîð enc01
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÒÈÏ ËÎÊÀÖÈÈ: tavern
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÂÛÁÐÀÍ ÒÈÏ ÝÍÊÀÓÍÒÅÐÀ: ENC_OFFICER
no sex found
ÃÅÍÅÐÀÖÈß ÝÍÊÀÓÍÒÅÐÎÂ: Ïåðñîíàæ 1 ïðèñâîåí ID Enc_Char1
ItemLogic: On load location Smugglers_Tavern
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: tavern
SETTING MUSIC: music_tavern

<u>In Error log:</u>
RUNTIME ERROR - file: dialogs\Duarte Correja_dialog.c; line: 95
missed attribute: hitman
RUNTIME ERROR - file: dialogs\Duarte Correja_dialog.c; line: 95
no rAP data
RUNTIME ERROR - file: dialogs\Evaristo Filho_dialog.c; line: 32
invalid index -1 [size:1500]
RUNTIME ERROR - file: dialogs\Evaristo Filho_dialog.c; line: 32
invalid array index
RUNTIME ERROR - file: dialogs\Evaristo Filho_dialog.c; line: 32
function 'ProcessDialogEvent' stack error
RUNTIME ERROR - file: dialogs\Duarte Correja_dialog.c; line: 95
missed attribute: hitman
RUNTIME ERROR - file: dialogs\Duarte Correja_dialog.c; line: 95
no rAP data
RUNTIME ERROR - file: dialogs\Duarte Correja_dialog.c; line: 95
missed attribute: hitman
RUNTIME ERROR - file: dialogs\Duarte Correja_dialog.c; line: 95
no rAP data
RUNTIME ERROR - file: seadogs.c; line: 764
Save - ARef to non existing attributes branch
RUNTIME ERROR - file: seadogs.c; line: 764
Save - ARef to non existing attributes branch
RUNTIME ERROR - file: dialogs\Duarte Correja_dialog.c; line: 95
missed attribute: hitman
RUNTIME ERROR - file: dialogs\Duarte Correja_dialog.c; line: 95
no rAP data

<u>In system log:</u>
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
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Character animation: not set idle action: "Barman_idle"
Character animation: not set idle action: "Barman_idle"
Character animation: not set idle action: "Barman_idle"
Character animation: not set idle action: "Barman_idle"
Character animation: not set idle action: "Barman_idle"
Character animation: not set idle action: "Barman_idle"
Character animation: not set idle action: "Barman_idle"
Character animation: not set idle action: "Barman_idle"
Character animation: not set idle action: "Barman_idle"
Character animation: not set idle action: "Barman_idle"
Character animation: not set idle action: "Barman_idle"
Character animation: not set idle action: "Barman_idle"
Character animation: not set idle action: "Barman_idle"
Character animation: not set idle action: "Barman_idle"
Character animation: not set idle action: "Barman_idle"
Character animation: not set idle action: "Barman_idle"
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Ship Surprise doesn't have fire places
Bad rope data for rope: (rope num = 1) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 156817548
Bad rope data for rope: (rope num = 3) (begin group=-1, end group=0)
Begin pointer = 156817548? end pointer = 0
Bad rope data for rope: (rope num = 2) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 156817548
Bad rope data for rope: (rope num = 71) (begin group=-1, end group=0)
Begin pointer = 166114084? end pointer = 0
Bad rope data for rope: (rope num = 7) (begin group=-1, end group=0)
Begin pointer = 10201228? end pointer = 0
Bad rope data for rope: (rope num = 333) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 170931684
Bad rope data for rope: (rope num = 2) (begin group=0, end group=0)
Begin pointer = 165770364? end pointer = 0
Bad rope data for rope: (rope num = 4) (begin group=0, end group=0)
Begin pointer = 156558692? end pointer = 0
Bad rope data for rope: (rope num = 5) (begin group=2, end group=0)
Begin pointer = 165770364? end pointer = 0
Bad rope data for rope: (rope num = 11) (begin group=-1, end group=0)
Begin pointer = 169583460? end pointer = 0
Bad rope data for rope: (rope num = 10) (begin group=-1, end group=0)
Begin pointer = 169583460? end pointer = 0
Bad rope data for rope: (rope num = 9) (begin group=-1, end group=0)
Begin pointer = 169583460? end pointer = 0
Bad rope data for rope: (rope num = <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 169583460
Bad rope data for rope: (rope num = 18) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 43753828
Bad rope data for rope: (rope num = 19) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 43753828
Bad rope data for rope: (rope num = 20) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 43753828
Bad rope data for rope: (rope num = 21) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 43753828
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
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Ship Surprise doesn't have fire places
Bad rope data for rope: (rope num = 1) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 43743860
Bad rope data for rope: (rope num = 3) (begin group=-1, end group=0)
Begin pointer = 43743860? end pointer = 0
Bad rope data for rope: (rope num = 2) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 43743860
Bad rope data for rope: (rope num = 71) (begin group=-1, end group=0)
Begin pointer = 154234092? end pointer = 0
Bad rope data for rope: (rope num = 7) (begin group=-1, end group=0)
Begin pointer = 10200892? end pointer = 0
Bad rope data for rope: (rope num = 333) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 153778948
Bad rope data for rope: (rope num = 2) (begin group=0, end group=0)
Begin pointer = 161155500? end pointer = 0
Bad rope data for rope: (rope num = 4) (begin group=0, end group=0)
Begin pointer = 175333732? end pointer = 0
Bad rope data for rope: (rope num = 5) (begin group=2, end group=0)
Begin pointer = 161155500? end pointer = 0
Bad rope data for rope: (rope num = 11) (begin group=-1, end group=0)
Begin pointer = 269302308? end pointer = 0
Bad rope data for rope: (rope num = 10) (begin group=-1, end group=0)
Begin pointer = 269302308? end pointer = 0
Bad rope data for rope: (rope num = 9) (begin group=-1, end group=0)
Begin pointer = 269302308? end pointer = 0
Bad rope data for rope: (rope num = <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 269302308
Bad rope data for rope: (rope num = 18) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 148104204
Bad rope data for rope: (rope num = 19) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 148104204
Bad rope data for rope: (rope num = 20) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 148104204
Bad rope data for rope: (rope num = 21) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 148104204
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
Fader::Init() -> Fader already created, fade out phase
Ship Surprise doesn't have fire places
Bad rope data for rope: (rope num = 1) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 165205604
Bad rope data for rope: (rope num = 3) (begin group=-1, end group=0)
Begin pointer = 165205604? end pointer = 0
Bad rope data for rope: (rope num = 2) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 165205604
Bad rope data for rope: (rope num = 71) (begin group=-1, end group=0)
Begin pointer = 44099436? end pointer = 0
Bad rope data for rope: (rope num = 7) (begin group=-1, end group=0)
Begin pointer = 44098676? end pointer = 0
Bad rope data for rope: (rope num = 333) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 172102756
Bad rope data for rope: (rope num = 2) (begin group=0, end group=0)
Begin pointer = 152386276? end pointer = 0
Bad rope data for rope: (rope num = 4) (begin group=0, end group=0)
Begin pointer = 167163900? end pointer = 0
Bad rope data for rope: (rope num = 5) (begin group=2, end group=0)
Begin pointer = 152386276? end pointer = 0
Bad rope data for rope: (rope num = 11) (begin group=-1, end group=0)
Begin pointer = 174507828? end pointer = 0
Bad rope data for rope: (rope num = 10) (begin group=-1, end group=0)
Begin pointer = 174507828? end pointer = 0
Bad rope data for rope: (rope num = 9) (begin group=-1, end group=0)
Begin pointer = 174507828? end pointer = 0
Bad rope data for rope: (rope num = <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 174507828
Bad rope data for rope: (rope num = 18) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 270612620
Bad rope data for rope: (rope num = 19) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 270612620
Bad rope data for rope: (rope num = 20) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 270612620
Bad rope data for rope: (rope num = 21) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 270612620
Island Set
Can't create texture with null name
Not Found Texture: (null)
Can't init font SEADOGS
Fader::Init() -> Fader already created, fade out phase
Ship Surprise doesn't have fire places
Bad rope data for rope: (rope num = 1) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 166472372
Bad rope data for rope: (rope num = 3) (begin group=-1, end group=0)
Begin pointer = 166472372? end pointer = 0
Bad rope data for rope: (rope num = 2) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 166472372
Bad rope data for rope: (rope num = 71) (begin group=-1, end group=0)
Begin pointer = 163349076? end pointer = 0
Bad rope data for rope: (rope num = 7) (begin group=-1, end group=0)
Begin pointer = 167185740? end pointer = 0
Bad rope data for rope: (rope num = 333) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 157586980
Bad rope data for rope: (rope num = 2) (begin group=0, end group=0)
Begin pointer = 161507324? end pointer = 0
Bad rope data for rope: (rope num = 4) (begin group=0, end group=0)
Begin pointer = 147965860? end pointer = 0
Bad rope data for rope: (rope num = 5) (begin group=2, end group=0)
Begin pointer = 161507324? end pointer = 0
Bad rope data for rope: (rope num = 11) (begin group=-1, end group=0)
Begin pointer = 161053244? end pointer = 0
Bad rope data for rope: (rope num = 10) (begin group=-1, end group=0)
Begin pointer = 161053244? end pointer = 0
Bad rope data for rope: (rope num = 9) (begin group=-1, end group=0)
Begin pointer = 161053244? end pointer = 0
Bad rope data for rope: (rope num = <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 161053244
Bad rope data for rope: (rope num = 18) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 176130100
Bad rope data for rope: (rope num = 19) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 176130100
Bad rope data for rope: (rope num = 20) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 176130100
Bad rope data for rope: (rope num = 21) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 176130100
Island Set
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't create texture with null name
Not Found Texture: (null)
Can't init font SEADOGS
Ship Surprise doesn't have fire places
Bad rope data for rope: (rope num = 1) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 175335220
Bad rope data for rope: (rope num = 3) (begin group=-1, end group=0)
Begin pointer = 175335220? end pointer = 0
Bad rope data for rope: (rope num = 2) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 175335220
Bad rope data for rope: (rope num = 71) (begin group=-1, end group=0)
Begin pointer = 159246252? end pointer = 0
Bad rope data for rope: (rope num = 7) (begin group=-1, end group=0)
Begin pointer = 159244380? end pointer = 0
Bad rope data for rope: (rope num = 333) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 40808956
Bad rope data for rope: (rope num = 2) (begin group=0, end group=0)
Begin pointer = 165371076? end pointer = 0
Bad rope data for rope: (rope num = 4) (begin group=0, end group=0)
Begin pointer = 161052036? end pointer = 0
Bad rope data for rope: (rope num = 5) (begin group=2, end group=0)
Begin pointer = 165371076? end pointer = 0
Bad rope data for rope: (rope num = 11) (begin group=-1, end group=0)
Begin pointer = 174507828? end pointer = 0
Bad rope data for rope: (rope num = 10) (begin group=-1, end group=0)
Begin pointer = 174507828? end pointer = 0
Bad rope data for rope: (rope num = 9) (begin group=-1, end group=0)
Begin pointer = 174507828? end pointer = 0
Bad rope data for rope: (rope num = <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 174507828
Bad rope data for rope: (rope num = 18) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 159986916
Bad rope data for rope: (rope num = 19) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 159986916
Bad rope data for rope: (rope num = 20) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 159986916
Bad rope data for rope: (rope num = 21) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 159986916
Island Set
Can't create texture with null name
Not Found Texture: (null)
Can't init font SEADOGS
Ship Surprise doesn't have fire places
Bad rope data for rope: (rope num = 15) (begin group=-1, end group=0)
Begin pointer = 152343036? end pointer = 0
Bad rope data for rope: (rope num = 766) (begin group=-1, end group=0)
Begin pointer = 169609420? end pointer = 0
Island Set
Ship Surprise doesn't have fire places
Bad rope data for rope: (rope num = 15) (begin group=-1, end group=0)
Begin pointer = 156238140? end pointer = 0
Bad rope data for rope: (rope num = 766) (begin group=-1, end group=0)
Begin pointer = 166741636? end pointer = 0
Ship Boat doesn't have fire places
Island: vBoxCenter not equal, foam error: resource\foam\locations\town_Conceicao\port\Conceicao_port.ini, distance = 22.353
vBoxCenter = 0.936253,0.000000,51.599884
Island: vBoxSize not equal, foam error: resource\foam\locations\town_Conceicao\port\Conceicao_port.ini
vBoxSize = 73.228073,0.000000,56.224228
Warning: NPCharacter -> trace node not found
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Release d3d8
Undefined error
Release d3d
Undefined error
Unloading
System exit and cleanup:
Mem state: User memory: 1120 MSSystem: 400 Blocks: 25
Leak: 'Bad memory address' line 0, size 43
Leak: 'Bad memory address' line 0, size 57
Leak: 'Bad memory address' line 0, size 47
Leak: 'Bad memory address' line 0, size 37
Leak: 'Bad memory address' line 0, size 43
Leak: 'Bad memory address' line 0, size 57
Leak: 'Bad memory address' line 0, size 44
Leak: 'Bad memory address' line 0, size 37
Leak: 'Bad memory address' line 0, size 43
Leak: 'Bad memory address' line 0, size 39
Leak: 'Bad memory address' line 0, size 44
Leak: 'Bad memory address' line 0, size 37
Leak: 'Bad memory address' line 0, size 58
Leak: 'Bad memory address' line 0, size 39
Leak: 'Bad memory address' line 0, size 44
Leak: 'Bad memory address' line 0, size 37
Leak: 'Bad memory address' line 0, size 58
Leak: 'Bad memory address' line 0, size 39
Leak: 'Bad memory address' line 0, size 44
Leak: 'Bad memory address' line 0, size 37
Leak: 'Bad memory address' line 0, size 58
Leak: 'Bad memory address' line 0, size 39
Leak: 'Bad memory address' line 0, size 44
Leak: 'Bad memory address' line 0, size 37
Leak: 'Bad memory address' line 0, size 58

Sorry it's so long
 
I see a lot of the Bad Rope Data, and Cannot Load Texture messages too. I have yet to figure out where they are coming from, or how to clear them up.

I'm sure they are Mostly Harmless, but any error in a program has to cause some sort of problem down the line. I just wish I could figure them out.
 
Dialog fix for corpses has been uploaded to the FTP site. This should work for all combainations of corpse settings.

Someone who has had problems with specific quests should give this a try and let us know if it fixes the problem. It won't fix already broken dialogs, but at least it should keep new quests from being broken.

Hook
 
<b>And now for something completely different <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> :</b>

There's also been a small problem with Claire Larrouse quest, if your fleet already consists of four ships: you can start the quest, the quest works, but Claire's ship is not shown. Which might be irritating... As half experienced player, you might not know, if the quest is broken or not. I say half experienced, because a really experienced player would no, it's not <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

I changed that in that way, you cannot start the quest, unless you have less than four ships. File can be found at FTP (no restart/reinitializing necessary)

<b>A word about CORPSEMODE:</b>

For me, the whole corpsemode thing isn't necessary at all (it's just my opinion). At the beginning of this mod, I tried a setting, where corpses persisted (Don't know, if that still exists). That broke ventures in the dungeons, because way out was oftne blocked. Afterwards, I never used it again, until a few weeks ago, where I encountered the problem with broken quests. Now there seems to be another problem with ending dialogs (which seems to be fixed by Hook).

The effort to fix all those issues seems to be far greater (and possibly makes te code even more not-understandable, than it often is by now <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> ) than the advantages for the player received.

But I don't mean any offense with this. It's just my opinion of the whole issue. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=153494:date=Jul 2 2006, 05:34 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 2 2006, 05:34 PM) [snapback]153494[/snapback]</div><div class='quotemain'><!--quotec-->
There is a lot of code that tries to work around the problems with CORPSEMODE 3. And many places where other corpsemodes are checked. Even if you *think* you've got 'em all, they won't work the same way as before. This looks to be a major change. I know I wouldn't attempt it myself.
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If I search my entire PROGRAM folder for "CORPSEMODE", I am sure not to miss any of the places where it's checked. It might work easier with one setting instead of two.

<!--quoteo(post=153496:date=Jul 2 2006, 06:07 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Jul 2 2006, 06:07 PM) [snapback]153496[/snapback]</div><div class='quotemain'><!--quotec-->
If you mean to make it so that Corpses always stay until looted, by all means PLEASE do so....
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That is pretty simple to acchieve: Open BuildSettings.h and set CORPSE_AUTODISAPPEAR to 0. The corpses will then persist until they're looted.

<!--quoteo(post=153526:date=Jul 2 2006, 10:35 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 2 2006, 10:35 PM) [snapback]153526[/snapback]</div><div class='quotemain'><!--quotec-->
This isn't like the Sims 2 community, which is 70% female. Are there *any* females playing PotC?
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There used to be CatalinaThePirate and High Sea Lass but I haven't heard from either of them for quite a long time. Now I don't think there are any ladies left. Not as far as I know anyway.

<!--quoteo(post=153536:date=Jul 2 2006, 11:40 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 2 2006, 11:40 PM) [snapback]153536[/snapback]</div><div class='quotemain'><!--quotec-->
This is the same problem the Everard Gordon file had. Fix it the same way.
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I think this time it should be changed to "Dialog.CurrentNode". Right? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=153574:date=Jul 3 2006, 09:00 AM:name=Swindler)--><div class='quotetop'>QUOTE(Swindler @ Jul 3 2006, 09:00 AM) [snapback]153574[/snapback]</div><div class='quotemain'><!--quotec-->
<b>A word about CORPSEMODE:</b>
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I can imagine some people don't like this mod. And in some of the settings, the mod doesn't work properly either. But that's why it can be turned off. Personally, I do like it (set to the defaukt settings), so I don't want to take it out again.
 
What if I were to add some new stuff into the modpack that has already been tested and works (almost) entirely correct? I am going a bit nuts with working with two different modpack version and the amount of differences become greater and greater, so that it takes me more and more time to make a new update. If I add some new stuff in that wouldn't really cause (m)any new bugs, it would make work for me much easier, I think. I'm becoming a bit fed-up with filing through hundreds of differences for each next update. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

Some of the new stuff I would like to add include:
- Two towns from AoP (Point a Pitre and Tortuga)
- Sir Christopher Mings' rewritten Mateus Santos quest
- A feature where you have to visit a store first before the prices are known (this also adds more space to the TradeBook interface for more goods)
- And some other things
 
You are working on two completely different packs ? Wow... you are insane <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Here is a thought (only a suggestion).

For this time, get everything that is ready to go, and put it into the next update to the build mod 13 beta. And call it that... Build Mod 13 Beta. Because it will be basically the last "feature set" for Build Mod 13, which means all that is left is testing it.

Then we can all try to nail down the last lingering nasty bugs in BM13B, and that way you can put up the Build Mod 13 Full release. A beta should be features-locked, no new features until the next big version (Build Mod 14 alpha).

If you are certain the big feature additions are fairly rock solid, then it would be much easier on you to throw those in now, and lock Build Mod 13 for any new features until it is labeled stable.

This will give people a great mod to upgrade too, and enjoy, while everyone works on build mod 14 with any new features and ideas people have.


<b>Jumpin tracks</b>

About corpsemode...

See, the original game shows corpses. They just fade out quickly after they die. What I never understood, was why not simply take that original code, and add a variable for persistence time (0 = forever, etc)... and then allow the user to walk up to that body and press a key, and any loot that may be on that body is transfered into the players inventory? This could be done at the time a person pushes the button to loot... no need to give the body an actual physical form, and character sheet, and inventory that persists in the game world, all so a player can transfer it to themselves.

How many of you LEAVE loot behind ??? The only loot I ever left behind was gunpowder and shot, because it wouldnt let me take it.

To me, it seems over complicated than it should have been (no offense). Why start a dialog with the dead? Why make all that interaction?

That is my view on it.
1) Make the already game made corpse linger longer
2) Make a key that gives you loot from that location ... or simply just transfer the loot upon killing the NPC.

Also, looting a merchant of ALL their goods they are selling ... I really havn't seen that in my RPG games, because thats just wrong <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> Hehe. Usually when you killed a merchant in other RPGs, you only get what was on the merchant themselves... not their entire store inventory in your napsack.
 
<!--quoteo(post=153596:date=Jul 3 2006, 04:01 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jul 3 2006, 04:01 PM) [snapback]153596[/snapback]</div><div class='quotemain'><!--quotec-->
You are working on two completely different packs ? Wow... you are insane <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
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I don't know if I'm insane already, but I will be if I keep going on like this. I've got so much different stuff I really can't figure out anymore what should be in and what shouldn't be. I'll be VERY happy as soon as we can release Build 13. I really am becoming fed up with all this. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
Then you should (again, only my opinion, we should hear from the others too) put it all together and work on just one set of code. What you are doing is a lot of work, we all cant possibly ask you to double that!

So, basically, you have been trying to work on "Post Build Mod 12" and "Post Build Mod 13" at the same time. Putting new features into the NEXT big build mod, when we havn't finished the current big build mod? Hehe ... yeah, do yourself a favour, and just combine those things into what you are working on now. Then anything else new... just tell them to effin wait!

I think that will lessen the load extremely on your brain! I can imagine how many different chunks of code, can get messy when trying to implement into two different code sets! I'm actually going through that now with two online stores. One is upcoming, but they keep asking for feature additions to the current store, that will also exist in the upcoming store!!! AGH!!! So... yes ... it does drive you to insanity, and I have had many times the thoughts of "EFF IT TO ELL!".
 
Rhelms house in smagglers lair.
Can any one tell me which file deal's with his house. as it's locked even at night while doing the quest.

Need's sorting.
 
It's always locked at the door.

Or do you mean the window is ALSO locked? Even at night, even after talking to the tavern guy about how to get into his house?
 
Usually you ask the Leader of the Smugglers if you can get into Rhiems's house & he refuses you. You then go to the Tavern Keeper & ask for a room until tonight, then if you walk around to the side you can access the house.
 
<!--quoteo(post=153582:date=Jul 3 2006, 05:24 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 3 2006, 05:24 AM) [snapback]153582[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=153494:date=Jul 2 2006, 05:34 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 2 2006, 05:34 PM) [snapback]153494[/snapback]</div><div class='quotemain'><!--quotec-->
There is a lot of code that tries to work around the problems with CORPSEMODE 3. And many places where other corpsemodes are checked. Even if you *think* you've got 'em all, they won't work the same way as before. This looks to be a major change. I know I wouldn't attempt it myself.
<!--QuoteEnd--></div><!--QuoteEEnd-->
If I search my entire PROGRAM folder for "CORPSEMODE", I am sure not to miss any of the places where it's checked. It might work easier with one setting instead of two.<!--QuoteEnd--></div><!--QuoteEEnd-->

I don't mean any offense, but the fact that you think this would work is why you probably shouldn't do it. The whole thing is a major can of worms and there will be code written to deal with different corpse settings in places that never use the word corpse. Unless you wrote the corpse changes yourself, it's best not to mess with it. Or hold off until after build 13. Yeah, it's broken, but is it broken enough to need fixing? An attempt to redefine it is likely to break it even more.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><!--quoteo(post=153536:date=Jul 2 2006, 11:40 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 2 2006, 11:40 PM) [snapback]153536[/snapback]</div><div class='quotemain'><!--quotec-->
This is the same problem the Everard Gordon file had. Fix it the same way.
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I think this time it should be changed to "Dialog.CurrentNode". Right? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

That was the fix for the Danielle dialog. It looks like Friedrich needs Diag instead.

I don't understand about having to visit a store to know what the prices are. We already have to do that. Were you considering randomining the base price for all goods? And by "more space" do you mean the screen will show more items at once, or you're adding more trade goods? If you're rearranging the screen so we don't have to scroll so much, add it. If you're making it so we have to scroll more, hold off. I've seen the SLiB trade screen and I'm not sure I like it.

You shouldn't be working on two versions at once anyway. Either combine them or tell the modder to resubmit the updated mod after build 13. And decide at what point a new feature can be added, and when it needs to be held off. For example, a couple of new towns and a rewritten quest might be good candidates for waiting, altho I don't mind having them added before build 13. They are, of course, totally bug free, right? <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Hook
 
<!--quoteo(post=153603:date=Jul 3 2006, 04:00 PM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 3 2006, 04:00 PM) [snapback]153603[/snapback]</div><div class='quotemain'><!--quotec-->
Rhelms house in smagglers lair.
Can any one tell me which file deal's with his house. as it's locked even at night while doing the quest.

Need's sorting.
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Ya sorry I mean side window locked even at night. This is after the Leader of the Smugglers talk to me and I got a room. So now it's night time and side window still locked.

Done this quest a few time's now so know how to do it.
 
<!--quoteo(post=153613:date=Jul 3 2006, 11:37 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 3 2006, 11:37 AM) [snapback]153613[/snapback]</div><div class='quotemain'><!--quotec-->
You shouldn't be working on two versions at once anyway. Either combine them or tell the modder to resubmit the updated mod after build 13. And decide at what point a new feature can be added, and when it needs to be held off. For example, a couple of new towns and a rewritten quest might be good candidates for waiting, altho I don't mind having them added before build 13. They are, of course, totally bug free, right? <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Hook
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Hook said better what I was trying to say. There is nothing wrong with telling a modder "wait". Sometimes if too much is tackled at once, its impossible to get it all working well enough for a Milestone point. And doing two versions at once, is just too much to ask of you. I wish I knew of this earlier <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

See, a modder should know more about their own mod than anyone else (I would hope). So, having them wait till the next build, would give them time to work on their mod in the versions being posted, and then when Build Mod 13 is posted, and the next big build mod is started up, they can do any needed changes to their own mod to work in it, so that it can be submitted for the next.

This would lessen your load. You should not have to be the only one making this work. Although we all love the work you have been doing to combine all these mods!

<b>other stuff</b>

We don't need more trade goods. There are too many already... for a system that barely makes you any money or fame.

Corpses work -ok- as is (thanks to hooks dialog fix). Revisit the other problems with corpses in a future build.

So long as the new quest does not do anything that affects other quests, I don't see that it would really cause any serious issues, so I vote to go ahead with adding that.

Towns, they dont exist now, right? So, adding them shouldnt really affect anything but themselves. If they are broken or buggy, people would just stear clear of them (like some of those extra islands that serve no purpose yet).

I was going to try to get through all quests, to help out finding any possible 'show stoppers' in the current updates/patches.

Regarding my pathetic game-pausing issues... that nobody else has... the only thing I can think, is something is not right with my installation (which I have redone now, from full clean uninstalls, 4 times now, not including the two on the other two machines). I must be missing something, or my CD is installing a corrupt file maybe? Was there a patch that I must apply between "Stock" and "Build Mod 12.1 Full" ?

Is there anything I can do to MAKE the game use more ram than it does? I have 2gig... it uses like 88mb... however the "Page Faults" on the program are astronomical and update by 8-10 every second. Also the "I/O" reads and writes are in the millions, and only update when the game is in front, when I watch task maanger those numbers do not move. If any of that is of help. I cannot take screenshots, my Apple keyboard has no "Print Screen" key.
 
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