• New Horizons on Maelstrom
    Maelstrom New Horizons


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Pre Build 13 Modpack

Re: FDF. It is indeed coastraiders.
The problem is the code in setcoastaltraffic() will first set the ship to islandstr + "_port"; and only _then_ check islandstr and set the correct port for those that don't match (QC, Muelle, and FDF).
This way you get both the error message from the first call, and the correct functionality from the second.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->setCharacterShipLocation(cr, islandstr + "_port");      //ships in port, just eyecandy. Bugfix 04-11-03
       if (islandstr ==  "QuebradasCostillas") {setCharacterShipLocation(cr,"QC_port")}
       if (islandstr ==  "IslaMuelle") {setCharacterShipLocation(cr,"Muelle_port")}
       if (islandstr ==  "FalaiseDeFleur") {setCharacterShipLocation(cr, "Falaise_de_fleur_port_01")}<!--c2--></div><!--ec2-->

Rewrote it as follows:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->switch(islandstr)
       {
     case "QuebradasCostillas": setCharacterShipLocation(cr,"QC_port"); break;
     case "IslaMuelle": setCharacterShipLocation(cr,"Muelle_port"); break;
     case "FalaiseDeFleur": setCharacterShipLocation(cr, "Falaise_de_fleur_port_01"); break;
     setCharacterShipLocation(cr, islandstr + "_port"); // default case    
       }<!--c2--></div><!--ec2-->

Eventually I'll go back and pull port name from town, and put CR officers in town, and set fleet in town for IT.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> to Nathan, Pieter and everyone else who has created all these fabulous mods and got them working so well.

The game looks great and plays great. All the things we were finding over the last few days are fixed! All the transititions are smooth and very fast. The item trading seems from my pov to be working well and the interface is as smooth as sliding naked on the ice.

I always play stormy start now and haven't found any bugs yet. I will fool around with main quest tomorrow.

Pieter, I have found the F2 loading is very quick.

I think the permanent corpses are working great and add some fun and wealth in the early game. I haven't been able to search the bodies during boarding, not that we need to, becasue pressing the space bar moves you a level in boarding. Is that right?

The only thing that I have found not working is the smuggler additon on multiple sales that I mentioned in another thres yesterday and I don't think that is realted to the build or mods, I don't think that has ever been correct.

Kudos to every one!

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wavarr.gif" style="vertical-align:middle" emoid=":warr" border="0" alt="wavarr.gif" />
 
I uploaded another modpack update. I now have two modpack updates, the first one is the yesterday release, the second one is today's and does require the Monday release to be installed first. I didn't feel like uploading a 7MB file if I can help it. And you won't need to download a 7MB file now. I reckon the file is working fine. I didn't implement all of Nathan's new code because part of the code caused trouble in my game so it wouldn't run. I tested this file and the game does run. I don't know about any other bugs. When I opened error.log, I did see quite a bunch of error messages, so there might be a bunch of bugs as well. But I really don't know. I've done about two minutes of testing.

The F2 character screen seems to still be loading slightly slow, though less than yesterday. Not sure if it's my computer acting weird or the game being slow.

I did update the date in my sig today. Forgot to do that yesterday. Hard to keep track of what you have and haven't done...

<span style='color:red'>Edit:</span> Please find attached an error.log made after just starting a new game and opening and closing the F2 --> Character Screen. I reckon this major amount of error messages might be the cause for the screen opening so slow at my computer. Hope it can be fixed. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
<!--QuoteBegin-"error.log"+--><div class='quotetop'>QUOTE("error.log")</div><div class='quotemain'><!--QuoteEBegin-->-----------------------------------------------------------
Error summary
-----------------------------------------------------------
File ....: program\interface\character.c
Line ....: 375
Type ....: RUNTIME ERROR
Error ...: null ap
Count ...: 192
-----------------------------------------------------------
File ....: program\interface\character.c
Line ....: 375
Type ....: RUNTIME ERROR
Error ...: no rAP data
Count ...: 64
-----------------------------------------------------------
File ....: program\interface\character.c
Line ....: 375
Type ....: RUNTIME ERROR
Error ...: missed attribute
Count ...: 64
-----------------------------------------------------------
File ....: program\Reinit.c
Line ....: 419
Type ....: RUNTIME ERROR
Error ...: function 'Reinit' stack error
Count ...: 1<!--QuoteEnd--></div><!--QuoteEEnd-->
 
Stuff I found:
- You can't walk through the corpses, so if enough people die, your opponent can't reach you. Quite funny. (See attached - Image brightened up)
- If you try to shoot at someone behind a "wall of corpses", your gun targets the corpses instead of the enemy. Would be nice if corpses wouldn't be auto-targeted.
- Corpses now end up pointed in different direction. This is much better than it used to be. Unfortunately, they still don't end up in the same direction they should be pointed in.
- When loading a savegame, the corpses disappear. Also: I saved it while in fightmode. When I loaded the game, my blade was still shown as drawn, so I thought I was in fight mode. But when I encountered an enemy, he killed me, because I wasn't in fightmode. When I loaded the game again and pressing the "E" button, the player character drew his sword again (though it already was shown as drawn). This did enable fightmode again.
- Dying crashes my game for some reason.
- Some corpses didn't disappear after looting. When I tried to talk/loot again, they didn't have any items anymore though, because I already took them. After I looted them for the second time, they did disappear.
- The "take all" button in the transfew screen now seems to actually take all items available instead of just all items of the type selected. Is this intentional? If so: Quite cool. Saves some time. Now if only the "Sell Loot" button in the trading interface would sell all less-than-average weapons and would stop selling skill-enhancing items, that would be real great.
<span style='color:red'>Edit:</span> Apparently, this is not intentional. The characters for who the "take all" button takes all items are the same characters that, after closing the transfer interface, die yet again (like in the point made above). I saw one of them collapsing yet again after closing the transfer interface. Then, yet another body was created at the spot. After looting this body (but not finding anything anymore), it would disappear for good.
- The F2 --> Character screen still loads quite slowly.
<span style='color:red'>Edit:</span> I now discovered why it does work smooth for Jason, but not for me: I almost always have the error logging turned on. After I turned it off, the game would run a whole lot smoother. Seems like all the performance issues (or at least a lot) I've been having are due to the error logging being turned on. So I can get the game to run much more smooth by turning it off. But the errors themselves should still be fixed. And I doubt I'll be the one capable of finding out how to... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<span style='color:red'>Edit:</span> <i>More issues:</i>
- I encountered some characters in the dungeons fighting among themselves.
- Some (A lot) of characters in the dungeons are regenerated in a half-dead state. I already reported this bug before, but this time I know what happens. The second attached picture shows a whole bunch of those stunned regenerated characters. The awake character behind them proves that not all of them are regenerated that way. When you "talk" to these regenerated stunned characters, you can loot them as if they were already dead.
<span style='color:red'>Edit:</span> After you did, they'll die again and you can loot them again, but they won't have any items anymore. After that, they won't reappear again.
- After fighting in the dungeons a lot, eventually the dead bodies will not stay, even though the number of people in the dungeons should have remained more-or-less the same. Quite weird. And quite a shame too.
<i>About the cheatmode (after turning on the cheatmode in BS.h and loading a savegame that didn't originally have the cheatmode enabled):</i>
- All cheats seem to work fine, but the godmode cheat doesn't respond, while that is actually the cheat I might be able to use the best. I'm not sure what happens if the cheatmode is on at the beginning of the game.
<span style='color:red'>Edit:</span> I found the godmode bug. The key-assignment in init_pc.c refers to "CheatGod", but in seadogs.c, the cheat is called "Immortal". This is easily fixed by changing "Immortal" into "God" in seadogs.c.

Well... That's all for now. Will post more when I find them. The modpack is getting rather more excellent with each passing day. I encountered some of the newly added A&M skins: GREAT! That means the model-mod really is working quite well. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
I'll be off again, back to the Oxbay Sewers. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" /> And this time, I'm going to test the cheatmode. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
<span style='color:red'>Edit:</span> Already did that. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
It's the Oxbay dungeon. I brightened the picture up so you can see what it's supposed to show better. I did that with the first picture as well. If you look at the interface picture in the lower left corner, you'll see it's insanely bright.
 
To fix the godmode/immortal cheat, open up seadogs.c, find the code for the "Immortal" cheat and change <i>case "Immortal"</i> into <i>case "God"</i>.

Seems like the natives have replaced the mummies. I would like to sometimes still encounter mummies and monkeys. And possibly skeleton-pirates as well. They carry a lot of SWAK weapons to loot. Maybe should be turned down a bit again. The dungeon-enemies don't seem to carry SWAK weapons anymore. Do they still have them sometimes or don't they have them at all? I would like enemies to carry more than just gold, blade and gun, so that you can loot more. Also: The natives don't have character portraits, so they have the animist character portrait in the transfer interface when looting their corpses. Quite a shame. I'd prefer some portraits being made.

I was walking around the jungle in the hope of also encountering the Nathaniel-galore bug mentioned by Thomas the Terror. I haven't encountered that bug yet, but I do have a suggestion about what might cause it. Thomas the Terror, please open up your RESOURCE\MODELS\Characters folder and see if there is a native.gm file in there. If there isn't, that might have been the cause for the bug and would explain why I haven't encountered it myself. If it is there, something else must've been the cause... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
On playing the Tuesday update, thinkgs seem to working great, but, we can't loot the dead during boarding. Pressing the space bar moves to the next level. The old way where we got their weapons on money when they died is diasabled and that works fine on land.

I don't know how hard this would be but if we assign a new key to loot the dead wouldn't it work both on land and sea.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--QuoteBegin-Jason+Jul 12 2005, 06:29 PM--><div class='quotetop'>QUOTE(Jason @ Jul 12 2005, 06:29 PM)</div><div class='quotemain'><!--QuoteEBegin-->I spent time in the jungel and I don't have the bug either.
<div align="right">[snapback]123247[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> I've just say to Nathan that the problem with pirate mission was solve that the game is crashing again.

I'just take the letter of marque from the english governator, before the pirate mission worked.

bye,
Giulio
 
<!--QuoteBegin-Jason+Jul 12 2005, 07:27 PM--><div class='quotetop'>QUOTE(Jason @ Jul 12 2005, 07:27 PM)</div><div class='quotemain'><!--QuoteEBegin-->On playing the Tuesday update, thinkgs seem to working great, but, we can't loot the dead during boarding.  Pressing the space bar moves to the next level.  The old way where we got their weapons on money when they died is diasabled and that works fine on land.
<div align="right">[snapback]123246[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
That is a problem that still awaits solving, yes. You can turn the original loot-the-dead back on in BuildSettings.h (it's just turned off with a simple toggle), but then you will receive the loot twice on land. If you, after you're done fighting the enemies on one deck, put your saber away, walk to a corpse (are there corpses on boarding anyway?) and press the ENTER button, can you "talk" to the corpse? If so, then do that. You should be able to loot it then. If you can't talk during boarding, some things still need to be changed so you can loot on land <i>and</i> during boarding.
 
Thomas, I think starting a new game will be a good idea. I have done that with each update and have no problems. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />
 
aaaaaaaaaaaaaaaaaaaaaaaah <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> fake alarm I hadn`t reinitalized yet!

STUPID STUPID ME!!!!!!!
 
Jason: <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> !
Pieter:
<i>Hard to keep track of what you have and haven't done...</i>
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> Oh yes /indeed/ that's true. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Ah, I think I see the problem.
Do you have the line
extern void StoreInit();

At the top of reinit.c? If not, that's the problem right there; if so, something else is causing the storeinit() call on line 419 to fail. That crashes reinit, which means shipberthing is not initialized, which means the character sheet dumps tons of errors because it keeps trying to access shipberthing properties that haven't been set yet. That doesn't slow it down, but writing the error when logging is on, does.
---
Corpse piles: Heh, yeah. They should be lying down, though, not sitting up. Did you copy over the LAi_Stunned.c file I posted? (that should alleviate some of the problem).
I don't know of a way to disable them being targeted. I'll look, but I think that's engine-level.
Direction: The problem is once the character is dead, you can get pos and angle...I'll try to think of a solution, but I can't at the moment...

Re: loading. All corpses disappear? Or just the ones that haven't disappeared/reappeared-as-corpses?
Re: fightmode: dunno. I'd just suggest not saving while in fight mode--I don't know of a good solution to that...

re: dying. I'll try to die and see what happens. If I don't get the crash I'll post, and could you send me a save of your situation?

Not disappearing: Was this really the corpse-character, or the dead version of the first character? If it really is the corpse-character, hm. I'll do some fighting and see if I can replicate that.
Re: take all. I haven't changed anything there, so if it is working like that it's a bug.
(Ah, by the edit: yeah, sounds like that's the original character...)

re: sell loot. Sirus Darke wrote a new version of that, but was waiting on getting permission from Stone-D who wrote the original. Now Sirus_Darke himself seems to have disappeared...
I'll try to merge that code in.

re: F2. See above.

re: fighting amonst themselves. Please send me a save.
re: generated-stunned. Ah, I think I have a clue. When a fantom is generated, it takes the old character type. I'll reset it to take the stuntime.type.

Re: corpses disappearing in dungeon. Yes, that's what's supposed to happen: once you get to the limit, first the genfantomfromme() will not run, and then the corpse creation (that runs off the original dead char) will fail too.

Re: God. Good fix.


Yay! re: Modeltypes! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
--------
I haven't touched what items are assigned yet.

I will add a natives vs. mummies setting in BS.h; I will make it, and change SKELETONS setting, to be floats, so you can set a percentage chance rather than on/off.
---
Thomas the Terror: The bug you're is talking about is because you haven't reinitialized the game after putting in this new code. Thus when GetRandomModel() is called it doesn't find any of the correct type and returns the DEFAULT_MODEL (which is "blaze").
EDIT: Ah, you already found it. N'er mind. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
----------------
Jason/Pieter re: loot dead on boarding. If dialog is not disabled on boarding (and I don't recall whether it is), then the enter button route for starting dialog will work.
I'll make sure dlg is enabled for boarding, and make sure that talk gets set as the log_active_action.
-------
giuliootto:
I'm sorry, now I'm confused. Are you saying that now the PH missions have started crashing again, or just that they are now working again as per email?
 
Pieter,

On the ship pressing the enter key takes you to your health bag, opens a chest, or kicks back off the ship to board again. So, there is no talking during boarding.

Also, the pistols being targeted to the dead is, as you mention a problem, that we need to address but even so, this is a great mod.

My preference for a fix, if we can do it is to remap a key other than talking (space bar) which on land also moves you out in and out of buildings, to search the dead, and maybe the stunned, perhaps the "s" key for search. Nathan, what do you think. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />
 
Pieter: Ah, I see what you mean about crashy-crashy.
I had forgotten, or at least missed, that Face IDs are needed before running reinit the first time.
Plus there was something wrong with my facemaker.c where getsymbol was crashing, or my use of it.
All fixed now; I'll send and post the fix with the rest of the updates.
 
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