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Fixed Reload from Deck to Shore Indicating Locked

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
Long story short:
upload_2015-7-4_17-30-35.png

Strangest thing is that the reload does work perfectly fine.
It is just showing wrong there. o_O

Has anyone else noticed that yet?
 
Yes, I've noticed that as well. Not just deck to shore, either. Go into your cabin, then try to walk back out; you'll see the same thing. And, like you, I'm playing Francis Drake.
 
And, like you, I'm playing Francis Drake.
I don't actually have a running game with him (or any running game at all); but he makes for a good testing character.
Especially since you're reporting all sorts of stuff in Early Explorers, that is a good reason for it. :)
 
I noticed the same playing jean latife
 
I don't actually have a running game with him (or any running game at all); but he makes for a good testing character.
Especially since you're reporting all sorts of stuff in Early Explorers, that is a good reason for it. :)
See also Problems with the English Emissary, which includes a savegame of Drake at a rather more advanced stage. This may be useful for other tests as well as the specific problem in that thread.
 
Today I noticed that this issue gets as far as making the "knock, knock" sound when you press Space.
Something weird is definitely going on, even if it does technically work.
 
What this one fixed already @Pieter Boelen ?
Nope. I still have no clue why it even happens.

But maybe if I'm going to get to check performance in various previous modpack versions, I can see if I can find the version in which this got triggered.
Not sure when I'll get to that though; maybe tonight, but more likely next week.
 
Has anyone found a reliable way to replicate this problem?
I remember seeing it happen all over the place, but now that I'm actually trying to replicate it in the early game, it is appearing all OK.
Can't track this back through previous updates if I can't reliably trigger it! :modding
 
Pieter, If I remember correctly, the problem you are saying happened between the last Beta 3.5 WIP and the latest Levis stuff before Beta 4 WIP. Now with beta 4 WIP of 7th spetember, this problem is still happening.

So to summarise, before the introduction of latest Levis' stuff V10, this problem didn't exist to me, at least.

Also, this happened during one of my Free Play storylines.
 
I first reported this in July so I know this one can't be caused by Levis' most recent work. :no
But I do need a reliable way to trigger it so I can check earlier modpack versions to see when this was introduced.
 
Players, please pay attention to this and tell me if you can CONSISTENTLY REPLICATE this and how!
 
Ehm... now to me it seems to work...

No bug at port.jpg

But strangely, now the ship's deck IS the one which is locked. If I go from captain's cabin to ship's deck, it shows me that is locked, but really it isn't.
 
And now it appears again! What?? In Beta 4 WIP 17th september, in the storyline I am playing, it appears to be locked again... The reload to shore is locked. :modding
 
Appears locked but still works or can you actually not reload?
Any save to go with it?
 
Start a new game with jean lafitte
(From what I have seen it works in kralendijk and saint george but maybe also others)
Go trough the first dialog so you are reloaded to the port
Use fasttravel to your ship
The locator shows a locked image.

Could it be it has something to do with skipping part of the tutorial or something like that?
I guess the tutorial set it to locked for the sword fight tutorial, so maybe it isn't unlocked now?
 
Could this possibly be my own doing?

In PROGRAM\Locations\locations_loader.c I changed this function to avoid error.log entries in some cases (specifically the savegame @Talisman just posted):
Code:
bool LocIsEntryLocation(ref Location)
{
   ref rPlayer = GetMainCharacter();
   if (CheckAttribute(rPlayer,"location.from_sea"))
   {
     //traceif("LocIsEntryLocation = " + rPlayer.location.from_sea);
     if (rPlayer.location.from_sea == Location.id) return true;
   }
   return false;

   // PB: Old code as per below; now rewritten to match with Character_LocIsEntryLocation above and avoid error logs
/*   if (!CheckAttribute(rPlayer, "location.from_sea"))   trace("ERROR: Missing attribute for location " + Location.id);
   if(rPlayer.location.from_sea != Location.id) return false;
   return true;*/
}
^ That code change may have affected it.

Hard to determine without a consistent test-case though. :facepalm
 
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