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Sound Issue

cwineman

Landlubber
I just re-installed the game, and installed build 13 final.

I'm noticing that the game doesn't sound right. It's been a while, but I don't remember things sound as poor as this when I played the game before. When my character walks around, the footsteps sound odd and the sound of cannons firing sounds nothing like I remember.

Anyone know what might be going on?
 
If you're getting sounds at all, we've passed the first hurdle.

There's a setting in the game that switches between original cannon sounds and some new ones made by JRH. Look in the InternalSettings.h file for

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define JRH_GUNSOUNDS  0  // BOOL - Off=0, Default=1, Jack Rackham's new cannon sounds. USE_REAL_CANNONS must be on for this to do anything.<!--c2--></div><!--ec2-->
... and make sure it's set the way you prefer. Try it both ways to see.

I'm not sure about the footsteps. What's wrong with them? Are they too loud?

Hook
 
<!--quoteo(post=314762:date=Apr 21 2009, 12:33 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 21 2009, 12:33 PM) <a href="index.php?act=findpost&pid=314762"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you're getting sounds at all, we've passed the first hurdle.

There's a setting in the game that switches between original cannon sounds and some new ones made by JRH. Look in the InternalSettings.h file for

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define JRH_GUNSOUNDS  0  // BOOL - Off=0, Default=1, Jack Rackham's new cannon sounds. USE_REAL_CANNONS must be on for this to do anything.<!--c2--></div><!--ec2-->
... and make sure it's set the way you prefer. Try it both ways to see.

I'm not sure about the footsteps. What's wrong with them? Are they too loud?

Hook<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for the reply.

I tried both settings, and the sound didn't change. At least, it still sounded glitchy either way.

Its hard to explain the footsteps. They just sound wrong. Its not so much just the footsteps or the cannons, it seems like the is an overall problem with the sound effects in the game. The music sounds ok as do the voices.

With sounds, there are clicks and squeaks and stutters.

Do I need to install codecs or anything like that?
 
Shouldn't need to. Check if you've got a memory.mp file in your main game folder and, if so, remove it.
Even if that doesn't solve the sound issue, it should still improve performance.
 
Do all the voices sound ok, or do you have a problem with some but not with others?

Talk to one of the guards standing beside a gate or a door, and click through the dialog quickly and turn away while the voice is still playing. Does the sound seem to come from the right direction when you turn away?

Edit: I just noticed you're using Build 13. Disregard the above.

There may be some settings for your sound card you can change.

Hook
 
<!--quoteo(post=315117:date=Apr 23 2009, 12:21 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 23 2009, 12:21 AM) <a href="index.php?act=findpost&pid=315117"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do all the voices sound ok, or do you have a problem with some but not with others?

Talk to one of the guards standing beside a gate or a door, and click through the dialog quickly and turn away while the voice is still playing. Does the sound seem to come from the right direction when you turn away?

Edit: I just noticed you're using Build 13. Disregard the above.

There may be some settings for your sound card you can change.

Hook<!--QuoteEnd--></div><!--QuoteEEnd-->

Pieter Boelen,
I deleted the file, but it still sounds the same.

Hook,
I was using 13 when I first posted, but I installed the 14 alpha build since then. The sound issues are the same in both builds.

I am using onboard sound, not a sound card. I've used it for several games including BioShock and Oblivion right now and it sounds fine in those games.

Any ideas on how I can troubleshoot this?

-cwineman
 
Check if the issue is also in the original game before installing any mods. Is there any ffdshow involved?
 
<!--quoteo(post=315243:date=Apr 23 2009, 09:14 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 23 2009, 09:14 AM) <a href="index.php?act=findpost&pid=315243"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Check if the issue is also in the original game before installing any mods. Is there any ffdshow involved?<!--QuoteEnd--></div><!--QuoteEEnd-->
Do you mean re-install? If so, I think I'll have to pass on that. I tried some other things that might give you a clue as to what was wrong. And if not, I have a passable temporary solution.

I installed something called the k-lite codec pack in hopes that that would fix something. No luck. I think it had some ffdshow included with it, but to be honest, I don't even know what that is. Even if it does, my problems preceded installing k-lite.

So, then I decided to install an ancient sound card I had. It actually got rid of the glitchy things I've been hearing. But, I'm sure that's at the expense of sound quality on my other games. I'd love to get on-board sound working with POTC.

If not, I'll play POTC for a while on this old card. Plus, I've been meaning to get decent sound card for a while. Maybe the time has come.

If you have some other ideas on how to trouble-shoot (outside of doing a complete re-install), let me know.

Thanks,

-cwineman
 
If there is a sound acceleration option on the onboard sound card, set it to accelerate less. I have no idea where to look for this.

Hook
 
<!--quoteo(post=315267:date=Apr 23 2009, 09:48 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 23 2009, 09:48 AM) <a href="index.php?act=findpost&pid=315267"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If there is a sound acceleration option on the onboard sound card, set it to accelerate less. I have no idea where to look for this.

Hook<!--QuoteEnd--></div><!--QuoteEEnd-->

Nor do I. But I might do some research.

To shift gears, I have a non-sound related question:

I jumped into this build 14 after a long absence from the game. It's alot different now. In fact, I cant figure out how to do things that were once routine. Like, how do I see the world map?

I'm playing the version that I guess is like the original POTC game. I have Malcom escorting me from the ship to the store to the tavern to the shipyard. I've tried to set sail a few times, but I'm having some issues.

-I can't figure out how to bring up the map.

-the radar used to show wind speed/direction, a map or sorts, and where enemies were nearby. Now I just see a green circle for my cannons. Is this normal? If so, I'm guessing that this is a way to make the game more realistic. Can I get back to the original radar?

-as soon as I set sail the first time, I got clobbered by cannons from the fort. I was playing as British, and I guessing that I am in an enemy town. I changed my nation to the lovable Portuguese and I could get away without getting fired upon. Is that intended? I mean, not being able to escape under certain flags? In the original game, you would get attacked, but you could still get away. Now it seems hopeless.

Maybe I should have put most of this stuff in a different post. And maybe the answers to my questions are covered somewhere else. Like I said, I just sort of jumped into this build expecting it to be more like the original game.

Whatever the case, I hope you can direct me to some answers. If there was a faq somewhere that I should have read first, let me know where it is.

Thanks again.

-cwineman
 
To get the map: Inventory->Maps->Examine. If you have a sextant and an equipped chronometer, the map shows your ship's position.

You need to buy a compass and equip it to get the radar display. Better compasses give more information. The best compass gives the full radar display.

You need to fly either your personal flag or a Portuguese one when leaving Oxbay the first time. Portuguese is best because even the French won't shoot at you. And yes, the fort and French ships will sink you quickly.

Feel free to ask questions. I have no idea what's been answered, or where. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
<!--quoteo(post=315322:date=Apr 23 2009, 03:25 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 23 2009, 03:25 PM) <a href="index.php?act=findpost&pid=315322"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->To get the map: Inventory->Maps->Examine. If you have a sextant and an equipped chronometer, the map shows your ship's position.

You need to buy a compass and equip it to get the radar display. Better compasses give more information. The best compass gives the full radar display.

You need to fly either your personal flag or a Portuguese one when leaving Oxbay the first time. Portuguese is best because even the French won't shoot at you. And yes, the fort and French ships will sink you quickly.

Feel free to ask questions. I have no idea what's been answered, or where. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook<!--QuoteEnd--></div><!--QuoteEEnd-->

Thanks.

That sounds cool. Part of me is cringing at the thought of having to sail without all of the information that I had at my disposal before. But overall I think it should be fun.

I thought I'd tried to sail under my own flag at some point and still got fired upon. Maybe I was mistaking fire from the french ships with fire from the fort. Either way I got clobbered and sank.

Also, I ordered a sound card that should solve my sound issues. I think.

-Corey
 
I've tried to sail out of port under my personal flag, but I haven't even come close. I tried a bunch of times without luck and then started lowering the difficulty. Even on Apprentice I got wasted.

Only the French ships are firing at me, but that's enough.

Can you sail out of port in this build under your own colors? Is it just super luck if you do?

I guess I'll have to do the wimpy thing and raise Portuguese colors and pretend I'm a friend to get out of there.
 
The French ships aren't supposed to be firing at you if you're flying your personal flag. France doesn't go hostile with you until you go to the worldmap (or directsail to another island).

I haven't tried this, but you may be able to walk through the jungle to the other town on the island, talk to the shipyard owner, and you may get the option to have your ship towed there. I'm not sure if it has to be damaged first, but I don't think so. At least you can sail out from a friendly port. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
<!--quoteo(post=315482:date=Apr 24 2009, 11:21 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 24 2009, 11:21 AM) <a href="index.php?act=findpost&pid=315482"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The French ships aren't supposed to be firing at you if you're flying your personal flag. France doesn't go hostile with you until you go to the worldmap (or directsail to another island).

I haven't tried this, but you may be able to walk through the jungle to the other town on the island, talk to the shipyard owner, and you may get the option to have your ship towed there. I'm not sure if it has to be damaged first, but I don't think so. At least you can sail out from a friendly port. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook<!--QuoteEnd--></div><!--QuoteEEnd-->
I think the deal might be that I started the game with British colors instead of just leaving things alone when I started. I think that when you start a new game, you have your personal colors by default.

Oh well. I decided to pose as Portuguese. But just so I'd feel better about myself, I fired a potshot at one of the french ships and raised my REAL colors as I bugged out of port. HA HA, FROGS!! They became hostile and tried to pursue, but I got away.

Not exactly heroic. But at least I could get out of town that way.
 
I don't know about you, but I sail under Portuguese colors until I get to the point in the quest where it makes sense to buy amnesty from the French. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> This last game, by the time I'd gotten to that point, I was famous enough that they recognized me anyway, no matter what flag I was flying.

You can pay the French back by doing pirate quests around Redmond until you can get a large enough ship, then go capture or sink the 3 French ships at Oxbay. They'll be replaced for the quest, but it sure feels good. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
I'm thinking we should make "starting with personal colours" or "English colours" the same in the standard storyline.
And in the other storylines, or at least some of them (eg. Hornblower, Bartolomeu and Assassin), you shouldn't be able to select nation in the first place.
And the "player type" (eg. Merchant, Adventurer, etc.) should also be storyline-dependent in at least some cases.

The idea with the fort is that the town and the fort is taken over by the French as you set sail, but you're not supposed to be fired upon.
I'm thinking we should add some English ships there by default so there's an actual battle going on as you leave. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=315272:date=Apr 23 2009, 02:42 AM:name=cwineman)--><div class='quotetop'>QUOTE (cwineman @ Apr 23 2009, 02:42 AM) <a href="index.php?act=findpost&pid=315272"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If there was a faq somewhere that I should have read first, let me know where it is.<!--QuoteEnd--></div><!--QuoteEEnd-->Once Build 14 is (almost) done, we'll need to see about making a proper manual for it. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=315404:date=Apr 23 2009, 04:50 PM:name=cwineman)--><div class='quotetop'>QUOTE (cwineman @ Apr 23 2009, 04:50 PM) <a href="index.php?act=findpost&pid=315404"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Part of me is cringing at the thought of having to sail without all of the information that I had at my disposal before.<!--QuoteEnd--></div><!--QuoteEEnd-->You can restore the old functionality by setting Display Battleinterface on in the Advanced Options menu.
 
If the fort is firing on a character as he leaves Oxbay, then somehow the player has triggered the next part of the quest, probably by going to the worldmap.

Unless someone's screwed this function up in the latest patch, it should be working as designed. If a player has switched to a British flag before leaving Oxbay, well, that's just what happens when you fly the wrong flag. Doesn't Malcolm already warn you about this in the tutorial?

Hook
 
I think so, yes. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
And nothing was done with this in the Patch at all. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
 
Ah yes... there's another thing that could be happening. If a player goes to 3D sailing mode then docks without leaving the island, relations will be changed. You can go to your ship deck (the walk on deck mod) all you want, but it you raise anchor, it triggers another part of the quest. You can't buy anything from the store, the shipyard won't repair your ship, etc. This is also working as designed.

Hook
 
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