• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Stable Build 13 Work In Progress

<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

Pieter, just a very short time ago, there was a "problem" with people collecting fists in their inventory...remember. You didnt like this and changed it or removed this ( at the time I didnt think it a big deal or see any harm to this I guess would be a better way of putting it )....and ever since we have had this problem with Rep Loss....who knew they were linked. So if you put Sword/Fists thing back that should at least cure the fist rep loss problem, so we collect fists for awhile....it only happened once in awhile.....

Later we can look for a better solution!!
 
I doubt the fists were equipped. I didn't think to go to the Inventory screen to check, as I expected them to be equipped automatically. And just before that I saw that I'd read that there was a key to equip another blade, but I forgot to go look to see what it was. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

The program I use to check for updated files apparently only checks text files, as it didn't mention the new background screen. So there were more new or changed files than I knew about. If you know a better program than Windiff for checking file differences, let me know! Windiff came with VC++ 6.0, but it's about the quality of a freeware program. I'm sure there are better ones out there.

Hook
 
I use WinMerge for comparing codebases and it works just great. It will show you all differences in text files and it also shows you what non-text files are different.

To Long John Silver: The only things I did to fix the "collecting fists" weirdness are these:
- When a character dies and he has his fists, they are taken from him
- When you do a transfer with a character who has his fists, the fists are taken from him when you open the screen and returned to him when you close the screen

These pieces of code should make sure that you will never see anyone carrying his fists, but it doesn't prevent characters from having and using them, because the fists are only taken away from dead characters and during the items transfer.
 
<!--quoteo(post=149852:date=May 31 2006, 10:14 AM:name=SuoiveD)--><div class='quotetop'>QUOTE(SuoiveD @ May 31 2006, 10:14 AM) [snapback]149852[/snapback]</div><div class='quotemain'><!--quotec-->
On Antigua, sail to Muscetto Cove & go up the track . Go straight through the next 2 locations & then on the 3rd location if you keep taking the left hand track you will keep repeating the same location.
<!--QuoteEnd--></div><!--QuoteEEnd-->
As LJS said, that's a deliberate attempt to create the impression of a vast jungle where you get lost if you take the wrong track <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> By taking the right track you'll get out of that vicious circle <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>A small update on the work in progress on Build 13:</b><!--sizec--></span><!--/sizec-->
I have several fixes for some bugs already and I have some things I think I know how to fix. However, the coming week I will have exams plus I need to make a poster for a school project, so I think it would be better if I won't do much PotC modding next week. Once I do have time for it again, I will put all fixes into the modpack, check all stuff I said I'd check and try to fix those as well.

In the meantime I have a request: Can PLEASE make a list of all bugs that are mentioned and are not fixed yet. I won't have time to keep up with everything the coming week and I want to have a proper list of bugs for me to look at by the end of that week, so I can get working straight away. I hope somebody is willing to do this for me. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
No Worries Pieter ,
I'll do it & I'm sure that some of the other ' Ol Salts will as well.
 
Thanks a lot! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
Well it seems with the latest bug fix that a lot of the annoying problems are fixed. So I'll chase up the other problems check them out as well before finalising the list.
 
My exams are done now and I will try to do some Build 13 work this weekend. The coming two weeks I'll have Basic Safety and MARCOm training, but after that I will really start to work hard on finishing Build 13. Also: There are a whole bunch of mods that are working (almost) good, but are not added into the Pre Build 13. We decided not to add them either, so I won't. But once Build 13 is finalized, we could try to add all almost-good-working mod into a Post Build 13 pack, try to fix it as soon as possible as well, then release it as Build 13.1. Then we should have all mods properly working in the game pretty soon, right?
 
We've had enough bad luck with Build 13. Especially with Nathan not making this one, but me doing it. That is definitly no luck. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
I haven't commented for a while, but I have still been reading. Speaking of bad luck, there are some of us who are good with ideas but poor with programming. When it gets down to bug fix issues, I'm out of luck. I think 13 is a great number for this mod. The unlucky bug collection. Maybe the first release should be on a Friday, to help make the point.

I've been sort of busy lately, among other things, helping with weapons realism on a mod for "Mount & Blade". If anybody needs ideas for what ground combat should feel like, M&B is a good example.

Ron
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> evryone!

<!--quoteo(post=149748:date=May 30 2006, 04:33 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ May 30 2006, 04:33 PM) [snapback]149748[/snapback]</div><div class='quotemain'><!--quotec-->

<b>Major bugs:</b>
- Major crew losses on boardings, even if the ship previously surrendered
<!--QuoteEnd--></div><!--QuoteEEnd-->

Have found a first clue for this bug:

In file <i>PROGRAM\Loc_ai\LAi_boarding.c</i> at line 1050:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
mchr.ship.crew.quantity = boarding_player_crew;
<!--c2--></div><!--ec2-->

boarding_player_crew contains the quantity of crewmembers going on board the enemies ship. So it's no wonder, you be left with almost no crew after boarding <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />

I commented this line out and almost everything works fine now. I say almost, because this value is somehow recalculated while boarding. I traced the value and started with 9 crewmembers. After boarding I had 49. That's somhow calculated with another value to set crew.quantity after boarding and leads to very high values, so I suppose you won't loose any crew at all. Maybe, I'll find out <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

BTW: <b>It's good, to be at sea again!</b> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Oh good, I was just looking at that code about 2 hours ago. This will help tracking down the problem.

Hook
 
I made some other changes, too:

Some lines above the previous stated thing in the same file, it says:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
for(int i = 0; i < LAi_numloginedcharacters; i++)
{
    int index = LAi_loginedcharacters;
    if(index >= 0)
    {
         if(index != GetMainCharacterIndex())
     {
          ref chr = &Characters[index];
// Stone-D : Was including officers in the recount!
          if(LAi_IsDead(chr) == false && IsOfficer(chr) == false && IsCompanion(chr) == false )
          {
               if(chr.chr_ai.group == LAI_GROUP_PLAYER)
           {
                boarding_player_crew = boarding_player_crew + 1;
            ...
<!--c2--></div><!--ec2-->

I removed the last qouted line, because that line seems to up the boarding_player_crew.

Also around line 1602, I removed:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
crew = crew + (((GetCrewQuantity(PlayerChar)-crew)/2) + rand(makeint((GetCrewQuantity(PlayerChar)-crew)/2))); // Yet another attempt to up the number of survivors. Gameplay.
<!--c2--></div><!--ec2-->

(Sorry, line numbers don't fit exactly anymore because of my changes)

Effect was: boarding with 10 crewmembers, after fight 5 left: after boarding finished, I was left with around half the sip's crew. Seems ok for me <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

Only thing I wonder still: I boarded a battleship with a frigate MM and only had to fight one deck. Is that supposed to be?
 
If somebody has a properly fixed file, please send it to me or put it on the FTP or something.

<!--quoteo(post=151134:date=Jun 15 2006, 02:01 PM:name=Swindler)--><div class='quotetop'>QUOTE(Swindler @ Jun 15 2006, 02:01 PM) [snapback]151134[/snapback]</div><div class='quotemain'><!--quotec-->
Only thing I wonder still: I boarded a battleship with a frigate MM and only had to fight one deck. Is that supposed to be?
<!--QuoteEnd--></div><!--QuoteEEnd-->
It depends on a lot of factors; not only on the ship you're attacking. If you are well-known and are a hero, the other ship could easily surrender. That can also happen if the enemy ship is badly damaged or doesn't have much crew left.
 
<!--quoteo(post=151140:date=Jun 15 2006, 07:14 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 15 2006, 07:14 PM) [snapback]151140[/snapback]</div><div class='quotemain'><!--quotec-->
If somebody has a properly fixed file, please send it to me or put it on the FTP or something.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Done, if gameplay, as I described in previous posts, is ok. Just sent it per Mail.

<!--quoteo(post=151140:date=Jun 15 2006, 07:14 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 15 2006, 07:14 PM) [snapback]151140[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=151134:date=Jun 15 2006, 02:01 PM:name=Swindler)--><div class='quotetop'>QUOTE(Swindler @ Jun 15 2006, 02:01 PM) [snapback]151134[/snapback]</div><div class='quotemain'><!--quotec-->
Only thing I wonder still: I boarded a battleship with a frigate MM and only had to fight one deck. Is that supposed to be?
<!--QuoteEnd--></div><!--QuoteEEnd-->
It depends on a lot of factors; not only on the ship you're attacking. If you are well-known and are a hero, the other ship could easily surrender. That can also happen if the enemy ship is badly damaged or doesn't have much crew left.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Ah, thanks <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Back
Top