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The way it should work is that you see the log message, but nothing bad actually happens.None of the keys worked other than the escape key. Is this what you intended?
In that case, at least we know the problem still exists. Therefore: Original problem reopened again.Alas, it happened once more. This time no keys worked at all, and I became stuck. I am using the latest modpack.
if (fMinEnemyDistance < MIN_ENEMY_DISTANCE_TO_DISABLE_MAP_ENTER)
{
bCanEnterToLand = false;
bDisableMapEnter = true;
rCharacter.Ship.POS.Mode = SHIP_WAR;
}
if (fMinEnemyDistance < MIN_ENEMY_DISTANCE_TO_DISABLE_MAP_ENTER && !CheckAttribute(rCharacter, "ForceReload")) // PW: Continue anchoring process if already started
{
bCanEnterToLand = false;
bDisableMapEnter = true;
rCharacter.Ship.POS.Mode = SHIP_WAR;
}
Anyway, for certain a good suggestion!
// check reload to locations possibility
if (iIslandIndex >= 0 && fMinEnemyDistance > MIN_ENEMY_DISTANCE_TO_DISABLE_ENTER_2_LOCATION)
{
if (Island_isReloadEnableGlobal(sPlayerLocation))
{
aref arReload;
makearef(arReload, rIsland.Reload);
int iNumLocators = GetAttributesNum(arReload);
for (int j=0; j<iNumLocators; j++)
{
aref arLocator;
arLocator = GetAttributeN(arReload, j);
string sLocatorName = GetAttributeName(arLocator);
if (Island_isReloadFort(sPlayerLocation, arLocator.name)) { continue; }
if (!Island_isReloadEnableLocal(sPlayerLocation, arLocator.name)) { continue; }
float x1 = stf(rIsland.reload.(sLocatorName).x);
float z1 = stf(rIsland.reload.(sLocatorName).z);
float r = stf(rIsland.reload.(sLocatorName).radius);
if (sqrt(sqr(x1 - x) + sqr(z1 - z)) < r)
{
bCanEnterToLand = bMapEnter; // KK
sIslandID = rIsland.id;
makearef(arIslandReload, rIsland.reload);
sIslandLocator = rIsland.reload.(sLocatorName).name;
// KK -->
if (iIslandIndex >= 0 && fMinEnemyDistance > MIN_ENEMY_DISTANCE_TO_DISABLE_ENTER_2_LOCATION && CheckAttribute(rCharacter, "ForceReload")) // PW: Continue anchoring process if already started
Oops, GOOD CATCH!I think that second && ( ie in the if with MIN_ENEMY_DISTANCE_TO_DISABLE_ENTER_2_LOCATION)
needs to be an OR otherwise it is ONLY called when the anchoring force reload is active and you don't get mooring anywhere.
bool bDoReload = iIslandIndex >= 0 && fMinEnemyDistance > MIN_ENEMY_DISTANCE_TO_DISABLE_ENTER_2_LOCATION;
if (bDoReload || CheckAttribute(rCharacter, "ForceReload")) // PW: Continue anchoring process if already started
If it said, "please inform PiratesAhoy.net", then at the very least there must be something in compile.log .Never happened before and Error log is normal, nothing logged there. :S
That is not the compile.log from what you reported. You probably started the game again afterwards, which erases the logs.Yea let's see what the problem is...
Not likely. The Installer EXE does an internal check and if it is corrupted, it will say so.maybe something failed to download while I kept retrying on the 97 MB file, which might have left some files
Is it correct that the savegame you posted is in a Tavern?Then when I reload my save ..
What exactly were the circumstances of that happening?I jumped into battle with the Barc.. then this problem happened:
I loaded your save and managed to capture the Brig. Didn't notice anything wrong?Should be in moor outside of St Piere