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Fixed Various Storyline Start Errors

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
I just finished checking Start New Game on ALL storylines to prepare for the Beta 3.3 public release.
Didn't run into any obviously game-breaking issues, but there is definitely *some* weirdness going on here and there.

Standard (Colonial Powers): No apparent problems.

Woodes Rogers (Golden Age of Piracy): Gives these compile.log entries on Start New Game:
Code:
WARNING!!! Item id = bladep2 not implemented
WARNING!!! Item id = pistolb1 not implemented
WARNING!!! Item id = bladep6 not implemented
WARNING!!! Item id = bladeA17 not implemented
WARNING!!! Item id = bladeA2 not implemented
WARNING!!! Item id = bladeA5 not implemented
WARNING!!! Item id = bladep6 not implemented
WARNING!!! Item id = pistol_armchair not implemented
WARNING!!! Item id = blade3carpets not implemented
WARNING!!! Item id = bladearmchair not implemented
WARNING!!! Item id = bladebarrel not implemented
WARNING!!! Item id = pistolbarrel not implemented
WARNING!!! Item id = bladeglobe not implemented
WARNING!!! Item id = bladebasket not implemented
WARNING!!! Item id = pistoldart not implemented
WARNING!!! Item id = pistolthrowaxe not implemented
WARNING!!! Item id = pistolthrowaxe not implemented
WARNING!!! Item id = pistolthrowaxe not implemented
WARNING!!! Item id = pistolthrowaxe not implemented
WARNING!!! Item id = pistoldart not implemented
WARNING!!! Item id = pistoldart not implemented
WARNING!!! Item id = pistoldart not implemented
WARNING!!! Item id = bladeA5 not implemented
WARNING!!! Item id = bladespyglass6 not implemented
WARNING!!! Item id = pistol201 not implemented
WARNING!!! Item id = pistol201 not implemented
WARNING!!! Item id = bladeladle not implemented
WARNING!!! Item id = pistolrammer not implemented
WARNING!!! Item id = pistolboom not implemented
WARNING!!! Item id = pistolsponge not implemented
WARNING!!! Item id = pistol205 not implemented
WARNING!!! Item id = pistol206 not implemented
WARNING!!! Item id = pistol202 not implemented
WARNING!!! Item id = bladecompasses not implemented
WARNING!!! Item id = bladeboathook_1 not implemented
WARNING!!! Item id = bladeflag_pir not implemented
WARNING!!! Item id = bladeanchor not implemented
WARNING!!! Item id = pistoldart not implemented
WARNING!!! Item id = bladeaxe5 not implemented
WARNING!!! Item id = bladeA2 not implemented
WARNING!!! Item id = pistolsponge not implemented
WARNING!!! Item id = bladebarrel not implemented
WARNING!!! Item id = bladeaxe4 not implemented
WARNING!!! Item id = bladeA17 not implemented
WARNING!!! Item id = pistolrammer not implemented

Incorrect location id for location character's ship (location  not found)
This is quite bizarre, since those items ARE defined in initItems.c!

That last line is probably not a problem. But @Jack Rackham: Is it still possible to do anything about that? To put the player's ship at least somewhere?

Assassin (Spanish Main): No apparent problems.

Bartolomeu (Spanish Main): Has these error.log entries:
Code:
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 53
missed attribute: location
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 53
null ap
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 53
no rAP data
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 54
missed attribute: location
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 54
null ap
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 54
no rAP data
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 53
missed attribute: location
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 53
null ap
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 53
no rAP data
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 54
missed attribute: location
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 54
null ap
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 54
no rAP data
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 53
missed attribute: location
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 53
null ap
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 53
no rAP data
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 54
missed attribute: location
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 54
null ap
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 54
no rAP data
RUNTIME ERROR - file: items\initItems.c; line: 3729
function 'InitQuestItem' stack error
RUNTIME ERROR - file: items\initItems.c; line: 3729
function 'InitQuestItem' stack error
RUNTIME ERROR - file: items\initItems.c; line: 3729
function 'InitQuestItem' stack error

Brave Black Flag (Golden Age of Piracy): No apparent problems.

Devlin Opera (Early Explorers): No weird errors at all. However, I did notice:
Code:
ItemLogic: Loaded model ammo\\BuildingItemsJRH\ladder_very_big
@Jack Rackham: Do you know why that is in use in the "Remond_Port" location? Looks like it is on purpose:
Code:
  //JRH -->
   Locations[n].locators_radius.goto.very_nice = 1.0;

   Locations[n].locators_radius.randitem.randitem2 = 0.01;
   Locations[n].items.randitem2 = "bladebarrel";

   Locations[n].locators_radius.randitem.randitem3 = 0.01;
   Locations[n].items.randitem3 = "ladder_very_big";
  //<-- JRH
But that is not apparently a problem.

Gold-Bug (Napoleonic):
No problems, apart from:
Code:
Incorrect location id for location character's ship (location Charleston_Port not found)

Hornblower (Napoleonic): No apparent problems. Only this:
Code:
Template <runto> -> path not found chr.id = Ant_soldier_6
SETTING MUSIC: music_eng_town
SETTING MUSIC: music_eng_town
Template <runto> -> path not found chr.id = Ant_soldier_6
Template <runto> -> path not found chr.id = Ant_soldier_6
@Bartolomeu o Portugues, have you seen those types of errors before? Do you know what might trigger them?

Jack Aubrey (Revolutions): No apparent problems.

Jack Sparrow (Colonial Powers):
No apparent problems.
Did catch this log:
Code:
Main character's twin found!!!
If I recall, that is OK and is a message that is generated when a random character is being generated with the player character model.
If that happens, then another model is chosen to prevent there from being more than 1 of the player character model in the game.
The starting model of "Fawn" is quite a common one, so this should be nothing to worry about.

Jean Lafitte (Napoleonic): No apparent problems.

La Croix (Golden Age of Piracy): No apparent problems.



Originally posted here: http://www.piratesahoy.net/threads/new-fetch-quest-for-3-3-needs-testing.21152/page-12#post-497508
Moved to a separate thread since the issue it was posted for appears to have been resolved and these are more general issues.
 
Woodes Rogers (Golden Age of Piracy): Gives these compile.log entries on Start New Game:
Code:
WARNING!!! Item id = bladep2 not implemented
WARNING!!! Item id = pistolb1 not implemented
WARNING!!! Item id = bladep6 not implemented
WARNING!!! Item id = bladeA17 not implemented
WARNING!!! Item id = bladeA2 not implemented
WARNING!!! Item id = bladeA5 not implemented
WARNING!!! Item id = bladep6 not implemented
WARNING!!! Item id = pistol_armchair not implemented
WARNING!!! Item id = blade3carpets not implemented
WARNING!!! Item id = bladearmchair not implemented
WARNING!!! Item id = bladebarrel not implemented
WARNING!!! Item id = pistolbarrel not implemented
WARNING!!! Item id = bladeglobe not implemented
WARNING!!! Item id = bladebasket not implemented
WARNING!!! Item id = pistoldart not implemented
WARNING!!! Item id = pistolthrowaxe not implemented
WARNING!!! Item id = pistolthrowaxe not implemented
WARNING!!! Item id = pistolthrowaxe not implemented
WARNING!!! Item id = pistolthrowaxe not implemented
WARNING!!! Item id = pistoldart not implemented
WARNING!!! Item id = pistoldart not implemented
WARNING!!! Item id = pistoldart not implemented
WARNING!!! Item id = bladeA5 not implemented
WARNING!!! Item id = bladespyglass6 not implemented
WARNING!!! Item id = pistol201 not implemented
WARNING!!! Item id = pistol201 not implemented
WARNING!!! Item id = bladeladle not implemented
WARNING!!! Item id = pistolrammer not implemented
WARNING!!! Item id = pistolboom not implemented
WARNING!!! Item id = pistolsponge not implemented
WARNING!!! Item id = pistol205 not implemented
WARNING!!! Item id = pistol206 not implemented
WARNING!!! Item id = pistol202 not implemented
WARNING!!! Item id = bladecompasses not implemented
WARNING!!! Item id = bladeboathook_1 not implemented
WARNING!!! Item id = bladeflag_pir not implemented
WARNING!!! Item id = bladeanchor not implemented
WARNING!!! Item id = pistoldart not implemented
WARNING!!! Item id = bladeaxe5 not implemented
WARNING!!! Item id = bladeA2 not implemented
WARNING!!! Item id = pistolsponge not implemented
WARNING!!! Item id = bladebarrel not implemented
WARNING!!! Item id = bladeaxe4 not implemented
WARNING!!! Item id = bladeA17 not implemented
WARNING!!! Item id = pistolrammer not implemented
This is quite bizarre. The JRH if-statement in initItems.c IS being executed properly.
Also, "pistoldart" and "pistolthrowaxe" are being initialized quite normally.
This will be a quite serious issue if those items are indeed not there!

Problem is also in the current modpack upload dating to 3 Jan 2015.

Bartolomeu (Spanish Main): Has these error.log entries:
Code:
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 53
missed attribute: location
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 53
null ap
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 53
no rAP data
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 54
missed attribute: location
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 54
null ap
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 54
no rAP data
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 53
missed attribute: location
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 53
null ap
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 53
no rAP data
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 54
missed attribute: location
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 54
null ap
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 54
no rAP data
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 53
missed attribute: location
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 53
null ap
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 53
no rAP data
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 54
missed attribute: location
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 54
null ap
RUNTIME ERROR - file: Loc_ai\types\LAi_guardian.c; line: 54
This was easily fixed. The Rocket Enemies used for testing didn't have a location set for them.
I added the attribute now, set for "none" which has fixed those errors.

This still remains though:
Code:
RUNTIME ERROR - file: items\initItems.c; line: 3729
function 'InitQuestItem' stack error
Which is also PROPER bizarre! If you out-comment the "offending" line, the error remains on that line!
Yes, an error.log entry from a line that has ONLY a comment on it. That is NOT normal!
 
Last edited:
Further testing reveals that:
- Reverting the ITEMS folder to its (near) Beta 3.2 state does NOT solve the problem
- This DOES move the error to yet another line that has NOTHING to do with the line where it was before

So we definitely have another crazy mystery on our hand. The real error is probably somewhere completely else. :modding
 
Nope, I definitely do NOT like this error.
I am afraid it may be another of those "random stuff cropping up where it doesn't belong" ones, such as the one we caught earlier today.
Hopefully @Levis can have a look at it as well some time. I am running out of time for today. :(

What I will do is to make an install of the 9 Nov 2014 Beta 3.3 WIP version that I still have.
If necessary then, I can start putting stuff in until these errors start to show up.
But as before, I hope we may be able to avoid that.... :rolleyes:
 
This still remains though:
Code:
RUNTIME ERROR - file: items\initItems.c; line: 3729
function 'InitQuestItem' stack error
Which is also PROPER bizarre! If you out-comment the "offending" line, the error remains on that line!
Yes, an error.log entry from a line that has ONLY a comment on it. That is NOT normal!

Seen that happen before. Often its a problem in a makearef function then or a declaration of a reference which goes haywire. I will look into these errors later.
 
Forgot to mention, I also increased the MAX_ITEMS number temporarily for testing purposes, but that made no difference to this whatsoever.
 
I have just done a quick test on this in the Beta 3.3 WIP dating to 9 Nov 2014.
The Woodes Rogers log messages were in that version as well! But the Bartolomeu one wasn't.

To make this even more stupid, when I use GiveItem2Character to give myself some of those items that supposedly are "not implemented", I actually DO GET THEM!
So they HAVE been initialized and the game DOES know them! So what is it complaining about? :modding

@Jack Rackham: How about the compile.log in your own game version? Do you have these messages too?
 
This still remains though:
Code:
RUNTIME ERROR - file: items\initItems.c; line: 3729
function 'InitQuestItem' stack error
Which is also PROPER bizarre! If you out-comment the "offending" line, the error remains on that line!
Yes, an error.log entry from a line that has ONLY a comment on it. That is NOT normal!
Problem found. Finishing up the fix now.
 
Fix for the Bartolomeu issue now included here: http://www.piratesahoy.net/threads/simplified-build-14-beta-3-3-wip-code.23064/
Turns out the reason should have been quite obvious: The new quest items weren't coded as normal quest items, so the game got nicely confused. :confused:
Anyway, that is cleared up now and I cleaned up the formatting in the two relevant files too.

Well because I was looking trough it here is a list of all things happening when you start a new game in the order they happen.
The one is bold is causing the errors cause the quest items aren't yet initialized while the characters are already initializing.
Ah, so THAT's the reason! That does make sense.
Should we then move CharactersInit to after the InitItems call?

Alternatively, generate the characters without their items in the character init files and give the items later on in StartStoryline.c .

I have tried to increase almost every number I could find in items.h No difference.
That's what I tried at first too. But if it is indeed to order of the code, that isn't going to work. :facepalm
 
So which ones are still left?
 
The following things remain:

Woodes Rogers (Golden Age of Piracy): Gives this compile.log entry on Start New Game:
Code:
Incorrect location id for location character's ship (location  not found)
That last is probably not a problem. But @Jack Rackham: Is it still possible to do anything about that? To put the player's ship at least somewhere?

Devlin Opera (Early Explorers): No weird errors at all. However, I did notice:
Code:
ItemLogic: Loaded model ammo\\BuildingItemsJRH\ladder_very_big
@Jack Rackham: Do you know why that is in use in the "Remond_Port" location? Looks like it is on purpose:
Code:
  //JRH -->
   Locations[n].locators_radius.goto.very_nice = 1.0;

   Locations[n].locators_radius.randitem.randitem2 = 0.01;
   Locations[n].items.randitem2 = "bladebarrel";

   Locations[n].locators_radius.randitem.randitem3 = 0.01;
   Locations[n].items.randitem3 = "ladder_very_big";
  //<-- JRH
But that is not apparently a problem.

Gold-Bug (Napoleonic):
No problems, apart from:
Code:
Incorrect location id for location character's ship (location Charleston_Port not found)

Hornblower (Napoleonic): No apparent problems. Only this:
Code:
Template <runto> -> path not found chr.id = Ant_soldier_6
SETTING MUSIC: music_eng_town
SETTING MUSIC: music_eng_town
Template <runto> -> path not found chr.id = Ant_soldier_6
Template <runto> -> path not found chr.id = Ant_soldier_6
@Bartolomeu o Portugues, have you seen those types of errors before? Do you know what might trigger them?
 
Devlin sounds to me like its not an error. There is just an buildset thing added.
the ship errors are probably because a location is seet wrong or not set at all.
For hornblower also just missing some attributes I guess.
 
Devlin sounds to me like its not an error.
Indeed definitely not an error. I'm just wondering why @Jack Rackham added that, because I can't remember the reason. :facepalm

the ship errors are probably because a location is seet wrong or not set at all.
In those storylines, the player has no ship at the beginning at all.
For Woodes Rogers, eventually you do get a ship. But on the Gold-Bug one, there simply is no sailing involved and therefore no ship.
So these errors are very much most likely of no concern.
 
WoodesRogers: Howard Pyle has no ship from start (marooned), maybe I set something wrong.
 
I'm pretty sure you set things up right. The game apparently just still doesn't quite understand the player not having a ship.

Perhaps I should see where that log message is generated and disable it if you don't have a ship. Will check this evening.
 
Woodes Rogers and Gold-Bug missing ship log message is easily fixed in their StartStoryline.c . Replace this:
Code:
string loadPort;
With this:
Code:
string loadPort = "";
That leaves only the Hornblower path error and I'm not too fussed about that.
Perhaps @Bartolomeu o Portugues, @Jack Rackham or @Short Jack Gold might have a clue on that one?
 
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