Hello all, I have been trying to set up 8CompMax (adding the ability to have 7 other ships in your fleet) manually and Extended Mooring System on my installation of GOF Full v1.2 Patch 1. I was aware of the following bugs. Occasional crashes with a fleet of 8 against whatever else and a funky issue with the port control office.
I can live with the large fleet crash. But, the port control office crash...
Whilst "parking" ships in port control the dialog options stop responding to controls. Effectly traping you in a dialog.
- Is there a way to fix this?
- Does anybody have any other conflict issues they have noticed so i dont get caught by supprise?
- Is there a way to get around the inresponsive port control dialog by closing the dialog screen and starting again?
- Does anybody here know what causes the glitch.
- Is there a way to optimize the incompatibility.
- Is there a limit to how many moorings you can have? it works more times than not with 7 moorings but if you modify the EMS to give 20... pooooof. you have to force a ctd to get out of the dialog freeze and restart.
I knew i was getting into this when i dared combined both 8compmax and EMS (plus)
Below is a piece of code from the Common_portman.c that seems to show the max ammount of moorings available at port control. Is that right and have i written in the number '7' correctly. It was originally 5
"ShipStock_1":
if (sti(NPChar.Portman) >= 7) // {*} BUHO-EMS: Max ships in dock, originally 3.
{
dialog.text = DLG_TEXT_BASE[143];
Link.l1 = DLG_TEXT_BASE[144];
Link.l1.go = "exit";
Below is a piece of code from the Common_portman.c that seems to show specific info on individual moorings. To increase the total ammount of moorings i did what the original extended seems to have done. Copied and pasted 2 blocks' from the original 3 and changed a couple of digits (no offence intended). Have i done it right?
case "ShipStockManBack_1":
NPChar.ShipToStoreIdx = sti(NPChar.Temp.ShipToStoreId1);
dialog.text = DLG_TEXT_BASE[175];
Link.l1 = DLG_TEXT_BASE[176];
Link.l1.go = "ShipStockManBack";
Link.l2 = DLG_TEXT_BASE[177];
Link.l2.go = "exit";
break;
case "ShipStockManBack_2":
NPChar.ShipToStoreIdx = sti(NPChar.Temp.ShipToStoreId2);
dialog.text = DLG_TEXT_BASE[178];
Link.l1 = DLG_TEXT_BASE[179];
Link.l1.go = "ShipStockManBack";
Link.l2 = DLG_TEXT_BASE[180];
Link.l2.go = "exit";
break;
case "ShipStockManBack_3":
NPChar.ShipToStoreIdx = sti(NPChar.Temp.ShipToStoreId3);
dialog.text = DLG_TEXT_BASE[181];
Link.l1 = DLG_TEXT_BASE[182];
Link.l1.go = "ShipStockManBack";
Link.l2 = DLG_TEXT_BASE[183];
Link.l2.go = "exit";
break;
//// {*} BUHO-EMS - ADDED CODE - Space for 2 more ships in the docks.
case "ShipStockManBack_4":
NPChar.ShipToStoreIdx = sti(NPChar.Temp.ShipToStoreId4);
dialog.text = DLG_TEXT_BASE[175];
Link.l1 = DLG_TEXT_BASE[176];
Link.l1.go = "ShipStockManBack";
Link.l2 = DLG_TEXT_BASE[177];
Link.l2.go = "exit";
break;
case "ShipStockManBack_5":
NPChar.ShipToStoreIdx = sti(NPChar.Temp.ShipToStoreId5);
dialog.text = DLG_TEXT_BASE[181];
Link.l1 = DLG_TEXT_BASE[182];
Link.l1.go = "ShipStockManBack";
Link.l2 = DLG_TEXT_BASE[183];
Link.l2.go = "exit";
break;
//// {*} BUHO END ADDITION
//// {*} JONESIES EXTRA MOORINGS - START
case "ShipStockManBack_6": <-----
NPChar.ShipToStoreIdx = sti(NPChar.Temp.ShipToStoreId4); <------ SHOULD THIS BE ID6 ONWARDS?
dialog.text = DLG_TEXT_BASE[175];
Link.l1 = DLG_TEXT_BASE[176];
Link.l1.go = "ShipStockManBack";
Link.l2 = DLG_TEXT_BASE[177];
Link.l2.go = "exit";
break;
case "ShipStockManBack_7":
NPChar.ShipToStoreIdx = sti(NPChar.Temp.ShipToStoreId5);
dialog.text = DLG_TEXT_BASE[181];
Link.l1 = DLG_TEXT_BASE[182];
Link.l1.go = "ShipStockManBack";
Link.l2 = DLG_TEXT_BASE[183];
Link.l2.go = "exit";
break;
//// {*} JONESIES EXTRA MOORINGS - END
Thank you for your time and patience
I can live with the large fleet crash. But, the port control office crash...
Whilst "parking" ships in port control the dialog options stop responding to controls. Effectly traping you in a dialog.
- Is there a way to fix this?
- Does anybody have any other conflict issues they have noticed so i dont get caught by supprise?
- Is there a way to get around the inresponsive port control dialog by closing the dialog screen and starting again?
- Does anybody here know what causes the glitch.
- Is there a way to optimize the incompatibility.
- Is there a limit to how many moorings you can have? it works more times than not with 7 moorings but if you modify the EMS to give 20... pooooof. you have to force a ctd to get out of the dialog freeze and restart.
I knew i was getting into this when i dared combined both 8compmax and EMS (plus)
Below is a piece of code from the Common_portman.c that seems to show the max ammount of moorings available at port control. Is that right and have i written in the number '7' correctly. It was originally 5
"ShipStock_1":
if (sti(NPChar.Portman) >= 7) // {*} BUHO-EMS: Max ships in dock, originally 3.
{
dialog.text = DLG_TEXT_BASE[143];
Link.l1 = DLG_TEXT_BASE[144];
Link.l1.go = "exit";
Below is a piece of code from the Common_portman.c that seems to show specific info on individual moorings. To increase the total ammount of moorings i did what the original extended seems to have done. Copied and pasted 2 blocks' from the original 3 and changed a couple of digits (no offence intended). Have i done it right?
case "ShipStockManBack_1":
NPChar.ShipToStoreIdx = sti(NPChar.Temp.ShipToStoreId1);
dialog.text = DLG_TEXT_BASE[175];
Link.l1 = DLG_TEXT_BASE[176];
Link.l1.go = "ShipStockManBack";
Link.l2 = DLG_TEXT_BASE[177];
Link.l2.go = "exit";
break;
case "ShipStockManBack_2":
NPChar.ShipToStoreIdx = sti(NPChar.Temp.ShipToStoreId2);
dialog.text = DLG_TEXT_BASE[178];
Link.l1 = DLG_TEXT_BASE[179];
Link.l1.go = "ShipStockManBack";
Link.l2 = DLG_TEXT_BASE[180];
Link.l2.go = "exit";
break;
case "ShipStockManBack_3":
NPChar.ShipToStoreIdx = sti(NPChar.Temp.ShipToStoreId3);
dialog.text = DLG_TEXT_BASE[181];
Link.l1 = DLG_TEXT_BASE[182];
Link.l1.go = "ShipStockManBack";
Link.l2 = DLG_TEXT_BASE[183];
Link.l2.go = "exit";
break;
//// {*} BUHO-EMS - ADDED CODE - Space for 2 more ships in the docks.
case "ShipStockManBack_4":
NPChar.ShipToStoreIdx = sti(NPChar.Temp.ShipToStoreId4);
dialog.text = DLG_TEXT_BASE[175];
Link.l1 = DLG_TEXT_BASE[176];
Link.l1.go = "ShipStockManBack";
Link.l2 = DLG_TEXT_BASE[177];
Link.l2.go = "exit";
break;
case "ShipStockManBack_5":
NPChar.ShipToStoreIdx = sti(NPChar.Temp.ShipToStoreId5);
dialog.text = DLG_TEXT_BASE[181];
Link.l1 = DLG_TEXT_BASE[182];
Link.l1.go = "ShipStockManBack";
Link.l2 = DLG_TEXT_BASE[183];
Link.l2.go = "exit";
break;
//// {*} BUHO END ADDITION
//// {*} JONESIES EXTRA MOORINGS - START
case "ShipStockManBack_6": <-----
NPChar.ShipToStoreIdx = sti(NPChar.Temp.ShipToStoreId4); <------ SHOULD THIS BE ID6 ONWARDS?
dialog.text = DLG_TEXT_BASE[175];
Link.l1 = DLG_TEXT_BASE[176];
Link.l1.go = "ShipStockManBack";
Link.l2 = DLG_TEXT_BASE[177];
Link.l2.go = "exit";
break;
case "ShipStockManBack_7":
NPChar.ShipToStoreIdx = sti(NPChar.Temp.ShipToStoreId5);
dialog.text = DLG_TEXT_BASE[181];
Link.l1 = DLG_TEXT_BASE[182];
Link.l1.go = "ShipStockManBack";
Link.l2 = DLG_TEXT_BASE[183];
Link.l2.go = "exit";
break;
//// {*} JONESIES EXTRA MOORINGS - END
Thank you for your time and patience