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No, he didn't. He only ever tried it for the AoP 2 source code anyway.
Is that new? It IS weird!
That sound effect depends on the difficulty level. You do get the sound on Apprentice and Journeyman, but not on Adventurer and Swashbuckler.
I just tested at Bonaire with a 24 hour wait and I got the sound just fine.
Where are you not getting it? Perhaps one of the dialog files isn't correct?
I kept as much of Pirate_KK's changed models code as I could, but restored everything else to its Beta 2.5 state. See attached.
Not sure if this has any other unwanted side-effects though, so it needs to be tested.
Let me know if any model-related errors show up in the log files or if you see wrong-period soldiers or weapon-less characters that DO fight or anything similar.
Also, the tailor shops should work properly again. Let me know if they don't.
The armor code is back to Beta 2.5 state too. Eventually I'll try to fix up Pirate_KK's version of it.
Yep, I noticed it too. It *might* be related to the models issues. Extract attached to your main game folder, then start a new game. See if it behaves better then.
Indeed it was Apprentice level.
Which town? And which storyline?Cuba
Extract to your main game folder. Actually, try the attached one instead. I think I managed to fix the NEW version of the armor mod to work without problems.Wher3e does the model fix go?
Which town? And which storyline?
Extract to your main game folder. Actually, try the attached one instead. I think I managed to fix the NEW version of the armor mod to work without problems.
I will try this one in the main game folder.
As Pillat says, should be working normally again.Tailor shop still broken?
No, he didn't. He only ever tried it for the AoP 2 source code anyway.
Is that new? It IS weird!
That sound effect depends on the difficulty level. You do get the sound on Apprentice and Journeyman, but not on Adventurer and Swashbuckler.
I just tested at Bonaire with a 24 hour wait and I got the sound just fine.
Where are you not getting it? Perhaps one of the dialog files isn't correct?
gX = 0; gY = 52 - stf(rCharacter.ship.SubmergeDutchman); gZ = -2;
CreateParticleSystemX("dutchman_emerge",fX - gX*cos(fAY) + gZ*sin(fAY), fY + gY, fZ + gX*sin(fAY) + gZ*cos(fAY), 0.0, 3.0, 0.0, 2);
//PauseAllSounds(); // PB: Is this necessary?
FadeOutMusic(100000);
PlaystereoOGG("music_emerge_dutchman");
rCharacter.ship.PlayedSplash = 1;
No more crashes? Success at last!Pieter: Tortuga works fine now.
If you DON'T hire him, you mean? Indeed you're right. Fixed!If we're already on Tortuga: did you know that you can get the aztec compass infinite often?
Puerto Rico doesn't crash now.Will test Port Royale's tailor shop now.
Hum, no. Saw those bastardly Americans again. That was too much to wish for, of course.In fact, in my quick test, it seemed to be working BETTER than before because I didn't see those two Portuguese/American soldier models that were ALWAYS there.
Can anyone confirm that observation?
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 2447
no rAP data
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 2447
invalid index -1 [size:900]
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 2447
process event stack error
RUNTIME ERROR - file: seadogs.c; line: 720
Save - ARef to non existing attributes branch
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 356
Using reference variable without initializing
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 356
no DST
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 356
process event stack error
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 2296
missed attribute: name
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 2296
no rAP data
RUNTIME ERROR - file: quests\quests.c; line: 433
invalid index -1 [size:2250]
RUNTIME ERROR - file: quests\quests.c; line: 433
function 'CharacterFromID' stack error