• 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!

Beta 6 Bugs

Fix2 is the one that works for that bug.

Sounds like some other issue. What I fixed was when you end up killing everyone and the fort is yours and you were presented with a "black screen" and no way to progress.

Dead people and looting is totally different.

Jason: what are your autoloot settings?
 
<!--quoteo(post=169607:date=Nov 2 2006, 06:30 AM:name=Nosie)--><div class='quotetop'>QUOTE(Nosie @ Nov 2 2006, 06:30 AM) [snapback]169607[/snapback]</div><div class='quotemain'><!--quotec-->Since nobody seems to be interested I wish you all goodby and good luck! <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Perhaps you would consider taking some C programming classes at the local community college during your down time away from the game. Then you could get your feet wet with the rest of us.

On my part, 635.75 hours in 53 days working on the game equates to 12 hours a day, every day. Other modders probably have similar schedules. It's not that people aren't interested, it's that they're damned busy. And in this case, the problem has already been fixed by Hat.

I understand players' frustration. Just keep in mind that it's even more frustrating for the modders.

Hook
 
<i>In regards to jason's looting problem:</i>

I think the problem is, you don't auto-loot bodies of stuff below a certain quality. And if auto-loot is on, it removes those items from their bodies, but if they are of too low quality it wont GIVE them to you. However, they are gone from the body.

Thus, you cant manually loot the body of those items, as they were already removed.

Need to know your exact settings for AUTOLOOT_ON, CORPSEMODE, and AUTOLOOT_BOARDINGS.
 
auto loot settings 2-0-1 which yields auto looting during boarding of the enemy you kill and lootable corpses on land.

The combat worked like it did during boarding but couldn't get to the conclusion in the fort.

What does fix 1 fix?

Hat, I am probably not being clear so let me try again. With fix 2 I got the the weapons on gold from the guys I killed, just like boarding.

I went through two levels of combat and couldn't go further.
 
Fix 1 was the first attempt, but it broke the 'goods' listing on the colony ransack screen. Fix 2 then fixed that both those problems. (I will remove the first fix, so not to cause further confusion, whoops!)

You arn't even able to GET to the end screen? Hmm.... thats some other problem yeah... odd.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->You arn't even able to GET to the end screen? Hmm.... thats some other problem yeah... odd.<!--QuoteEnd--></div><!--QuoteEEnd-->


Nope stuck after to levels of combat.
 
<!--quoteo(post=169645:date=Nov 2 2006, 07:36 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 2 2006, 07:36 PM) [snapback]169645[/snapback]</div><div class='quotemain'><!--quotec-->
..........

On my part, 635.75 hours in 53 days working on the game equates to 12 hours a day, every day. Other modders probably have similar schedules. It's not that people aren't interested, it's that they're damned busy. And in this case, the problem has already been fixed by Hat.

I understand players' frustration. Just keep in mind that it's even more frustrating for the modders.

Hook
<!--QuoteEnd--></div><!--QuoteEEnd-->

Youch!! no wonder you were feeling some burn mr Hook!! Whenever i get like that, i force myself to get away from the screen, infact these days i force myself away from the screen BEFORE i get to that stage. I make sure every other day i go cycle/walk in the park, even when a game design is bursting to get out.

<b>Bug Update</b>

REF: Sound Issues+Video Setting controls

Guess who didnt run 'english.bat' after his last round of fresh PotC install+betas? whats the phrase we are using:
"you can call me a bungling idiot in public 10 times."

After running english.bat all my sound issues(lack of npc dialogue etc) AND the 'broken' video settings sliders all worked as they should, either it was that or just an issue with my previous installation? <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> I'll delete those bugs from my main post on page 1.

I've started over again and now i'll be looking for the bug of slightly odd surrender behaviour between ships, so i'm just using stock beta6 and will see how it goes before trying again the 'mass surrender' fix from hook.

Other than that it seems to be mainly Quest issues and forts(that is half fixed?).
 
Forts is fixed from the point if you GET to the town ransack screen. However Jason appears to be having an issue where he gets stuck halfway (after second level of fighting) before he gets to that point. The fix I did to forts was so that the end interface works for you (not a black screen of death). The problem jason is having may be burried in boarding.c ... and I am completely unfamiliar with that code.

I've done some quest fixes as I saw them while fixing my own bad mistake. Those should all show up in the next beta 7 pieter said. I just need to get him those files...
 
It sounds like any other boarding where you get stuck on one deck and cannot proceed. These were usually caused by an enemy stuck at some locator outside the scene. I'll have another look at the locator code to see if I can figure out why it's happening.

Hook
 
Ahoy,

Hook and Hat,

Thanks for looking for this fort probelm.

I am now encountering the issue of the numerous CTDS in ship to ship combat. Very frequent always when encountering mulitple ships and trying to fight through them.
 
Please expand the description of "getting stuck on the second deck." Do you stand around unable to proceed or does the screen simply go black?

Hook
 
A quick look at the code showed a likely problem.

LAi_boarding.c, about line 1658, remove the line that calls UpdateGroupLeader(). I wasn't thinking about forts when I put that in there, so I didn't put in code to make sure it's not callled when "boarding" a fort.

The function call shouldn't be there anyway, as the code does not work in all cases and can cause other problems.

Hook
 
I'll get that line removed in Beta 7. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=169512:date=Nov 1 2006, 12:26 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 1 2006, 12:26 PM) [snapback]169512[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=169465:date=Oct 31 2006, 05:37 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Oct 31 2006, 05:37 PM) [snapback]169465[/snapback]</div><div class='quotemain'><!--quotec-->
...I should be sorry that I abused the sword locator to make to make a passage that nobody really needs. (There are enough others) But that was almost two years ago, when i wasn't able to create new locators, and that one was the only fitting one availlable.

The sins of my youth... <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

I distinctly remember you asking on the message board if people wanted the sword put back on that locator.
No one replied that they did, as I recall, and I said that I didn't miss it.
But then again as you said, that was almost 2 years ago.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Man, you remember such details ? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> I wish I had your memory <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I cant remember what I did 2 days ago <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
<!--quoteo(post=170092:date=Nov 5 2006, 02:40 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 5 2006, 02:40 PM) [snapback]170092[/snapback]</div><div class='quotemain'><!--quotec-->
...Man, you remember such details ? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> I wish I had your memory <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Well I did a lot of testing of extended Oxbay and even helped you track down which exit locators were missing.
I tend to remember the things I have directly involved myself with.
 
<b>CTD when in ship-to-ship combat bug</b>(not able to replicate)

build details:

1.potc(my origonal potc cd engine.exe dated 30/08/03 size 1,184kb)
2.12.1(full) - run runme.bat after install
3.pre-build13(base)
4.beta6(no other fixes etc)
5.run english.bat(resolves issues with missing sounds)


STAGE 1:

looking for crash on the hourly change.

1. leave oxbay under portugese flag
2. sail south-eastwards around nearest headland(out of forts gun area)
3. raise british flag to engage the 3 french ships

Ok i've done this 3 times this morning, and as yet havent been able to find the hourly change example of this bug. All three times i managed to stay alive long enough to witness a change of weather(which happens on the hour), but no CTD.
I have however seen examples of the mass surrender bug thing - one british ship surrenders(white flag seen through spyglass) other ship retains british flag(so not technicaly surrenderd) but stops fighting/being fired at.

STAGE 2:

looking for crash using F1/F2 while in ship-to-ship combat.

1. followed same steps 1-3 as above.
2. enter F2 screen and moved officers around, then back to game - no problem
3. enter F1 screen and adjusted screen brightness/sound levels, then back to game - no problem

I also made sure to test these steps while in both the external 3D sailing view and the 'on-ship' views. I used a few different starting ships+different game starts(different main chars/different officers). I just cant seem to get this bug to work for me?

Does it involve boarding action - like maybe when you've boarded one of the french ships, then go into either the F1/F2 menu screens?

I am using my origonal cd engine.exe(details of which i've added to the build details at the top), rather than the one that came with most of the new beta's, mainly because the game launch icon looks better on my desktop. Other than that i cant think what would be different in my build to the guys getting this bug?
I've put the engine.exe i'm using on the ftp if anyone wants to test it in place of the ones from the betas.

This bug has alluded my attempts to test for it so far <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

<b>Surrender bugs</b>

I have seen more odd behaviour for ship surrenders during this testing period.

After escaping with a sinking ship(it would have sunk if i had stayed in the 3D mode) to greenford to get repairs, i thought i'd try some flag changing there.

1. Sailed out of greenford and headed north-east between the headland and the rock outcrop(to get away from forts guns). Two british ships in the area patrolling(Tartane, Fluet(?))
2. Raised French flag
3. Neither ship became hostile to me - neither fired at me. but the fort started fireing at me.
4. Tartane 'surrendered to enemy'(not sure this was me as i hadnt shot at it?) went from a grey cannon site to a green on when it surrendered.
5. The larger ship remained as a grey edged site target(so not red/hostile) - still didnt engage me.

One thing about the fort fireing, i was about 1600 yards out from the fort, and it seemed to always be firing at the Tartane instead(which was close to me, nearer the rock outcrop)? atleast its aim was off in that ships direction - not that it seemed to be hitting it, just the water and rock outcrop it was next to?

Questions:

1. Why didnt the two british ship become hostile to me when i raised the french flag? But the fort did?
2. Why did the Tartane surrender when it had taken no damage?
3. What is the maximum range of a forts cannons?(so i can determine if the fort was really fireing at the Tartane, or had maybe just reached its range limit and was trying to get me).
 
Bart:

It only appears to happen if you join in on the fight. I've never seen it just by sailing around a bunch of ships. Happens after I've at least hit another ship with cannon fire. So make sure to engage ships.

Hook says the french bug is when one of those ships is ready to surrender, so you have to really wail on them all to lower their morale to get surrenders.

As for surrenders and other ships in the fleet no longer fighting, I really think its just the way it works. Ships in a fleet take a big morale hit when they lose a ship of their own. Many times, I've seen other ships run away after one of their own ships surrendered. When they are in 'flee' mode, they don't fire.

You should try using Beta 7 for further testing, as there have been fixes to the boarding/captains code. At least we would know if you get any screwy things, its not due to the older beta.

Also, if you want to persue the surrendering thing, there is an issue on the bug tracker with a test file for a slightly altered surrendering fix, to possibly fix some troubles in that area, but its totally TEST ONLY material. Not to be used with beta 6... only beta 7.
 
<!--quoteo(post=170152:date=Nov 6 2006, 03:30 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 6 2006, 03:30 PM) [snapback]170152[/snapback]</div><div class='quotemain'><!--quotec-->
Bart:

It only appears to happen if you join in on the fight. I've never seen it just by sailing around a bunch of ships. Happens after I've at least hit another ship with cannon fire. So make sure to engage ships.

Hook says the french bug is when one of those ships is ready to surrender, so you have to really wail on them all to lower their morale to get surrenders.

.....................

You should try using Beta 7 for further testing, as there have been fixes to the boarding/captains code. At least we would know if you get any screwy things, its not due to the older beta.

Also, if you want to persue the surrendering thing, there is an issue on the bug tracker with a test file for a slightly altered surrendering fix, to possibly fix some troubles in that area, but its totally TEST ONLY material. Not to be used with beta 6... only beta 7.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Well i have been engaging them - exchanging cannon fire(hitting....sometimes!) etc, still the amount of damage i can inflict on them in a cutter or a Lugger(or any game start ship+game start officers with low skills) is limited - i'd been figuring i'd been doing pretty well to survive long enough for the weather to change <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
And by 'french bug' you mean the Oxbay siege right?

I've updated my post before you posted this, and will check beta7. Still i believe Jason had been complaining about this CTD bug in beta6 also, and untill i can replicate it, its going to be hard for me to look for in the other earlier betas to see which beta introduced it.

So suggestions on how to gaurantee i can reproduce it? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Back
Top