• 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!

Build 13 Beta

<!--quoteo(post=162740:date=Sep 21 2006, 01:01 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 21 2006, 01:01 PM) [snapback]162740[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=162731:date=Sep 21 2006, 06:43 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Sep 21 2006, 06:43 PM) [snapback]162731[/snapback]</div><div class='quotemain'><!--quotec-->
Do you guys hear it when you draw your sword?
I don't.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Last time I checked, I did hear it.
<!--QuoteEnd--></div><!--QuoteEEnd-->
This is what I get.

-----------------------------------------------------------
Error summary
-----------------------------------------------------------
Error.log
-----------------------------------------------------------
RUNTIME ERROR - file: seadogs.c; line: 766
Save - ARef to non existing attributes branch

-----------------------------------------------------------
Compile.log
-----------------------------------------------------------
Gauging: StartGauging
Gauging: starting init
Gauging: nations
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
Gauging: islands
Init weathers complete. 320 weathers found.
Gauging: weather
Gauging: perks
InitModels: Total number of models: 314
Gauging: models
Gauging: goods
Gauging: ifaces
Main_LogoVideo() 0
PauseAllSounds
ResetSoundScheme
proc_break_video()
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 572
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: load options
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
Init character names complete.
ResetSoundScheme
Init character names complete.
Gauging: start new game
Gauging: start NPC init
n is 2
Gauging: done NPC init
Gauging: done second pass through char array
Gauging: ng iface
Gauging: ng initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 572
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: load options
Gauging: infoshow
Gauging: ng initgame stop
Gauging: start reinit
InitModels: Total number of models: 314
Gauging: Models
Gauging: nosave
Gauging: RM mod and rumors
Gauging: shipberthing
Gauging: CRs
Gauging: KR mod
Gauging: FBQ
Gauging: towns
Gauging: fill stores
Gauging: update all towns
Gauging: itrade update
Gauging: Enc Officers
Gauging: CabinCaptains
Gauging: reinit stop
Gauging: load mch in first
!!! Reload to 432
LoadLocation(ref loc) Tutorial_Deck
LocLoadShips: Can't find Location.locators.ships in location: Tutorial_Deck
ItemLogic: On load location Tutorial_Deck
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade1
Gauging: done load mch in first
ResetSoundScheme
SetSoundScheme: residence
SETTING MUSIC: music_gubernator
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 432
reload_island_index = -1
reload_location_index = 92
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Tutorial_Deck
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_port
ItemLogic: On load location Oxbay_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\pistol1
ItemLogic: Loaded model items\\potion
running qcase beg
ResetSoundScheme
SetSoundScheme: port
AddSoundScheme: land_day
AddSoundScheme: seashore_weather_rain
SETTING MUSIC: music_gorod

-----------------------------------------------------------
System.log
-----------------------------------------------------------
Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
Techniques: 9 shaders compiled.
Techniques: 180 techniques compiled.
Techniques: compiled by 102795168 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Unable to open resource\sounds\notebook_note
Unable to open resource\sounds\notebook_note
Unable to open resource\sounds\notebook_note
Unable to open resource\sounds\notebook_note
Unable to open resource\sounds\notebook_note
Ship Boat doesn't have fire places
Can't load texture resource\textures\LIGHTING\AMMO\SHADOW.TGA.tx
Warning: NPCharacter -> trace node not found
Can't load texture resource\textures\LIGHTING\AMMO\SHADOW.TGA.tx
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Unable to open resource\sounds\sword_sh
Unable to open resource\sounds\sword_wind
Unable to open resource\sounds\man_attack
Unable to open resource\sounds\sword_wind
Unable to open resource\sounds\sword_wind
Unable to open resource\sounds\sword_out
Unloading
System exit and cleanup:
Mem state: User memory: 3028 MSSystem: 2032 Blocks: 127
 
Your paths are all wrong. For example, sword_sh is in the folder RESOURCE\Sounds\OBJECTS\DUEL, not resource\sounds. I'm not sure how you got that other than your sound_alias.ini file is messed up. The entry for that looks like this in my file:

name = OBJECTS\DUEL\sword_sh.wav

Hook
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Hook

Part of what bugs me is that I've been looking at this all evening.

My sound_alias.ini has the right paths, and the wav files are in the right place and can be played in media player.

POTC modhelper seems to be saying that, in spite of the wav files and the sound_alias.ini being correct, some code in the game is looking for them in the wrong place. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->You can try setting both to 1. Then your blade should decrease in quality after EVERY SINGLE BLOCK. That way, you can check if the code works at all. If you can confirm that the code works, try setting it to 100 and see if that seems well-balanced to you.<!--QuoteEnd--></div><!--QuoteEEnd-->

Good I will try that.


Here is another issue that has cropped up. When you return from Oxbay with the chest and encounter Blair and Barbossa outside the tavern the correct pattern if you choose opiton one is dialogue-fight-dialogue and surrender the chest. What I am getting is dialogue-fight-dialogue - fight. And they won't stop fighting. I have removed my officers so they don't engage and there are no guards or civilians involved so I think someone should check the code.
 
I just moved my sword_sh.wav file to the desktop and ran the game and got the following error:

Unable to open resource\sounds\OBJECTS\DUEL\sword_sh.wav

So the system.log is reporting the correct path. Lemme go dig around to see if I can find why the path isn't getting set correctly.

Hook
 
Petros: looks like the only thing that can be messed up is your sound_alias.ini file. Please upload it so I can have a look at it. There may be something odd in it somewhere that's not obvious.

Hook
 
Pieter,

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->You can try setting both to 1. Then your blade should decrease in quality after EVERY SINGLE BLOCK. That way, you can check if the code works at all. If you can confirm that the code works, try setting it to 100 and see if that seems well-balanced to you.<!--QuoteEnd--></div><!--QuoteEEnd-->

I set it to 1 and it definetly works so now it is a matter of balance. I will play awhile with it set to 100.
 
<!--quoteo(post=162949:date=Sep 22 2006, 12:13 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Sep 22 2006, 12:13 PM) [snapback]162949[/snapback]</div><div class='quotemain'><!--quotec-->
Petros: looks like the only thing that can be messed up is your sound_alias.ini file. Please upload it so I can have a look at it. There may be something odd in it somewhere that's not obvious.

Hook
<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for looking into this. Here is the file.
[attachmentid=682]
 
Your file is identical to mine, so the problem isn't there.

Look in engine.ini and tell me if you have the lines:

[sound]
sound path = resource\sounds\

For that matter, post your engine.ini file here as well.

We'll get this thing solved one way or another.

Hook
 
Am I the only one with this problem?

This is my engine.ini

modules path = modules\
full_screen = 0
;screen_x = 800
;screen_y = 600
screen_x = 1024
screen_y = 768
;screen_x = 768
;screen_y = 576
lockable_back_buffer = 0
screen_bpp = D3DFMT_X8R8G8B8
texture_degradation = 0
controls = pcs_controls
program_directory = PROGRAM
run = seadogs.c
show_fps = 0
safe_render = 1
texture_log = 0
geometry_log = 0
;offclass = soundservice
mem_profile = memory.mp
startFontIniFile = resource\ini\fonts.ini
font = interface_normal
numoftips = 0
tracefilesoff = 0
[script]
debuginfo = 1
codefiles = 0
runtimelog = 0

[sound]
sound path = resource\sounds\

[stats]
memory_stats = 0
update_mem_profile = 0
 
I tried with your settings (very similar to mine) and had no problems, sword_sh still gave the proper directory path if it was missing.

Is your sound_alias.ini file in the RESOURCE\INI\ALIASES folder?

Also look in the MODULES folder for Sound.dll. The size and date on mine are 57,344 bytes and November 12, 2004, 7:19:58 PM. This dll file has the path to the sound_alias.ini file.

Hook
 
While we're at it, do a search to find out how many "sound_alias" files you have, and where they are. It's possible that one of the English.BAT files or whatever made an additional copy somewhere and you're looking at the wrong one.

Hook
 
<!--quoteo(post=163014:date=Sep 22 2006, 04:31 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Sep 22 2006, 04:31 PM) [snapback]163014[/snapback]</div><div class='quotemain'><!--quotec-->
I tried with your settings (very similar to mine) and had no problems, sword_sh still gave the proper directory path if it was missing.

Is your sound_alias.ini file in the RESOURCE\INI\ALIASES folder?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes it is.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Also look in the MODULES folder for Sound.dll. The size and date on mine are 57,344 bytes and November 12, 2004, 7:19:58 PM. This dll file has the path to the sound_alias.ini file.<!--QuoteEnd--></div><!--QuoteEEnd-->

Exactly the same, down to the byte and second!

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
While we're at it, do a search to find out how many "sound_alias" files you have, and where they are. It's possible that one of the English.BAT files or whatever made an additional copy somewhere and you're looking at the wrong one.<!--QuoteEnd--></div><!--QuoteEEnd-->

I have several and they are all in their proper locations in differently named POTC installations.
I know we are looking at the correct one in my B13 beta setup.
 
I moved the sound_alias.ini file out of the folder, ran the game, and got dozens of lines of errors on sounds.

Unable to open resource\sounds\step_carpet
Unable to open resource\sounds\some_sound_residence
Unable to open resource\sounds\step_wood
Unable to open resource\sounds\nightinsects0
Unable to open resource\sounds\river
Unable to open resource\sounds\people_talk_town
Unable to open resource\sounds\seagull
Unable to open resource\sounds\sword_wind
Unable to open resource\sounds\step_stone
Unable to open resource\sounds\sword_inbody
Unable to open resource\sounds\sword_sh
Unable to open resource\sounds\guardian
Unable to open resource\sounds\sword_slide
Unable to open resource\sounds\man_hit
Unable to open resource\sounds\man_attack
Unable to open resource\sounds\blade
Unable to open resource\sounds\dead

Over 350 errors in just a few seconds. Does your system log look like that, or do you just get a few errors?

Hook
 
Just starting a new game I only get these:

Unable to open resource\sounds\notebook_note
Unable to open resource\sounds\sword_sh
Unable to open resource\sounds\sword_out
Unable to open resource\sounds\sword_sh
Unable to open resource\sounds\sword_wind
Unable to open resource\sounds\man_attack

Other sounds seem to play OK, footsteps, dogs, etc.
 
Firstly let me say mates, im definatly non hardcore, so bugs/issues i find usually stem from my playstyle which is for fun gameplay not challanges, to that effect i play on apprentice.

I updated the Bug Tracker, Most notable bugs are Food and Rum running out quickly while doing the Oxbay tutorial quests (repairing ship and recruiting crew) Makes it hard to buy more food in the beginning of the game. Also Completely Stuck upon landing in Conceciao docks.

Also the Numpad Cheat keys dont work for some reason. i remember them working for the P13 Build Base.
 
I guess the next thing to try is to start the game by double clicking directly on Engine.EXE. Don't go through a shortcut or use the mod helper. If you get the sounds, the problem is with the way you start the game. If you don't get the sounds, the problem is likely with your installation.

Do you get a few errors at first, but the errors go away and you can hear the sword later? If so, the sound_alias file may not be completely loaded at the time you get the errors and you can ignore it. If you never get the sword sound, something else is messed up. All the sounds you mention are near the end of the sound_alilas file, so it might be loading part of the file but not all of it.

I can't find anything wrong with your sound_alias file - it's the same as mine. Same with the engine.ini file. The game acts as if part of the sound alias file is missing for some reason. Unless you have some very different code from what I have, most of those sounds aren't called anywhere in the code; they're called from the game engine.

If you get the same problem with every different installation you have, with both new games and saved games, then the problem is outside the code itself. If you get the problem when you start the game by doubleclicking on Engine.exe then it's your system or your installation. I don't think there's anything you could do at the keyboard to keep the sound_alias file from completely loading, but in case you're bashing on keys while the game loads, try not doing that.

Let me know if you find out anything more.

Hook
 
About the sounds: IncredibleHat once discovered something when messing with music files. If you add more music cases to music_alias.ini, eventually some sounds start disappearing from the game. Suggestion to Petros: Remove all sound-related files from your RESOURCE\INI\ALIASES folder, then add the files again from the Pre Build 13 files.

<!--quoteo(post=162936:date=Sep 22 2006, 05:19 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 22 2006, 05:19 PM) [snapback]162936[/snapback]</div><div class='quotemain'><!--quotec-->
Here is another issue that has cropped up. When you return from Oxbay with the chest and encounter Blair and Barbossa outside the tavern the correct pattern if you choose opiton one is dialogue-fight-dialogue and surrender the chest. What I am getting is dialogue-fight-dialogue - fight. And they won't stop fighting. I have removed my officers so they don't engage and there are no guards or civilians involved so I think someone should check the code.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I think I know why that happens. In the first dialog, they ask you to surrender the chest. You can do so straight away. If you don't, they'll fight. Then the second dialog shows up. They will ask you again. If you refuse again, they'll fight again until you're dead. Perhaps the dialog showed up, but you accidentally pressed [Space] because you were still fighting, which would continue the dialog and start the death-fight. I could change the order of the dialog options, so that the default dialog option will be to surrender the chest, so you won't accidentally start the death-fight.

<!--quoteo(post=163050:date=Sep 23 2006, 03:14 AM:name=CapnLenaMarie)--><div class='quotetop'>QUOTE(CapnLenaMarie @ Sep 23 2006, 03:14 AM) [snapback]163050[/snapback]</div><div class='quotemain'><!--quotec-->
Also the Numpad Cheat keys dont work for some reason. i remember them working for the P13 Build Base.
<!--QuoteEnd--></div><!--QuoteEEnd-->
You need to set "ENABLE_CHEATMODE" to 1 in PROGRAM\BuildSettings.h; otherwise the cheats won't work. If doing that doesn't work for you, reset the controls to default and see what happens.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=163050:date=Sep 23 2006, 03:14 AM:name=CapnLenaMarie)--><div class='quotetop'>QUOTE(CapnLenaMarie @ Sep 23 2006, 03:14 AM) [snapback]163050[/snapback]</div><div class='quotemain'><!--quotec-->
Also the Numpad Cheat keys dont work for some reason. i remember them working for the P13 Build Base.
<!--QuoteEnd--></div><!--QuoteEEnd-->
You need to set "ENABLE_CHEATMODE" to 1 in PROGRAM\BuildSettings.h; otherwise the cheats won't work. If doing that doesn't work for you, reset the controls to default and see what happens.
<!--QuoteEnd--></div><!--QuoteEEnd-->



Still nothing Pieter, I looked in the files and it was already set to 1 and i reset the controls to default and still nothing.
 
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