• 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 14 Alpha 7 Plus Full Version

In Alpha 7 Plus it is done through the Options>Advanced options menu. Have a look in there. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Ahoy Mates,

I have been away for a few weeks dealing with a family emergency. Anything new in the realm of bugfixes, and stabliziations?
 
I am sorry to hear that. Also I am sorry to tell you that we have no better stabilization. In fact, my current game version is worse than ever.
 
MAYBE, I found a solution for my quests. Since Build alpha 14/6, I have some of my quests (Turks help, Missing man and Santiago quest) messed up by a bug (the characters attack the player without any reason). But in Tempquestcharacters, I almost deleted all the "ch.nation" from my characters and now my quests work. (File compatible with Build 14 Alpha 7 Plus)
 
Thanks. That does pose the question: Why would the .nation attribute cause that bug? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I walked around many times in towns of nations to which I am hostile and nobody would attack me even though they DO have the .nation attribute set.
 
well, it might have something to do with it. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> as i said before, you can expect just about anything with these bugs.
 
hey i was just wondering if anyone has improved or found an easier way to start of with a desired ship. cause i'm not to familiar with console.c and how it opperates so i'm having to run an older version work with my ship that i'm trying to make and i'd like to play with it in the new version so see if anything changes with it.
 
Alpha 7 Plus: Remove the ship class check in PROGRAM\INTERFACE\option_screen.c: if(sti(ship.Class)>=6)
Use the Options>Advanced Options screen now to change the starting ship selection.
 
<!--quoteo(post=218583:date=Oct 23 2007, 11:12 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 23 2007, 11:12 AM) [snapback]218583[/snapback]</div><div class='quotemain'><!--quotec-->I walked around many times in towns of nations to which I am hostile and nobody would attack me even though they DO have the .nation attribute set.<!--QuoteEnd--></div><!--QuoteEEnd-->
I can explain this difference but with the characters of my quests the difference is real. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> . Anyway, Build 14 Alpha 7 Plus is so complex that only with luck, we could find what's the problem <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
We probably need to make another WinMerge compare between Alpha 7 and Alpha 7 Plus. But what we REALLY need is more people to work on that. Some other people to do that WinMerge compare who actually have got knowledge of the code. Whenever I make a compare, usually I just mess around, hoping to do the right thing. Especially with complex code. Really my complete lack of real programming knowledge is most unhelpful. Pirate_KK and Maximus are much better in that respect, but Pirate_KK is having plenty of trouble of his own with Alpha 8 and Maximus is usually unavailable. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
I had a strange bug. Was attacked by some pirate ships, proceeded to sea view and found myself short of sails!
<a href="http://img337.imageshack.us/my.php?image=missingsailsww3.png" target="_blank"><img src="http://img337.imageshack.us/img337/7350/missingsailsww3.th.png" border="0" class="linked-image" /></a>
 
Did the sails return later? Can you select sails in the Sails interface? Do they return after that?
 
<!--quoteo(post=218748:date=Oct 24 2007, 03:45 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 24 2007, 03:45 PM) [snapback]218748[/snapback]</div><div class='quotemain'><!--quotec-->We probably need to make another WinMerge compare between Alpha 7 and Alpha 7 Plus. But what we REALLY need is more people to work on that. Some other people to do that WinMerge compare who actually have got knowledge of the code. Whenever I make a compare, usually I just mess around, hoping to do the right thing. Especially with complex code. Really my complete lack of real programming knowledge is most unhelpful. Pirate_KK and Maximus are much better in that respect, but Pirate_KK is having plenty of trouble of his own with Alpha 8 and Maximus is usually unavailable. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Sorry Pieter to be so pessimist but the situation is awful. Maybe the solution would be you install Build 13 and you add all the stable stuff (AOP towns, new ships, my quests and so on) and after you will install one by one the mods added in build Alpha 14. And when you find that new bugs appear you will know that the mod mustn't be added to the final version of Build 14. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
I wholeheartedly agree. I am thinking we should try and put in some serious effort to get this whole messy issue sorted out, rather than have everybody messing around seperately. I propose the following: We establish a bugfixing team consisting out of one modder (probably me) and several game testers. Then the testers all take Build 13 and playtest that for a while, then the modder makes a modpack version including the stable stuff for Build 13, then we test again and so on and so on. So we add the mods one by one, testing inbetween. What do you think of that? Who would be willing to help with such an effort?
 
<!--quoteo(post=218754:date=Oct 24 2007, 04:10 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 24 2007, 04:10 PM) [snapback]218754[/snapback]</div><div class='quotemain'><!--quotec-->I wholeheartedly agree. I am thinking we should try and put in some serious effort to get this whole messy issue sorted out, rather than have everybody messing around seperately. I propose the following: We establish a bugfixing team consisting out of one modder (probably me) and several game testers. Then the testers all take Build 13 and playtest that for a while, then the modder makes a modpack version including the stable stuff for Build 13, then we test again and so on and so on. So we add the mods one by one, testing inbetween. What do you think of that? Who would be willing to help with such an effort?<!--QuoteEnd--></div><!--QuoteEEnd-->
Agreeeeddddd <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> But we need another testers : TTT, Morgan Terror and so on.....
 
Exactly. We need to actually establish an "official" team of people who want to decicate their time and efforts to squashing the current mayhem. Not the random testing and bug reports that we have currently, but an actual dedicated team and a focused bug-catching effort. In theory all we need is one modder and a couple of testers. It'll take a while to get it all ironed out, considering it's many mods and many people don't have much time to spare, but I think it needs to be done. Otherwise we keep messing around. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
I could commit to be a tester, though I don't have much knowledge of modding this game. I'll look at and read through the tutorials and see if I can make sense of them.

BTW, which B13 version would you start with? I've not had very much luck with B13Final/Full, (as I stated previously), but the PreB13 ( Post B12.1), I haven't had any issues with.

Would we post bugs here on on the bug-tracker? Also, how long would each testing phase last approx.?
 
Back
Top