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    Maelstrom New Horizons


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Build 14 Alpha 7 Plus Full Version

i'm not sure wether i want to confront myself with a wall of bugs once again. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> i've been having to do that way too many times already. although i might give it a shot once i get build 13 again, which might be soon enough.
 
<!--quoteo(post=218756:date=Oct 24 2007, 05:27 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 24 2007, 05:27 PM) [snapback]218756[/snapback]</div><div class='quotemain'><!--quotec-->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" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Serious testing sounds like <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> serious fun !!!
... and since I have been enjoying migself with the 14a+full for really many hours a day... i'm positive
you won't experience any shortage of qualified feed back... assuming there are sea dogs out there appreciating the new features and new quests just as much as I do.
<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Issue the guidelines for testing and make a statement regarding the house rules...
then you pick and choose, I'm sure
<img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
Hmm I had found that by moving the the files beginning sails out of the ships folder and into the sails folder I can restore some of the basic sails. I however haven't got all of them back by doing this so if someone could list (or better attach) the required files and where they need to be I would appreciate it.
 
<!--quoteo(post=218762:date=Oct 24 2007, 06:01 PM:name=Shingen)--><div class='quotetop'>QUOTE(Shingen @ Oct 24 2007, 06:01 PM) [snapback]218762[/snapback]</div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->I was thinking of starting with Build 13 Full. Then add Update 3. Then start with the Alphas.

<!--quoteo(post=218762:date=Oct 24 2007, 06:01 PM:name=Shingen)--><div class='quotetop'>QUOTE(Shingen @ Oct 24 2007, 06:01 PM) [snapback]218762[/snapback]</div><div class='quotemain'><!--quotec-->Would we post bugs here on on the bug-tracker? Also, how long would each testing phase last approx.?<!--QuoteEnd--></div><!--QuoteEEnd-->We want to have the whole thing done within a foreseeable time and there will probably be a whole bunch of phases, so I think each phase should range from a couple of days to a week or so. I think I'll start a thread for this purpose tomorrow. Then the discussion can just take place in that thread. Once we have established the main problems of the current testversion, we can continue with the next. Hopefully that will allow us to find out when certain bugs are introduced and possibly when certain bugs are fixed. It will help if certain people would deliberately try to search for certain bugs that have been previously reported. It might also help if each tester would focus on a different aspect of the game. But I suppose we should discuss a bit more how we are going to handle this properly. All ideas and suggestions are welcome.

<!--quoteo(post=218779:date=Oct 24 2007, 07:53 PM:name=fudge dragon)--><div class='quotetop'>QUOTE(fudge dragon @ Oct 24 2007, 07:53 PM) [snapback]218779[/snapback]</div><div class='quotemain'><!--quotec-->Hmm I had found that by moving the the files beginning sails out of the ships folder and into the sails folder I can restore some of the basic sails. I however haven't got all of them back by doing this so if someone could list (or better attach) the required files and where they need to be I would appreciate it.<!--QuoteEnd--></div><!--QuoteEEnd-->Did you run the postinstall.exe file in your main modpack folder? That should move all sails to the right place. See also <a href="http://www.piratesahoy.com/forum/index.php?s=&showtopic=11066&view=findpost&p=218386" target="_blank">this</a> thread.
 
Ah that could be a problem. Reading that thread I am running the game using the mod installer. This means that I am performing the actions from batch files by hand so stuff ends up in the right mod folders, as just running the batch files would in fact muck stuff up. Any idea who originally wrote postinstall.exe and/or and what exactly it moves and to where.
 
Pirate_KK wrote it. It is basically a batch file made into an .EXE somehow. I am not entirely sure what exactly it moves. It moves the sails and renames some ships. I used to have a .BAT version of the file, but not anymore. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
Right. I've PMed pirate KK for some answers. Hopefully he can find the time to help we when he gets a break from alpha 8 before I encounter one of those CTDs you mentioned in the no sails thread <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

Come to think of it I may already of had one <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
I can see CTDs occurring when you don't run postinstall.exe and the game wants to load a ship that was to be renamed by that program.
 
<!--quoteo(post=218756:date=Oct 24 2007, 11:27 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 24 2007, 11:27 AM) [snapback]218756[/snapback]</div><div class='quotemain'><!--quotec-->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" /><!--QuoteEnd--></div><!--QuoteEEnd-->

OK, I'm game and I have "real world" experience in a software testing environment, both from a development perspective (code) and from a Alpha/Beta/User Acceptance testing perspective. In addition to testing, I have some limited knowledge of the code and can help with bug fixes.

It will need to be a systematic effort, including documenting all the efforts. This means that we'll need to start with a stable "working" version, add one mod/change at a time, generate test conditions for that change, assign those test conditions to testers, test the change, report any bugs, fix the bugs, and then go on to the next mod/change.

This will require that we have individual mod changes, and not wholesale changes in one test round. Do we have this kind of info available, i.e., mods separated into discreet code units OR do we simply have the various alpha versions with many mods/changes in them?

Here's a generic plan:
- Choose the testing team
- Choose the stable version to start testing
- Identify discreet mods to be tested (and not simply "this is stuff from Build 14 Alpha 1", etc.)
- Create a ranked list of all the mods to be tested (according to complexity and/or some other measurement)
- Generate a tentative schedule/project plan for testing based upon the ranking(s). Should be posted somewhere that only the test team has access. This should be updated and kept as the "master" project plan.
- Update the bug tracker and assign a team leader

Here's a generic process for the actual testing:
- Generate test conditions using a standard template, then adapt (choose appropriate conditions) for each mod (e.g., Interface, Land, Sea, Battle, Land Fight, New Quest, New Characters, New Ships, New Items, etc.). This will probably be the most time consuming part of the process, as we will have to identify lots of conditions (toggled mods off/on and various combos)
- Assign test conditions to testers. It would probably be a good idea to have certain testers always use certain mod toggles to make things go smoother. E.g., someone always tests with "expert" toggles (AMMOMOD on, WEAPOSNMOD on, FOOD on, etc), some others test with "beginner" settings and some others test with "mixed" settings.
- Team leader creates and uploads new files for testing, identifying the exact change made
- Perform tests and report bugs from test conditions
- Fix bugs and re-test conditions until bugs are fixed
- Repeat this process for the next test cycle (next mod/change) with the "new" stable version

Let me know when we are ready to start, as I'm at a slow time for my consulting business until the end of the year and have some free time over the next couple of months.

kevin
 
I am going to start a thread for this tomorrow. I have no time anymore today. I would suggest taking Build 13 Full as first test version, because we don't have many Pre Buid 13 Beta versions anymore, not to mention Build 13 is supposed to be stable. Then we can use Build 13 Update 3 just to make sure that Update 3 is in fact better than Build 13 Full. Then we will add the various mods on top of that. I think first we should start with the new locations, ships and characters. In theory these should cause no new bugs. Then we can add the quests, which in theory should also work fine. Then the truly complicated work begins as we have to seperate certain mods from the Alphas. It is indeed a good idea to not just take the Alpha versions as test versions, but instead add the mods one by one.
 
Hey guys. Pirate_KK kindly provided me with a batch file version of postinstall.exe (its still on the build FTP should anyone else need it)

However when trying to adapt it I came across this code,
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->del PROGRAM\LOCATIONS\init\mods\ship.c
del PROGRAM\SEA_AI\BOAL_Cabin.c
del PROGRAM\SEA_AI\BOAL_Crew.c
del PROGRAM\sound.c
del PROGRAM\SOUND.H
del RESOURCE\Textures\BATTLE_INTERFACE\blackpearl.tga.tx
del RESOURCE\Textures\BATTLE_INTERFACE\brigs.tga.tx
del RESOURCE\Textures\BATTLE_INTERFACE\cicons_locators.tga.tx
del BuildSettings.h
del preset.bat

move PROGRAM\SOUND.H PROGRAM\Sound<!--c2--></div><!--ec2-->

The higher code delete sound.H but then the bottom line goes to move it. Could this be causing the sound problems some people encounter (with the quiet sound)
 
<!--quoteo(post=218794:date=Oct 24 2007, 08:51 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 24 2007, 08:51 PM) [snapback]218794[/snapback]</div><div class='quotemain'><!--quotec-->I think first we should start with the new locations, ships and characters. In theory these should cause no new bugs. Then we can add the quests, which in theory should also work fine. Then the truly complicated work begins as we have to seperate certain mods from the Alphas. It is indeed a good idea to not just take the Alpha versions as test versions, but instead add the mods one by one.<!--QuoteEnd--></div><!--QuoteEEnd-->

One favour. The transfer speed rate of your site is slow (max. 30 ko/sec). Could you put the bigger files (AOP town, new ships, characters and so on..) on Filefront for instance ?
 
<!--quoteo(post=218854:date=Oct 25 2007, 03:00 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE(bartolomeu o portugues @ Oct 25 2007, 03:00 PM) [snapback]218854[/snapback]</div><div class='quotemain'><!--quotec-->One favour. The transfer speed rate of your site is slow (max. 30 ko/sec). Could you put the bigger files (AOP town, new ships, characters and so on..) on Filefront for instance ?<!--QuoteEnd--></div><!--QuoteEEnd-->

That's weird as I was getting speeds in excess of 300kb/sec and compared to what my usual download speeds are that was fast. I was downloading at 6:30 GMT mind.
 
Well I've figured out why Malcolm doesn't appear on deck during the tutorial

DeckMedium and DeckLow are missing their Goto locators that are used in that section.

From this I can assume that the boarding problems are also down to missing locators (or just placed clipping an impassable object)

Now if only I could figure out how to add locators without a lot of trial and error I would be able to produce a fix. How does this locatorwrite thingamabob I've noticed in my POTC folders work?
 
Open locators in files: use locators: write to => edit the locators with a text editor => save changes => in tool locators: read from file => save locator file => delete the outdated file and remove the _x from the modified filename.
 
<!--quoteo(post=218852:date=Oct 25 2007, 02:36 PM:name=fudge dragon)--><div class='quotetop'>QUOTE(fudge dragon @ Oct 25 2007, 02:36 PM) [snapback]218852[/snapback]</div><div class='quotemain'><!--quotec-->The higher code delete sound.H but then the bottom line goes to move it. Could this be causing the sound problems some people encounter (with the quiet sound)<!--QuoteEnd--></div><!--QuoteEEnd-->I think that might be the cause for Build 14 Alpha 7 causing a crash upon startup. But I don't think it could cause the quiet sound problems. That problem is probably caused elsewhere.

<!--quoteo(post=218854:date=Oct 25 2007, 04:00 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE(bartolomeu o portugues @ Oct 25 2007, 04:00 PM) [snapback]218854[/snapback]</div><div class='quotemain'><!--quotec-->One favour. The transfer speed rate of your site is slow (max. 30 ko/sec). Could you put the bigger files (AOP town, new ships, characters and so on..) on Filefront for instance ?<!--QuoteEnd--></div><!--QuoteEEnd-->You sure? As far as I know my site is usually pretty quick. Not always though. But once we have established the Build 14 name, I can make a Build 14 profile on the ModDB and mirror all Alpha files there, which would make sure we always have a mirror and should also always provide a quick connection.

<!--quoteo(post=218890:date=Oct 25 2007, 07:14 PM:name=fudge dragon)--><div class='quotetop'>QUOTE(fudge dragon @ Oct 25 2007, 07:14 PM) [snapback]218890[/snapback]</div><div class='quotemain'><!--quotec-->Well I've figured out why Malcolm doesn't appear on deck during the tutorial
DeckMedium and DeckLow are missing their Goto locators that are used in that section.
From this I can assume that the boarding problems are also down to missing locators (or just placed clipping an impassable object)<!--QuoteEnd--></div><!--QuoteEEnd-->All very true. That is exactly the cause. You might want to hold back on fixing it though. I am pretty sure both Pirate_KK and Maximus are also working on it and there's no point in doing double work. Even worse: If Pirate_KK or Maximus add some new locators or change other things in those files, you work will have been for naught. And I'm pretty sure they're messing around with those files. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
hmm if that's the case can locators be placed on top of one another?

If they can I might just pile the needed locators one on top of the other as a temporary fix.

I'm dying to board something and not be hacked to shreds by a mast.
 
I think that should be quite possible. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Just one more query about locators. I've used a function to give me x,y,z and a rotation (ay) how do I go about using ay in XX,XY,XZ,YX,YY,YZ,ZX,ZY and ZZ
 
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