• New Horizons on Maelstrom
    Maelstrom New Horizons


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Build 14 Alpha 8

<!--quoteo(post=297891:date=Jan 17 2009, 05:52 AM:name=giuliootto)--><div class='quotetop'>QUOTE (giuliootto @ Jan 17 2009, 05:52 AM) <a href="index.php?act=findpost&pid=297891"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=297839:date=Jan 17 2009, 03:15 AM:name=Estharos)--><div class='quotetop'>QUOTE (Estharos @ Jan 17 2009, 03:15 AM) <a href="index.php?act=findpost&pid=297839"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How did you install it, I can start the game, go to storyline selection, set my character then click start to end up on a black screen with full of error.

Please look <a href="http://forum.piratesahoy.net//index.php?s=&showtopic=12547&view=findpost&p=297596" target="_blank">here</a> for more info.

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Estharos,

This is my installation sequence:

1) Install POTC;
2) Install build13_full.exe;
3) Remove program folder;
4) Remove resource\ini folder;
5) Remove resource\models\locations\decks folder;
6) Install b14_alpha8_full.exe;
7) Run Runme.bat;
<img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> Copy on top the "SJG Upload Files 14.8 Jan09";
9) Copy on top the "SJG 7 Zipped 14.8 files 1-15-09".

Thats all <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye, bye,
giuliootto
<!--QuoteEnd--></div><!--QuoteEEnd-->

Damn me forgot to delete folders <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Thanks mate,

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Sadly thing today: I gone to Martinica to take ammonition barque; but after kill the franch captain in the tavern the game stuck. The main quest is still broken <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

I only see this in the system.log:

Unable to open resource\sounds\dead_fra
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
DIALOG: Invalid text or links, emergency exit! (last link = )
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
 
Anything from error log???


Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
I think this line is the one that's the problem:

DIALOG: Invalid text or links, emergency exit! (last link = )

Hook
 
<!--quoteo(post=298008:date=Jan 18 2009, 06:00 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jan 18 2009, 06:00 AM) <a href="index.php?act=findpost&pid=298008"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In that case we'd have to check the applicable dialog file.<!--QuoteEnd--></div><!--QuoteEEnd-->The dialog is that for: Amiel Berangere
The error only occurs if the fight option is chosen.
The dialog follows:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->case "Node_3":
            dialog.snd = "Voice\AMBE\AMBE004";
            d.Text = "If you want this job, you must be in even worse shape than I am. But why on earth should let you have it?";
            Link.l1 = "Because if you refuse, I'll kill you.";
            Link.l1.go = "Node_4";
            Link.l2 = "I'll pay you more than the French. That shouldn't be hard.";
            Link.l2.go = "Node_5";
            Link.l3 = "We both know you don't really want to sail anywhere.";
            Link.l3.go = "Node_6";
                break;
        case "Node_4":
            dialog.snd = "Voice\AMBE\AMBE005";
            d.Text = "Thousand devils! Let's see if you're as good as you think!";
            Link.l1 = "I'll show you, scoundrel!";
            Link.l1.go = "Fight_exit";
            Link.l2 = "Just kidding. I'll pay you more than the French.";
            Link.l2.go = "Node_5";
        break;<!--c2--></div><!--ec2-->
then:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        case "Fight_exit":
            Diag.CurrentNode = Diag.TempNode;
            DialogExit();
            AddDialogExitQuest("blaze_fighting_with_amiel_berangere");
        break;<!--c2--></div><!--ec2-->Which leads to code:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        case "blaze_fighting_with_amiel_berangere":
            LAi_LocationFightDisable(&Locations[FindLocation("Falaise_de_fleur_tavern_upstairs")], false);
            //---Ýìèëü íàïàäàåò íà Áëýéçà
            LAi_SetImmortal(characterFromID("Amiel Berangere"), false);
            LAi_ActorAttack(characterFromID("Amiel Berangere"), PChar, "");
            locations[FindLocation("Falaise_De_Fleur_tavern_upstairs")].reload.l1.disable = 1;
            //----Îòêëþ÷àåòñÿ ëîêàòîð âûõîäà èç êîìíàòû
            //-------Óáèìðàåì íåíóæíîãî Ôàóñòà Ãàñêå
            ChangeCharacterAddress(characterFromID("Faust Gasquet"), "None", "");
            
            Pchar.quest.Story_BlazeStartsThinkAboutGramota.win_condition.l1 = "NPC_death";
            Pchar.quest.Story_BlazeStartsThinkAboutGramota.win_condition.l1.character = "Amiel Berangere";
            Pchar.quest.Story_BlazeStartsThinkAboutGramota.win_condition = "Story_BlazeStartsThinkAboutGramota";
        break;<!--c2--></div><!--ec2-->
The fight starts and player kills Amiel Berangere <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
which should lead to:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        case "Story_BlazeStartsThinkAboutGramota":
            LAi_LocationFightDisable(&Locations[FindLocation(pchar.location)], true);
            Pchar.Dialog.CurrentNode = "Story_FindBerangereDocuments";
            LAi_QuestDelay("Story_BlazeStartsThinkAboutGramota_2", 2.0);
        break;

        case "Story_BlazeStartsThinkAboutGramota_2":
            LAi_SetActorType(pchar);
            LAi_ActorSelfDialog(pchar, "");
        break;<!--c2--></div><!--ec2-->

However - in-game at this point the dialog goes to blaze type (player talking to himself) and repeats the line:
"Thousand devils! Let's see if you're as good as you think!"
and the game freezes at this point.

Sooo.... it seems that as the Blaze dialog is missing from storyline section, and the game is not seeing it in the main dialog file.
I am basing this logic on the clue Giuliootto gave me when he said that the Rheims dialog did not show up till he copied it over (see his previous post) [thanks for that Giuliootto <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> ]

And when I looked - blaze dialog is not present in storyline, further than that nor is the character names file present in RESOURCE\INI\TEXTS\ENGLISH\Storyline\Standard
so I have added it and will see what that does.

[I've put all this here so others might learn - or not! - if I'm wrong here <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> ]
It means a new game - so that will take a while to prove the point.
 
I *think* that all characters that are initialized in PROGRAM\Storylines\[Storyline]\Characters also must have their dialogs in the applicable Storyline's folder.
All characters initialized in PROGRAM\Characters need their dialog file in the regular PROGRAM\DIALOGS folder.
If a character in the Storyline folder has the same ID as the one in the regular folder, the Storyline character will overwrite the original.
Therefore, in such a case, the dialog must also be in the Storyline folder.
However, above is just plain assumption on my part based on how I think it should work.
Pirate_KK would be able to shed some definite light on this, considering he made the mod. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=298169:date=Jan 18 2009, 07:03 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jan 18 2009, 07:03 PM) <a href="index.php?act=findpost&pid=298169"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I *think* that all characters that are initialized in PROGRAM\Storylines\[Storyline]\Characters also must have their dialogs in the applicable Storyline's folder.
All characters initialized in PROGRAM\Characters need their dialog file in the regular PROGRAM\DIALOGS folder.
If a character in the Storyline folder has the same ID as the one in the regular folder, the Storyline character will overwrite the original.
Therefore, in such a case, the dialog must also be in the Storyline folder.
However, above is just plain assumption on my part based on how I think it should work.
Pirate_KK would be able to shed some definite light on this, considering he made the mod. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->I tend to agree with your logic.
I had previously REMOVED Silehard's dialog.c and .h files from the "regular" dialog folder and put them in the standard storyline one.
This worked - (as that is the mod Giuliootto is playing) - and it works in my game as well.
I did this as I was beginning to worry regarding the number of files we were getting in the total game download.
I appreciate that if Silehard appears in another story, that story would require it's own Silehard dialog.

It would be good to get some clarification of this from Pirate KK though.

(P.S. Uploaded file changes in SJG UpDated Files 14.8 18Jan09.7z - these are individual files that I have changed)
 
Silehard is used only in the standard storyline. In all other storylines, Brin is the governor of Redmond.
 
<!--quoteo(post=298231:date=Jan 19 2009, 06:10 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jan 19 2009, 06:10 AM) <a href="index.php?act=findpost&pid=298231"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Silehard is used only in the standard storylines. In all other storylines, Brin is the governor of Redmond.<!--QuoteEnd--></div><!--QuoteEEnd-->My comment was meant as a general statement, not specific to Silehard <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Regarding the Amiel Berangere dialog problem (Killing him upstairs in the Falaise_De_Fleur Tavern) - (the other options, like paying him work with no problem)
After playing it over and over checking each section I think the part the 14.8 program doesn't like is:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Event("QuestSceneCommand", "ssass", "gotopoint", "", PChar, "goto", "goto2");
    Event("QuestSceneCommand", "ssa", "stay", "", PChar);
    Event("QuestSceneCommand", "ssass", "TurnByLocator", "", PChar, "goto", "goto2");
    Event("QuestSceneCommand", "ssass", "gotopoint", "", PChar, "goto", "goto1");<!--c2--></div><!--ec2-->

So I suggest this mod (if you are pretty confident about modding the quest reaction file. (if not you'll have to wait for the next upload <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> )
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        case "Story_BlazeStartsThinkAboutGramota":        
            LAi_LocationFightDisable(&Locations[FindLocation(pchar.location)], true);
            Pchar.Dialog.CurrentNode = "Story_FindBerangereDocuments";
            LAi_QuestDelay("Story_BlazeStartsThinkAboutGramota_2XX", 2.0); // SJG Jan 19 2009
        break;
        
        case "Story_BlazeStartsThinkAboutGramota_2XX": // SJG Jan 19 2009
            LAi_SetPlayerType(pchar);
            AddQuestRecord("Story_1stTaskReceived",9);            
            if(AUTO_SKILL_SYSTEM) { AddPartyExpChar(pchar, "Sneak", 2000); }
            else { AddPartyExp(pchar, 2000); }            
            Lai_QuestDelay("Story_FoundGramotaAndLebrettonAppeared", 2.0);
        break;
            
/* //Jan 19 2009 SJG
        case "Story_BlazeStartsThinkAboutGramota_2":
            characters[GetCharacterIndex("Blaze")].dialog.CurrentNode = "Story_FindBerangereDocuments";        
            LAi_SetActorType(pchar);            
            LAi_ActorSelfDialog(pchar, "");
        break;

        case "Story_BlazeStartLookingForGramota":
            AddQuestRecord("Story_1stTaskReceived",9);

            Event("QuestSceneCommand", "ssass", "gotopoint", "", PChar, "goto", "goto2");
            Event("QuestSceneCommand", "ssa", "stay", "", PChar);
            Event("QuestSceneCommand", "ssass", "TurnByLocator", "", PChar, "goto", "goto2");
            Event("QuestSceneCommand", "ssass", "gotopoint", "", PChar, "goto", "goto1");
            Event("QuestSceneCommand", "ssass", "gotopoint", "", PChar, "goto", "goto4");
            Event("QuestSceneCommand", "ssass", "gotopoint", "", PChar, "goto", "goto5");
            Event("QuestSceneCommand", "ssa", "stay", "", PChar);
            Event("QuestSceneCommand", "ssass", "turnbylocator", "Story_FoundGramotaAndLebrettonAppeared", PChar, "goto", "goto5");
            //Event("QuestSceneCommand", "ssas", "action", "Story_FoundGramotaAndLebrettonAppeared", PChar, "");
            //------- !!!!!!!! Âñòàâèòü ïðîèãðûâàíèå çâóêà îòêðûâàþùåéñÿ äâåðè
            PostEvent("startAfterWaitScene",0,"a",PChar);
            if(AUTO_SKILL_SYSTEM) { AddPartyExpChar(pchar, "Sneak", 2000); }
            else { AddPartyExp(pchar, 2000); }
        break; // Jan 19 2009 SJG
*/    // Jan 19 2009 SJG    
        case "Story_FoundGramotaAndLebrettonAppeared":
            //--------Ïîëó÷åíèå ïðåäìåòà
            GiveItem2Character(Pchar,"Story_Gramota");
            //--------Ïîñòàíîâêà Âèðäæèëà Áóíà â ïåðâûé ïîðò Ôàëå äå Ôëåð
            ChangeCharacterAddress(characterFromID("Virgile Boon"), "Falaise_de_Fleur_port_01", "goto1");
            //-------- Ïîÿâëåíèå Àíòóàíà Ëåáðåòòîíà
            Characters[GetCharacterIndex("antoine lebretton")].dialog.CurrentNode = "Story_Berangere_killed";
            Locations[FindLocation("Falaise_De_Fleur_tavern_upstairs")].reload.l1.disable = 0;
            ChangeCharacterAddressGroup(characterFromID("antoine lebretton"), "Falaise_De_Fleur_tavern_upstairs", "reload","reload1");
            LAi_SetActorType(characterFromID("antoine lebretton"));
            //------- Óáèðàåì íåíóæíîãî Ôàóñòà Ãàñêå
            ChangeCharacterAddress(characterFromID("Faust Gasquet"), "none", "");
            LAi_ActorGoToLocator(pchar, "goto", "goto3", "before_lebretton_talk_with_us_in_upstairs", 4.0);
            LAi_ActorDialog(characterFromID("antoine lebretton"), Pchar, "", 3.0, 1.0);
        break;<!--c2--></div><!--ec2-->
How to change it:
In Quest Reaction - goto> case "Story_BlazeStartsThinkAboutGramota":
and change the > LAi_QuestDelay("Story_BlazeStartsThinkAboutGramota_2XX", 2.0); // SJG Jan 19 2009
line adding the two "X's" (I did this so it will be an easy change back if we find a better way to do it)
Add the complete section > case "Story_BlazeStartsThinkAboutGramota_2XX":
And /* to */ the sections > case "Story_BlazeStartsThinkAboutGramota_2":
and
case "Story_BlazeStartLookingForGramota":

case "Story_FoundGramotaAndLebrettonAppeared": is O.K. as is - I put it there so you can see where you are.

I have played through, to successfully reporting to Silehard and getting the next task, a few time now so I believe it is stable.

It doesn't need a new game to start, providing you have a saved version before you get to the Tavern Upstairs (Which I'm sure you do <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> )
 
What's all that "ssass" code stuff mean anyway? <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
And why wouldn't Alpha 8 like it if before it did? <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
<!--quoteo(post=298395:date=Jan 19 2009, 08:00 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jan 19 2009, 08:00 PM) <a href="index.php?act=findpost&pid=298395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What's all that "ssass" code stuff mean anyway? <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Don't ask me...... I only work here! <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" /> <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />

I do know it goes back at least to version 13, if not earlier - I think it is supposed to make the player walk round the room looking for the papers <img src="style_emoticons/<#EMO_DIR#>/readon.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="readon.gif" />
I never played the game that way - I always paid up to get the job. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

<!--quoteo(post=298395:date=Jan 19 2009, 08:00 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jan 19 2009, 08:00 PM) <a href="index.php?act=findpost&pid=298395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And why wouldn't Alpha 8 like it if before it did? <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Don't think we know that it did... as I remember it, the Main Quest was broken... so no one would have got that far! <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" /> <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />
(I believe the Main Quest was only fixed in the previous upload I did - which is of course is THIS 14.8 version) <img src="style_emoticons/<#EMO_DIR#>/ohmy.gif" style="vertical-align:middle" emoid=":eek:" border="0" alt="ohmy.gif" />k
 
<!--quoteo(post=298395:date=Jan 19 2009, 07:00 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jan 19 2009, 07:00 PM) <a href="index.php?act=findpost&pid=298395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What's all that "ssass" code stuff mean anyway? <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

String String ARef String String. Assuming it was a serious question. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Hook
 
<!--quoteo(post=298402:date=Jan 20 2009, 03:55 AM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Jan 20 2009, 03:55 AM) <a href="index.php?act=findpost&pid=298402"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I do know it goes back at least to version 13, if not earlier - I think it is supposed to make the player walk round the room looking for the papers <img src="style_emoticons/<#EMO_DIR#>/readon.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="readon.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->That's indeed what happens around that point. It's been like that since the stock game and did use to work.

<!--quoteo(post=298407:date=Jan 20 2009, 04:22 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Jan 20 2009, 04:22 AM) <a href="index.php?act=findpost&pid=298407"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->String String ARef String String. Assuming it was a serious question. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Believe it or not, but it was a serious question. Thanks for clarifying.
Now for "believe it or not #2", I don't know what an "aref" is either and what the difference is with a "ref".
I'm afraid there's rather a lot that I don't know/understand. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
A ref is a pointer to a variable, just like a pointer in C as far as I can tell. An aref appears to be similar, but a pointer to an attribute in a variable. I found out yesterday that they are not totally interchangeable. I suspect that because attributes can change frequently, adding or deleting them from a variable, that the aref does a little more housekeeping so that it always points to the right place.

This could lead to a problem if you don't understand that a ref is a pointer. If you create a variable in a function, make a ref to it, then return the ref expecting the code to be able to use it it won't work. The variable is created on the stack and goes away when the function exits so that the ref points to garbage.

Hook
 
<!--quoteo(post=298371:date=Jan 20 2009, 12:43 AM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Jan 20 2009, 12:43 AM) <a href="index.php?act=findpost&pid=298371"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Regarding the Amiel Berangere dialog problem (Killing him upstairs in the Falaise_De_Fleur Tavern) - (the other options, like paying him work with no problem)
After playing it over and over checking each section I think the part the 14.8 program doesn't like is:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Event("QuestSceneCommand", "ssass", "gotopoint", "", PChar, "goto", "goto2");
    Event("QuestSceneCommand", "ssa", "stay", "", PChar);
    Event("QuestSceneCommand", "ssass", "TurnByLocator", "", PChar, "goto", "goto2");
    Event("QuestSceneCommand", "ssass", "gotopoint", "", PChar, "goto", "goto1");<!--c2--></div><!--ec2-->

So I suggest this mod (if you are pretty confident about modding the quest reaction file. (if not you'll have to wait for the next upload <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> )
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        case "Story_BlazeStartsThinkAboutGramota":        
            LAi_LocationFightDisable(&Locations[FindLocation(pchar.location)], true);
            Pchar.Dialog.CurrentNode = "Story_FindBerangereDocuments";
            LAi_QuestDelay("Story_BlazeStartsThinkAboutGramota_2XX", 2.0); // SJG Jan 19 2009
        break;
        
        case "Story_BlazeStartsThinkAboutGramota_2XX": // SJG Jan 19 2009
            LAi_SetPlayerType(pchar);
            AddQuestRecord("Story_1stTaskReceived",9);            
            if(AUTO_SKILL_SYSTEM) { AddPartyExpChar(pchar, "Sneak", 2000); }
            else { AddPartyExp(pchar, 2000); }            
            Lai_QuestDelay("Story_FoundGramotaAndLebrettonAppeared", 2.0);
        break;
            
/* //Jan 19 2009 SJG
        case "Story_BlazeStartsThinkAboutGramota_2":
            characters[GetCharacterIndex("Blaze")].dialog.CurrentNode = "Story_FindBerangereDocuments";        
            LAi_SetActorType(pchar);            
            LAi_ActorSelfDialog(pchar, "");
        break;

        case "Story_BlazeStartLookingForGramota":
            AddQuestRecord("Story_1stTaskReceived",9);

            Event("QuestSceneCommand", "ssass", "gotopoint", "", PChar, "goto", "goto2");
            Event("QuestSceneCommand", "ssa", "stay", "", PChar);
            Event("QuestSceneCommand", "ssass", "TurnByLocator", "", PChar, "goto", "goto2");
            Event("QuestSceneCommand", "ssass", "gotopoint", "", PChar, "goto", "goto1");
            Event("QuestSceneCommand", "ssass", "gotopoint", "", PChar, "goto", "goto4");
            Event("QuestSceneCommand", "ssass", "gotopoint", "", PChar, "goto", "goto5");
            Event("QuestSceneCommand", "ssa", "stay", "", PChar);
            Event("QuestSceneCommand", "ssass", "turnbylocator", "Story_FoundGramotaAndLebrettonAppeared", PChar, "goto", "goto5");
            //Event("QuestSceneCommand", "ssas", "action", "Story_FoundGramotaAndLebrettonAppeared", PChar, "");
            //------- !!!!!!!! Âñòàâèòü ïðîèãðûâàíèå çâóêà îòêðûâàþùåéñÿ äâåðè
            PostEvent("startAfterWaitScene",0,"a",PChar);
            if(AUTO_SKILL_SYSTEM) { AddPartyExpChar(pchar, "Sneak", 2000); }
            else { AddPartyExp(pchar, 2000); }
        break; // Jan 19 2009 SJG
*/    // Jan 19 2009 SJG    
        case "Story_FoundGramotaAndLebrettonAppeared":
            //--------Ïîëó÷åíèå ïðåäìåòà
            GiveItem2Character(Pchar,"Story_Gramota");
            //--------Ïîñòàíîâêà Âèðäæèëà Áóíà â ïåðâûé ïîðò Ôàëå äå Ôëåð
            ChangeCharacterAddress(characterFromID("Virgile Boon"), "Falaise_de_Fleur_port_01", "goto1");
            //-------- Ïîÿâëåíèå Àíòóàíà Ëåáðåòòîíà
            Characters[GetCharacterIndex("antoine lebretton")].dialog.CurrentNode = "Story_Berangere_killed";
            Locations[FindLocation("Falaise_De_Fleur_tavern_upstairs")].reload.l1.disable = 0;
            ChangeCharacterAddressGroup(characterFromID("antoine lebretton"), "Falaise_De_Fleur_tavern_upstairs", "reload","reload1");
            LAi_SetActorType(characterFromID("antoine lebretton"));
            //------- Óáèðàåì íåíóæíîãî Ôàóñòà Ãàñêå
            ChangeCharacterAddress(characterFromID("Faust Gasquet"), "none", "");
            LAi_ActorGoToLocator(pchar, "goto", "goto3", "before_lebretton_talk_with_us_in_upstairs", 4.0);
            LAi_ActorDialog(characterFromID("antoine lebretton"), Pchar, "", 3.0, 1.0);
        break;<!--c2--></div><!--ec2-->
How to change it:
In Quest Reaction - goto> case "Story_BlazeStartsThinkAboutGramota":
and change the > LAi_QuestDelay("Story_BlazeStartsThinkAboutGramota_2XX", 2.0); // SJG Jan 19 2009
line adding the two "X's" (I did this so it will be an easy change back if we find a better way to do it)
Add the complete section > case "Story_BlazeStartsThinkAboutGramota_2XX":
And /* to */ the sections > case "Story_BlazeStartsThinkAboutGramota_2":
and
case "Story_BlazeStartLookingForGramota":

case "Story_FoundGramotaAndLebrettonAppeared": is O.K. as is - I put it there so you can see where you are.

I have played through, to successfully reporting to Silehard and getting the next task, a few time now so I believe it is stable.

It doesn't need a new game to start, providing you have a saved version before you get to the Tavern Upstairs (Which I'm sure you do <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> )<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

WORKS FOR ME TOO <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" /> <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
 
Found an error in file:

\Pirates of the Caribbean\PROGRAM\DIALOGS\Laurence Wellman_dialog.c

At line 81

Preprocessor_Add("gov_lastname", characters[GetCharacterIndex(towns[GetTownIndex("Redmond")].gov)].lastname;

Last ")" is missed, should be:

Preprocessor_Add("gov_lastname", characters[GetCharacterIndex(towns[GetTownIndex("Redmond")].gov)].lastname);

So Rys Bloom quest works again!
 
<!--quoteo(post=298472:date=Jan 20 2009, 04:17 PM:name=giuliootto)--><div class='quotetop'>QUOTE (giuliootto @ Jan 20 2009, 04:17 PM) <a href="index.php?act=findpost&pid=298472"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Found an error in file:

\Pirates of the Caribbean\PROGRAM\DIALOGS\Laurence Wellman_dialog.c

At line 81

So Rys Bloom quest works again!<!--QuoteEnd--></div><!--QuoteEEnd-->Good one! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
 
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