• 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 8

I sent your PM CC to Pirate_KK; he's probably the main man to do something about this. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
<!--quoteo(post=298778:date=Jan 23 2009, 01:00 AM:name=giuliootto)--><div class='quotetop'>QUOTE (giuliootto @ Jan 23 2009, 01:00 AM) <a href="index.php?act=findpost&pid=298778"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Usually this problem occur when you didn't remove all the correct folder:
\program
\resource\ini
\resource\location\deck<!--QuoteEnd--></div><!--QuoteEEnd-->

I don't remember reading about deleting the PROGRAMS folder. That fixed it, though. Thanks!!! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
 
New issue, I'm afraid. In the Controls menu, I've deleted the 1x-3x and 10x-30x time compressions mappings, and I've assigned 'Fire Pistol' to 'B'. However, when I'm starting out on the deck w/ Malcolm, pressing 'B' rapidly switches between 1x time and 10x time. This is bad - I really like mapping pistol fire to 'B', and I've not mapped time compression to any keys. Is this a bug or a feature? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo(post=298866:date=Jan 24 2009, 02:51 AM:name=vaustein)--><div class='quotetop'>QUOTE (vaustein @ Jan 24 2009, 02:51 AM) <a href="index.php?act=findpost&pid=298866"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't remember reading about deleting the PROGRAMS folder. That fixed it, though. Thanks!!! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->What installation instructions did you use? It is in the instructions I posted on the first page of this thread. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=298870:date=Jan 24 2009, 04:34 AM:name=vaustein)--><div class='quotetop'>QUOTE (vaustein @ Jan 24 2009, 04:34 AM) <a href="index.php?act=findpost&pid=298870"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->New issue, I'm afraid. In the Controls menu, I've deleted the 1x-3x and 10x-30x time compressions mappings, and I've assigned 'Fire Pistol' to 'B'. However, when I'm starting out on the deck w/ Malcolm, pressing 'B' rapidly switches between 1x time and 10x time. This is bad - I really like mapping pistol fire to 'B', and I've not mapped time compression to any keys. Is this a bug or a feature? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Try assigning the time compression to keys you don't use anyway.
Assigning controls to no keys at all sounds to me like it could cause trouble. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Truth be told, I did read the installation instructions, but I somehow managed to miss the PROGRAMS folder. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Resetting controls to default and remapping all controls from scratch fixed the alleged bug w/ time compression. I can't repro it, so I guess it's technically neither a bug nor a feature. Anyway, I'm noticing that game time passes during ship repair. This used to be editable in buildsettings.h. However, the "ship repair takes time" option appears to be gone from that file. I tried modifying internalsettings.h, changing parameters such as CPTIMEMULT to 0, but without success. How can I disable the passage of time when my ship is fixed?
 
I'm afraid you can't easily do that anymore. You'd have to check the previous Alpha to see how the setting was changed.
 
<!--quoteo(post=298633:date=Jan 22 2009, 02:58 AM:name=giuliootto)--><div class='quotetop'>QUOTE (giuliootto @ Jan 22 2009, 02:58 AM) <a href="index.php?act=findpost&pid=298633"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=298630:date=Jan 22 2009, 02:02 AM:name=Cap'n_Drow)--><div class='quotetop'>QUOTE (Cap'n_Drow @ Jan 22 2009, 02:02 AM) <a href="index.php?act=findpost&pid=298630"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, I've noticed that error as well. Only breaks the convoy mission of you try to view the map though. Works fine if you just accept the mission.

Cap'n Drow<!--QuoteEnd--></div><!--QuoteEEnd-->
...But, with my version of Build14A8 I can't just accept the mission, I have only to options: look the map; decline the mission.
<!--QuoteEnd--></div><!--QuoteEEnd-->After looking at the files and speaking off-forum with Giuliooto I would suggest the following:
The map/accept/decline options work with "regular" traders which have a similar code.
It appears then that the Anacleto dialog.c has not been up-dated to the 14.8 format whereas the the Alan Milds etc. (other storeowners) dialog.c's have been.
An update of the Anacleto dialog.c I believe will solve the problem.
 
A couple quick suggestions for the next Alpha release.

- Make ship repair time configurable in BuildSettings.h, as it used to be. I'd rather not spend 2-3 game days in port fixing the hull, no matter how realistic that may seem.
- Ensure that stat-improving items held in inventory actually improve stats. I bought several good items at the first port, yet only the equip-able items (e.g. chronometer) improved my stats. Held items (e.g. scales, doctor's toolkit) did nothing for my stats. (Perhaps t his belongs in the bug reporting thread.)
 
That second issue has already been fixed; the fix will be in the next Update. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Mates,

Found the problem with SelfDialog:

It is reside in some new code in dialog.c, I try to replace the new code with the old one from Build14A6 and works <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Now I can continue with my test <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />

In attached my Dialog.c

I can confirm that also the Oxbay ammonition ship quest (broken quest after kill Amiel Berangere) is solved.

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

Attachments

  • dialog.c
    16 KB · Views: 198
So this file fixes the kill Amiel Berangere problem properly, so that Short Jack Gold's previous work-around is no longer necessary?
Thanks a lot for finding the erroneous code! Now we need to figure out what was wrong with it and see if we can fix the new code. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
You don't need to bring back such a big load of outdated code.

You only have one thing to do to make the original Build 14 a8 dialog.c work :
comment back line 250 : // KK ProcessDialogEvent();
into ProcessDialogEvent();
 
Then I'm wondering why that was commented out. I suppose I'll ask Pirate_KK.
Thanks a lot giuliootto and a simple virtual sailor! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
They were removed on purpose because they're unmodified AoP ships.
Now if somebody makes a retexture of them, we can add them back in. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Would be great if they have new textures. I use them in my build <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
For instance, the François l'Ollonais' ship is a fleut5. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
It's not that hard to change the ships used, but it'd be great to be able to keep them.
So anyone willing to do some texture work on the Fleut5 and Lineship5?
 
<!--quoteo(post=299390:date=Feb 4 2009, 08:55 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 4 2009, 08:55 AM) <a href="index.php?act=findpost&pid=299390"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's not that hard to change the ships used, but it'd be great to be able to keep them.
So anyone willing to do some texture work on the Fleut5 and Lineship5?<!--QuoteEnd--></div><!--QuoteEEnd-->
There are enough skinners in the community for this work. It could be done quickly and we could keep two great ships for the Spanish Main Period.
 
If nobody is interested in these textures. I can do a simple work for these ships. <img src="style_emoticons/<#EMO_DIR#>/huh.gif" style="vertical-align:middle" emoid=":huh" border="0" alt="huh.gif" />
 
Back
Top