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    Maelstrom New Horizons


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Build 14 Problem...get kicked out everytime I switch to the NavMap

ive just run into the same bug as Faradin and for me its persist in the directsail?

no error logs created and sys.log gives me a

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 129228143 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
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
Bad rope data for rope: (rope num = 15) (begin group=-1, end group=0)
Begin pointer = 220274444? end pointer = 0
and more bad robe thingys not a biggie
Can't load texture resource\textures\.tx
Island Set
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\s_stack.cpp line 47
stack overflaw

but no errror log made on it.


from the compile.log
DirectsailCheck; next enemy: 1063 dist: 473
PauseAllSounds
SETTING MUSIC: music_map
ResumeAllSounds
----- SKILLING ----- Commerce (2) exp: 1
----- SKILLING ----- Commerce (2) exp: 2
IT dropped low quality weapon (blade11) in favor of higher quality (blade11+2)
IT dropped low quality weapon (blade28) in favor of higher quality (blade28+2)
IT dropped low quality weapon (blade12-1) in favor of higher quality (blade12+1)
IT dropped low quality weapon (pistol2) in favor of higher quality (pistol2+2)
IT dropped low quality weapon (pistol3-2) in favor of higher quality (pistol3+1)
IT Laurence Bannerman raised to level 4
IT dropped low quality weapon (blade8) in favor of higher quality (blade8+2)
IT dropped low quality weapon (blade12) in favor of higher quality (blade12+2)

And CTD with
Microsoft Visual C++ Runtime Error
Engine.exe
Abnormal Program Termination
stack overflow

its happened before but this is the firsttime ive managed to do more than once.

EDIT: Directsail worked this time.

2nd EDIT: Directsail chrashed this time.
and no error.log
[attachment=2796:compile.log]
[attachment=2797:system.log]

3rd EDIT: just got another CTD in directsail.

It seems to stem from the trader update as with NavMap chrashes

i think its this chars trade that does it Laurence Bannerman its done it 5 times with trade update on him CTD both on navmap and on Directsail.
----- SKILLING ----- Commerce (2) exp: 1
IT dropped low quality weapon (pistol3) in favor of higher quality (pistol3+2)
IT Laurence Bannerman raised to level 4

4thEDIT: I think you have to have been playing for a time before it begins to appear.
 
NOW I have a f**king bigger Problem <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

No error.log everytime I want so sell my stuff CTD, repair my ship CTD

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



Any solutions?
 
Forget my last post, I tried what Faradin said => Works fine no "Abnormal Program Termination" switching to NavMap

Thanks to Faradin (my hero <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> )

Greetz

Chriso
 
<!--quoteo(post=312512:date=Apr 11 2009, 11:56 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 11 2009, 11:56 AM) <a href="index.php?act=findpost&pid=312512"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Welcome to the forum Faradin and thanks a lot! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

<!--quoteo(post=312503:date=Apr 11 2009, 06:12 PM:name=Faradin)--><div class='quotetop'>QUOTE (Faradin @ Apr 11 2009, 06:12 PM) <a href="index.php?act=findpost&pid=312503"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks to everyone here at Pirates Ahoy!. You've taken a game that I wanted to love from the moment I saw it on the shelf, but never really could, into a classic. The gamma and difficulty sliders alone are worth the download, and I'm on dial-up. When you throw in everything else you've accomplished, it is a monumental metamorphosis and I am very much grateful for, and appreciative of, your efforts. Thank you.<!--QuoteEnd--></div><!--QuoteEEnd-->Downloading Build 14 Alpha 9 on dial-up? Ouch; that has <i>got</i> to hurt! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

At about 10mb per hour, it certainly did. But it was worth it <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />.

Hook, thanks very much for the information.

Chriso87, it didn't take long for me to encounter a problem with this. If you trade with a shop or merchant, and then try to trade with that shop or merchant again after 24 hours have elapsed, you will CTD. You have to go to the worldmap before trying to trade with then again to straighten this problem out.
 
Your great <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Dial up...but you´re right, definitly worth it !

Thank you and thanks to the modders for such an great mod. I think build is the best mod ever made for a game.
 
I've been having the exact same problem - crashing at the top of the hour when leaving one of the southeast islands, and there's no error.log. I couldn't do anything to let me leave the island without crashing, including waiting for several days, so I went back in saves to the previous island and went to a different island, and now it crashes 3 ticks after I leave there.

I noticed that trying to leave the island at different times produced different things in the sys.log - sometimes the traders dropping low quality items was the last thing in there, other times there was none of that (although that doesn't say if there was no item upgrading to do or if it crashed with no error on the first item)

now I'm going to start a new game with vanilla levelling and no RPG traders and see if it happens again.


edit: with vanilla skills, you have to use the arrow keys to be able to assign skill points (the skills aren't clickable and the assign icon doesn't appear until you've selected the skill with arrow keys). I don't remember it being like this in b13
 
Build 13 didn't have the Auto Skill System. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
But seriously, there's an interface error which prevents you from clicking the skills even with the Auto Skill System off.
A fix for this exists, I think, but is not yet included. It's in the Development Resources file we've got, but that has other problems of its own. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
I've started a new game and it turns out I was way wrong about the initial call succeeding and subsequent calls failing. This time it's the initial call that is failing.

I was also way wrong about where the problem ultimately lies. It turns out to be GiveItemToTrader() (line 2228 of items_utilite.c). Specifically the WHILE loop (line 2373):

2364 id = GetAttributeName(GetAttributeN(itms, i));
...
2369 replace = CheckAttribute(itm, "replacewith");
....
2375 id = itm.replacewith;

When id is "blade18-1", replace is 1 and id, within the loop, is "blade18" the conditions of the loop are never being satisfied (replace never goes to 0), and we're there until the stack objects. I haven't figured out why, yet.

Adding this line:

2376 if(id == "blade18") break;

*appears* to be a viable workaround. That is to say, I haven't encountered any ill effects *yet*.
 
Blade18 is unique. It's not supposed to be for sale at all. Pieter, this is your mod, do you have any ideas?

Hook
 
Uh... no. I do know that the unique blades <i>are</i> showing up, even though they're set to unique. I'm not happy with that at all.
I had actually been hoping you might have any suggestions on why it doesn't work.
There's nothing "special" about blade18; there's a lot more unique weapons in the game than that one. Do those also cause crashes?
 
Ahoy! Setting sail with hopefully a clean install. Deleted everything.

Intalled original game
Inhstalled Build 13 final
Deleted Program, resource ini and resource\models\locations decks
Installed 14 Alpha
Ran run me batch file
installed patch 1
ran run me
installed patch 2
run me again.

Just checking does that look correct?
 
Should be good. You could even have skipped Patch 1 altogether, but it can't hurt.
 
Thanks Pieter,

Fist 2 things with new installation.

On Bonaire when you die and are suppossed to go the tavern, you can't get there. You just lie on the ground until you re load a saved game.

Crash and freeze in the Bonaire ship yard after repairing ship. Error Log follows

RUNTIME ERROR - file: sound\alias.c; line: 54
Invalid function call
RUNTIME ERROR - file: sound\alias.c; line: 54
function 'Alias_Init' stack error
RUNTIME ERROR - file: seadogs.c; line: 767
Save - ARef to non existing attributes branch
RUNTIME ERROR - file: seadogs.c; line: 2375
missed attribute: resurrection
RUNTIME ERROR - file: seadogs.c; line: 2375
null ap
RUNTIME ERROR - file: seadogs.c; line: 2375
no rAP data
RUNTIME ERROR - file: seadogs.c; line: 2377
missed attribute: resurrection
RUNTIME ERROR - file: seadogs.c; line: 2377
null ap
RUNTIME ERROR - file: seadogs.c; line: 2377
no rAP data
RUNTIME ERROR - file: seadogs.c; line: 2379
missed attribute: resurrection
RUNTIME ERROR - file: seadogs.c; line: 2379
null ap
RUNTIME ERROR - file: seadogs.c; line: 2379
no rAP data
RUNTIME ERROR - file: seadogs.c; line: 2375
missed attribute: resurrection
RUNTIME ERROR - file: seadogs.c; line: 2375
null ap
RUNTIME ERROR - file: seadogs.c; line: 2375
no rAP data
RUNTIME ERROR - file: seadogs.c; line: 2377
missed attribute: resurrection
RUNTIME ERROR - file: seadogs.c; line: 2377
null ap
RUNTIME ERROR - file: seadogs.c; line: 2377
no rAP data
RUNTIME ERROR - file: seadogs.c; line: 2379
missed attribute: resurrection
RUNTIME ERROR - file: seadogs.c; line: 2379
null ap
RUNTIME ERROR - file: seadogs.c; line: 2379
no rAP data
RUNTIME ERROR - file: characters\characters_events.c; line: 481
missed attribute: location
RUNTIME ERROR - file: characters\characters_events.c; line: 481
no rAP data
RUNTIME ERROR - file: locations\locations_loader.c; line: 683
missed attribute: location
RUNTIME ERROR - file: locations\locations_loader.c; line: 683
no rAP data
RUNTIME ERROR - file: characters\characters_events.c; line: 274
missed attribute: location
RUNTIME ERROR - file: characters\characters_events.c; line: 274
no rAP data
RUNTIME ERROR - file: utils.c; line: 475
Invalid range
RUNTIME ERROR - file: seadogs.c; line: 2375
missed attribute: resurrection
RUNTIME ERROR - file: seadogs.c; line: 2375
null ap
RUNTIME ERROR - file: seadogs.c; line: 2375
no rAP data
RUNTIME ERROR - file: seadogs.c; line: 2377
missed attribute: resurrection
RUNTIME ERROR - file: seadogs.c; line: 2377
null ap
RUNTIME ERROR - file: seadogs.c; line: 2377
no rAP data
RUNTIME ERROR - file: seadogs.c; line: 2379
missed attribute: resurrection
RUNTIME ERROR - file: seadogs.c; line: 2379
null ap
RUNTIME ERROR - file: seadogs.c; line: 2379
no rAP data
RUNTIME ERROR - file: locations\locations_loader.c; line: 683
missed attribute: location
RUNTIME ERROR - file: locations\locations_loader.c; line: 683
no rAP data
RUNTIME ERROR - file: characters\characters_events.c; line: 274
missed attribute: location
RUNTIME ERROR - file: characters\characters_events.c; line: 274
no rAP data
RUNTIME ERROR - file: utils.c; line: 475
Invalid range
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 2619
Using reference variable without initializing
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 2619
null ap
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 2619
no rAP data
RUNTIME ERROR - file: KB_routines.c; line: 398
missed attribute: hp
RUNTIME ERROR - file: KB_routines.c; line: 398
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4217
Divide by zero
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4217
Divide by zero
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4217
Divide by zero
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4217
Divide by zero
RUNTIME ERROR - file: characters\characters_events.c; line: 274
missed attribute: location
RUNTIME ERROR - file: characters\characters_events.c; line: 274
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 2619
Using reference variable without initializing
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 2619
null ap
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 2619
no rAP data
 
<!--quoteo(post=313285:date=Apr 14 2009, 10:09 PM:name=Jason)--><div class='quotetop'>QUOTE (Jason @ Apr 14 2009, 10:09 PM) <a href="index.php?act=findpost&pid=313285"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->On Bonaire when you die and are suppossed to go the tavern, you can't get there. You just lie on the ground until you re load a saved game.<!--QuoteEnd--></div><!--QuoteEEnd-->Which storyline was that and at what point? I seem to have noticed that at least once myself, but when I went to check, it worked fine.
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Which storyline was that and at what point? I seem to have noticed that at least once myself, but when I went to check, it worked fine.<!--QuoteEnd--></div><!--QuoteEEnd-->

Main quest

BTW Bonaire seems buggy three crases in the shipyard on repair but buying a ship seemed to work well with no crash.

One crash in the strore

One going from ship to port error log below

RUNTIME ERROR - file: characters\characterUtilite.c; line: 339
Using reference variable without initializing
RUNTIME ERROR - file: characters\characterUtilite.c; line: 339
Using reference variable without initializing
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3464
missed attribute: radius
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3464
no rAP data
 
Have you tried that <a href="http://forum.piratesahoy.net//index.php?s=&showtopic=13061&view=findpost&p=313205" target="_blank">blade18 fix</a> from above? I'm completely confused why that should work though.

Question to Faradin: This only applies to blade18-1 and not any other qualities and no other of the unique blades? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
Pieter, it looks like the code in initItems.c should not have a replacewith attribute for unique blades. This is just a guess and I haven't tested it.

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if(i<5) blade.replacewith = GetWeaponIDByQuality(id, i+1); // NK 05-04-06 so that if a weapon sellability gets lost due to quality upping (or they buy a -2 or -1 one), we replace with the next up.<!--c2--></div><!--ec2-->

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if (sti(blade.skipsell) == 1 && i<5) blade.replacewith = GetWeaponIDByQuality(id, i+1);<!--c2--></div><!--ec2-->

This would probably require a new game. F11 to reinit might work. You might want to delete existing replacewith attributes on skipsell items.

Hook
 
Thanks Hook. But if I understand that code correctly, shouldn't it be:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if (sti(blade.skipsell) == 0 && i<5) blade.replacewith = GetWeaponIDByQuality(id, i+1);<!--c2--></div><!--ec2-->
And then for guns too, I imagine.
 
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