• New Horizons on Maelstrom
    Maelstrom New Horizons


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Solved Can't load a save game

llewelyn ravencroft

Sailor Apprentice
Sorry to bother you again but when I try to load a save game for new horizons build 14 beta 4 the load screen just freezes for ten mins without doing anything
 
Last edited:
This is after a clean install?

First time I hear of that one. You did install OUTSIDE Program Files, right?
 
system specs I think are this sorry if this is not correct I only got this laptop last august
upload_2016-5-23_19-37-52.png
 
Look in the folder where you installed the game. There should be "compile.log", "system.log" and possibly "error.log". Please post those, they may give a clue as to what is going wrong.
 
this is the compile doc
----------------------------------------
Build 14 Beta 4 WIP: 2 Apr 2016
Savegame Compatibility: 14.932
----------------------------------------

Gauging: StartGauging
Gauging: starting init
Gauging: interface
Gauging: Storylines
Gauging: Profiles
Gauging: starting init
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load build settings
Gauging: periods
InitNations: NATIONS_QUANTITY=6, bGuest1NationExists=0, bGuest2NationExists=0
Gauging: nations
Gauging: preprocessor
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: goods
Gauging: ships
IslandsInit: 22 islands loaded.
Gauging: islands
Init weathers complete. 0 weathers found.
Gauging: weather
InitSounds (English): created 19 entries.
InitMusic: created 93 entries.
Gauging: Aliases
Gauging: sound
Main_LogoVideo() 0
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: towns
Number of locations: 788
Gauging: locations
IslandsInit: 22 islands loaded.
Gauging: islands
Gauging: wdmap
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 890 items.
Gauging: items
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load options
Gauging: models - Total number of models: 1061
InitSounds (English): created 19 entries.
InitMusic: created 93 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
Init character names complete.
==> BuildSettings: New settings applied
InitSounds (English): created 19 entries.
InitMusic: created 93 entries.
SETTING MUSIC: music_main_menu
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
InitSounds (English): created 19 entries.
InitMusic: created 93 entries.
SETTING MUSIC: music_main_menu
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Init character names complete.
Gauging: start new game
Gauging: ng iface
Gauging: perks
Gauging: officertypes
Gauging: periods
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: nations
InitNations: NATIONS_QUANTITY=6, bGuest1NationExists=0, bGuest2NationExists=0
Gauging: start NPC init
Gauging: done NPC init
::Completing characters initialisation - CHARACTERS_QUANTITY = 1555::
Gauging: done second pass through char array
Gauging: characters
Gauging: ships
Gauging: ng initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: towns
Number of locations: 781
Gauging: locations
IslandsInit: 22 islands loaded.
Gauging: islands
Gauging: wdmap
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 881 items.
Gauging: items
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: load options
Gauging: models - Total number of models: 1061
InitSounds (English): created 19 entries.
InitMusic: created 93 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: ng initgame stop
storyline\FreePlay\quests\both_reaction.c not loaded, loading now!
storyline\FreePlay\quests\quests_reaction.c not loaded, loading now!
Gauging: start reinit
Gauging: preprocessor
Gauging: nosave
Init encounters complete.
Gauging: RM mod and rumors
Gauging: shipberthing
Init character names complete.
Gauging: fill stores
Gauging: update all towns
Gauging: itrade update
Gauging: Enc Officers
Gauging: CabinCaptains
Gauging: reinit stop
running qcase beg
Gauging: initial relations
Gauging: characters groups
Gauging: smuggling
Gauging: cargos
Gauging: load mch in first
Made change of cabin and deck parameters for Lugger1
!!! Reload to Tutorial_Deck (index=693)
** Whr: CreateWeatherEnvironment - iCurWeatherNum = -1, theDay = 134
** Whr: CreateWeatherEnvironment - iCurWeatherhour = -1, theHour = 13
!gWeatherInit Whr_Generator() - Initialized
ItemLogic: On load location Tutorial_Deck
ItemLogic: found 0 buttons
trying to spawn item: jewelry2 with rarity=0.50439 itemProb=3.e-002
trying to spawn item: medical1 with rarity=0.11038 itemProb=1.2
trying to spawn item: medical1 with rarity=0.17731 itemProb=1.2
trying to spawn item: jewelry9 with rarity=0.22253 itemProb=0.225
trying to spawn item: medical1 with rarity=0.4986 itemProb=1.2
Gauging: done load mch in first
Quest name StartAdventure FOUND in BothQuestComplete
Started with tutorial.
Quest name Tut_start FOUND in BothQuestComplete
Quest name DialogWithMalcolmStart FOUND in BothQuestComplete
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
::: QUESTMOVIE: end in stormystart
Quest name stormystart FOUND in BothQuestComplete
Quest name begining FOUND in QuestComplete
Quest name TavernSitWaiting FOUND in BothQuestComplete
Quest name Install_Voysey_And_Blythe FOUND in SideQuestComplete
Reload: Process started for locator_name = fakeReload and lockedReloadLocator = startloc
reload_cur_island_index = -1
reload_cur_location_index = 693
reload_island_index = -1
reload_location_index = 145
Start reload
Quest name Custom_Start FOUND in BothQuestComplete
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 13
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 13
Whr_UpdateWeather finish weather update
ItemLogic: On load location QC_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\
Quest name EnableModelSelect FOUND in BothQuestComplete
Quest name Agent_Continue FOUND in BothQuestComplete
SETTING MUSIC: music_pir_town
SETTING MUSIC: music_pir_town
Reload: Process started for locator_name = reload3_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 145
reload_island_index = -1
reload_location_index = 147
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 13
ItemLogic: On load location QC_town_exit
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\balsam
SETTING MUSIC: music_jungle
SETTING MUSIC: music_jungle
Reload: Process started for locator_name = reload1 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 147
reload_island_index = -1
reload_location_index = 146
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 13
ItemLogic: On load location QC_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\purse
::: QUESTMOVIE: StartQuestMovie func call
::: QUESTMOVIE: start in Story_Artois
Quest name Story_Artois FOUND in SideQuestComplete
SETTING MUSIC: music_pir_town
SETTING MUSIC: music_pir_town
Quest name Story_Artois_2 FOUND in SideQuestComplete
::: QUESTMOVIE: end in saving_artois
Quest name saving_artois FOUND in SideQuestComplete
SETTING MUSIC: music_bitva
::: QUESTMOVIE: end in Artois_saved
Equip Character Artois Voysey with blade10 his nation: 1 blade nation=
Quest name Artois_saved FOUND in SideQuestComplete
SETTING MUSIC: music_pir_town
Template <follow> -> timeout chr.id = Blaze
Template <follow> -> teleport chr.id = Blaze to pos(14.973, -0.45993, -5.0765)
Quest name Voysey_listed FOUND in SideQuestComplete
Reload: Process started for locator_name = reload9 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 146
reload_island_index = -1
reload_location_index = 159
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
Equip Character Robyn Atyeo with blade28 his nation: 3 blade nation=
ItemLogic: On load location QC_HouseInsideR9
ItemLogic: found 0 buttons
trying to spawn item: 100gp with rarity=0.18109 itemProb=0.48
trying to spawn item: potion4 with rarity=0.20282 itemProb=0.24
trying to spawn item: pistolgrenade with rarity=0.32388 itemProb=0.24
trying to spawn item: potionrum with rarity=0.75192 itemProb=0.16
trying to spawn item: 250gp with rarity=0.11127 itemProb=0.32
trying to spawn item: 500gp with rarity=0.49557 itemProb=0.16
trying to spawn item: book9 with rarity=8.2367e-002 itemProb=0.4
SETTING MUSIC: music_house
SETTING MUSIC: music_house
SETTING MUSIC: music_bitva
SETTING MUSIC: music_house
Reload: Process started for locator_name = reload1 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 159
reload_island_index = -1
reload_location_index = 146
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 22
!gWeatherInit Whr_Generator() - Initialized
ItemLogic: On load location QC_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\purse
SETTING MUSIC: music_pir_town
SETTING MUSIC: music_pir_town
Reload: Process started for locator_name = reload2 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 146
reload_island_index = -1
reload_location_index = 152
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
no sex found
Equip Character Bernier Chaboteaux with Piratesdagger his nation: 3 blade nation=
ItemLogic: On load location QC_Tavern
ItemLogic: found 0 buttons
SETTING MUSIC: music_tavern_pirate
SETTING MUSIC: music_tavern_pirate
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque3_50
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Yacht2
Reload: Process started for locator_name = fakeReload and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 152
reload_island_index = -1
reload_location_index = 153
Start reload
Quest name sleep_in_tavern FOUND in CommonQuestComplete
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location QC_tavern_upstairs
ItemLogic: found 0 buttons
trying to spawn item: 250gp with rarity=0.9108 itemProb=0.3
trying to spawn item: indian3 with rarity=4.8401e-002 itemProb=0.15
trying to spawn item: smugglingbook with rarity=7.5104e-002 itemProb=7.5e-002
trying to spawn item: lockpick with rarity=0.75812 itemProb=0.15
trying to spawn item: medical1 with rarity=0.28152 itemProb=1.2
trying to spawn item: medical1 with rarity=0.58701 itemProb=1.2
trying to spawn item: medical1 with rarity=0.70752 itemProb=1.2
Quest name restore_hp FOUND in CommonQuestComplete
SETTING MUSIC: music_house
SETTING MUSIC: music_house
Reload: Process started for locator_name = reload1 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 153
reload_island_index = -1
reload_location_index = 152
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
no sex found
Equip Character Robert Saint with blade36-1 his nation: 3 blade nation=
ItemLogic: On load location QC_Tavern
ItemLogic: found 0 buttons
SETTING MUSIC: music_tavern_pirate
SETTING MUSIC: music_tavern_pirate
Quest name alc FOUND in CommonQuestComplete
Quest name alc_2_prepare FOUND in CommonQuestComplete
Quest name alc2 FOUND in CommonQuestComplete
Equip Character Silvino Querido with blade12-1 his nation: 3 blade nation=
Quest name fighting FOUND in CommonQuestComplete
Quest name drink_fight_in_tavern_with_fantoms FOUND in CommonQuestComplete
Quest name exit_sit_2 FOUND in CommonQuestComplete
Quest name fighting2 FOUND in CommonQuestComplete
SETTING MUSIC: music_bitva
Quest name kill_tavern_fightman_complete FOUND in CommonQuestComplete
SETTING MUSIC: music_tavern_pirate
Quest name alc FOUND in CommonQuestComplete
Quest name alc_2_prepare FOUND in CommonQuestComplete
Quest name alc2 FOUND in CommonQuestComplete
Equip Character Griffith Farmer with blade48 his nation: 3 blade nation=
Quest name fighting FOUND in CommonQuestComplete
SETTING MUSIC: music_bitva
Quest name drink_fight_in_tavern_with_fantoms FOUND in CommonQuestComplete
Quest name exit_sit_2 FOUND in CommonQuestComplete
Quest name fighting2 FOUND in CommonQuestComplete
Quest name kill_tavern_fightman_complete FOUND in CommonQuestComplete
SETTING MUSIC: music_tavern_pirate
Reload: Process started for locator_name = reload1 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 152
reload_island_index = -1
reload_location_index = 146
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 22, theHour = 11
!gWeatherInit Whr_Generator() - Initialized
Equip Character Simon Larner with blade46+3 his nation: 3 blade nation=
Equip Character Aernt Schaeffer with blade49+1 his nation: 3 blade nation=
Equip Character Gundesalbus Mattez with blade49-1 his nation: 3 blade nation=
Equip Character Harman Van Der Beek with blade10+2 his nation: 3 blade nation=
Equip Character Alexandre Dida with blade8 his nation: 3 blade nation=
Equip Character Guido Leffert with blade49-1 his nation: 3 blade nation=
ItemLogic: On load location QC_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\purse
SETTING MUSIC: music_pir_town
SETTING MUSIC: music_pir_town
Reload: Process started for locator_name = reload10 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 146
reload_island_index = -1
reload_location_index = 148
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location QC_residence
ItemLogic: found 0 buttons
trying to spawn item: medical2 with rarity=0.45703 itemProb=0.45
trying to spawn item: medical2 with rarity=0.9624 itemProb=0.45
trying to spawn item: 100gp with rarity=0.8905 itemProb=0.45
trying to spawn item: indian10 with rarity=0.95651 itemProb=0.105
trying to spawn item: medical1 with rarity=0.61795 itemProb=1.2
trying to spawn item: 250gp with rarity=0.44427 itemProb=0.3
trying to spawn item: 100gp with rarity=0.96387 itemProb=0.45
trying to spawn item: medical1 with rarity=0.25201 itemProb=1.2
trying to spawn item: jerkin with rarity=0.92621 itemProb=0.3
trying to spawn item: indian11 with rarity=0.16971 itemProb=0.15
trying to spawn item: mineral2 with rarity=0.81387 itemProb=0.135
trying to spawn item: medical1 with rarity=0.64752 itemProb=1.2
trying to spawn item: potion4 with rarity=0.37411 itemProb=0.225
trying to spawn item: 250gp with rarity=0.14066 itemProb=0.3
trying to spawn item: potion4 with rarity=0.66364 itemProb=0.225
trying to spawn item: potion4 with rarity=0.96075 itemProb=0.225
trying to spawn item: pistolgrenade with rarity=0.23904 itemProb=0.225
trying to spawn item: 100gp with rarity=0.2659 itemProb=0.45
trying to spawn item: commonarmor with rarity=0.35489 itemProb=0.12
trying to spawn item: potion3 with rarity=0.46616 itemProb=0.6
trying to spawn item: potion3 with rarity=0.36484 itemProb=0.6
trying to spawn item: jewelry3 with rarity=0.98196 itemProb=0.15
trying to spawn item: spyglass3 with rarity=0.4075 itemProb=7.5e-002
trying to spawn item: medical2 with rarity=0.51758 itemProb=0.45
trying to spawn item: medical2 with rarity=0.98904 itemProb=0.45
trying to spawn item: meds3 with rarity=0.3143 itemProb=0.225
trying to spawn item: skillbook3 with rarity=0.98776 itemProb=7.5e-002
trying to spawn item: smugglingbook2 with rarity=0.87418 itemProb=1.5e-002
trying to spawn item: 250gp with rarity=0.49948 itemProb=0.3
trying to spawn item: commonarmor with rarity=0.25906 itemProb=0.12
trying to spawn item: indian4 with rarity=0.39273 itemProb=0.3
trying to spawn item: medical2 with rarity=0.68307 itemProb=0.45
trying to spawn item: mineral8 with rarity=1.0681e-003 itemProb=0.12
SETTING MUSIC: music_pirate_governor
SETTING MUSIC: music_pirate_governor
Reload: Process started for locator_name = reload1 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 148
reload_island_index = -1
reload_location_index = 146
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 11
Equip Character Sander Helmigse with blade7+1 his nation: 3 blade nation=
Equip Character Narciso Barrios with bladeC11-1 his nation: 3 blade nation=
Equip Character Fromony Forneris with blade49-1 his nation: 3 blade nation=
Equip Character Bautista Santos with bladeC6+2 his nation: 3 blade nation=
Equip Character Hilary Watchman with bladeC11+3 his nation: 3 blade nation=
Equip Character Elie Docquier with bladeC12-1 his nation: 3 blade nation=
Equip Character Doolin Filion with bladeC11-1 his nation: 3 blade nation=
Equip Character Rys Weather with blade19+3 his nation: 3 blade nation=
ItemLogic: On load location QC_town
ItemLogic: found 0 buttons
SETTING MUSIC: music_pir_town
SETTING MUSIC: music_pir_town
PauseAllSounds
ItemLogic: On unload location
PauseAllSounds
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 11
Equip Character Crewmember with blade36+2 his nation: 3 blade nation=
ItemLogic: On load location ShipDeck4
ItemLogic: found 0 buttons
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 11
Whr_UpdateWeather finish weather update
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
Quest name gunner_ammo FOUND in CommonQuestComplete
ItemLogic: On unload location
PauseAllSounds
ItemLogic: On unload location
PauseAllSounds
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 11
ItemLogic: On load location Tutorial_Deck
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
Quest name Got_Relation_Book FOUND in CommonQuestComplete
PauseAllSounds
ItemLogic: On unload location
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 11
SEA: sealogin loading island QuebradasCostillas
SEA: added pchar to sea
Force_GetShipType: Maxclass = 2, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = war, Loop = 0, Ship ID = FR_NeptunusE
Equip Character Oweyn Casbolt with bladeC30-1 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 2, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = war, Loop = 0, Ship ID = Sloop1
Equip Character Kenneth Forest with blade49+1 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = WallerPinnace
Equip Character Meredith Lockyear with bladeC35 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Yacht2
Equip Character Edwin Grout with blade28-1 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Golden Age of Piracy, Nat = Pirate, Type = war, Loop = 0, Ship ID = Shnyava1
Equip Character Hermengildo Calado with bladeC2-1 his nation: 3 blade nation=
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Golden Age of Piracy, Nat = Pirate, Type = war, Loop = 0, Ship ID = Sloop2
Equip Character Heitor Caldeira with bladeC12+1 his nation: 3 blade nation=
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
SEA: SeaLogin end
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 11
Whr_UpdateWeather finish weather update
Sea_FirstInit
FLAGS: The 'Westergo' has spotted us at 337.63 and will remember us as Pirate with visibility=657.5
FLAGS: The 'Princesse Louise' has spotted us at 398.63 and will remember us as Pirate with visibility=622.5
Sea_FirstInit done
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
PauseAllSounds
SETTING MUSIC: music_map
ResumeAllSounds
Quest name Safe_port_leave FOUND in CommonQuestComplete
Force_GetShipType: Maxclass = 6, Minclass = 7, Per = Golden Age of Piracy, Nat = Portugal, Type = trade, Loop = 0, Ship ID = Barque4_47
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Holland, Type = trade, Loop = 0, Ship ID = Tartane1
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Golden Age of Piracy, Nat = Spain, Type = trade, Loop = 0, Ship ID = SloopBermuda
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Portugal, Type = trade, Loop = 0, Ship ID = PO_WarGalleon
PauseAllSounds
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 135, theDay = 138
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 0
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island IslaMuelle
SEA: added pchar to sea
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Golden Age of Piracy, Nat = Pirate, Type = war, Loop = 0, Ship ID = Ketch
Equip Character Simon Sowman with bladeC12+1 his nation: 3 blade nation=
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Golden Age of Piracy, Nat = Pirate, Type = war, Loop = 0, Ship ID = Ketch
Equip Character Jasper Cypher with bladeC12-1 his nation: 3 blade nation=
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Golden Age of Piracy, Nat = Pirate, Type = war, Loop = 0, Ship ID = Brigantina1
Equip Character Aron Miedema with bladeC30 his nation: 3 blade nation=
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Golden Age of Piracy, Nat = Pirate, Type = war, Loop = 0, Ship ID = Brig1
Equip Character Mychelet Schuyler with bladeC2 his nation: 3 blade nation=
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Golden Age of Piracy, Nat = Pirate, Type = war, Loop = 0, Ship ID = Sloop2
Equip Character Fromony Ternien with blade31+1 his nation: 3 blade nation=
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Golden Age of Piracy, Nat = Pirate, Type = war, Loop = 0, Ship ID = Brigantina1
Equip Character Aubry Nesles with blade27+1 his nation: 3 blade nation=
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_night_sailing
SETTING MUSIC: music_night_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
Sea_FirstInit done
PauseAllSounds
SETTING MUSIC: music_map
ResumeAllSounds
PauseAllSounds
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 0, theHour = 7
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island IslaMuelle
SEA: added pchar to sea
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
Sea_FirstInit done
PauseAllSounds
SETTING MUSIC: music_map
ResumeAllSounds
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = France, Type = trade, Loop = 0, Ship ID = Yacht2
Force_GetShipType: Maxclass = 6, Minclass = 7, Per = Golden Age of Piracy, Nat = Holland, Type = trade, Loop = 0, Ship ID = Yacht2
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = France, Type = trade, Loop = 0, Ship ID = FR_Dilligente
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = PO_Hoy
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = BarqueHeavy
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Holland, Type = trade, Loop = 0, Ship ID = Lugger2
PauseAllSounds
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 138, theDay = 140
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 20
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island IslaMuelle
SEA: added pchar to sea
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
Sea_FirstInit done
== Directsail called at 20:29
== Directsail called at 20:44
PauseAllSounds
SETTING MUSIC: music_map
ResumeAllSounds
PauseAllSounds
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 20
SEA: sealogin loading island IslaMuelle
SEA: added pchar to sea
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
FLAGS: The 'San Juan Fort' has spotted us at 403.57 and will remember us as French with visibility=835.
Sea_FirstInit done
== Directsail called at 20:29
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 20
Whr_UpdateWeather finish weather update
SETTING MUSIC: music_storm
ResumeAllSounds
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 20
Whr_UpdateWeather finish weather update
SETTING MUSIC: music_storm
ResumeAllSounds
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
InitSounds (English): created 19 entries.
InitMusic: created 93 entries.
SETTING MUSIC: music_storm
==> BuildSettings: New settings applied
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 20
Whr_UpdateWeather finish weather update
SETTING MUSIC: music_spokplavanie
== Directsail called at 20:44
PauseAllSounds
Reload: Process started for locator_name = reload_1 and lockedReloadLocator =
reload_cur_island_index = 2
reload_cur_location_index = -1
reload_island_index = -1
reload_location_index = 65
Start reload
PauseAllSounds
ReloadStartFade
DS: Player ship was at sea for 7 days
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 20
Equip Character Guido Gama with blade10+2 his nation: 2 blade nation=
Equip Character Iubla Juarez with blade48+3 his nation: 2 blade nation=
Equip Character Daniel Piedrahita with bladeC11+3 his nation: 2 blade nation=
Equip Character Iuana Cardenas with blade12 his nation: 2 blade nation=
Equip Character Sanchez Cafu with bladeC6+2 his nation: 2 blade nation=
Equip Character Lucas Queiro with blade2+3 his nation: 2 blade nation=
Equip Character Muza Canans with bladeC2-1 his nation: 2 blade nation=
ItemLogic: On load location Muelle_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\pursem
trying to spawn item: mineral16 with rarity=0.90561 itemProb=0.15
trying to spawn item: potion3 with rarity=4.2297e-002 itemProb=0.6
trying to spawn item: jewelry1 with rarity=0.66238 itemProb=7.5e-002
trying to spawn item: meds3 with rarity=0.41025 itemProb=0.225
trying to spawn item: 500gp with rarity=0.18588 itemProb=0.15
trying to spawn item: 250gp with rarity=0.56842 itemProb=0.3
trying to spawn item: indian11 with rarity=0.88895 itemProb=0.15
trying to spawn item: 100gp with rarity=0.40048 itemProb=0.45
trying to spawn item: medical2 with rarity=0.24603 itemProb=0.45
trying to spawn item: 250gp with rarity=0.38467 itemProb=0.3
trying to spawn item: potion3 with rarity=0.45609 itemProb=0.6
SETTING MUSIC: music_spa_town
SETTING MUSIC: music_spa_town
SETTING MUSIC: music_bitva
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
InitSounds (English): created 19 entries.
InitMusic: created 93 entries.
SETTING MUSIC: music_bitva
==> BuildSettings: New settings applied
SETTING MUSIC:
IT ch Muelle_Street_merchant_1 has no items tree
IT for Muelle_Street_merchant_1, town Isla Muelle size 3078, raw quality set to 10
IT tradetype checked street, now Stall
IT tradetype assign to chr, now Stall
IT for Muelle_Street_merchant_1, quality set to 10
IT dropped low quality weapon (blade6) in favor of higher quality (blade6+2)
IT dropped low quality weapon (blade11-1) in favor of higher quality (blade11+2)
IT dropped low quality weapon (blade36-1) in favor of higher quality (blade36+2)
IT dropped low quality weapon (blade48) in favor of higher quality (blade48+2)
IT traded with trader 1 times
Reload: Process started for locator_name = reload2 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 65
reload_island_index = -1
reload_location_index = 66
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 21
Equip Character Froila Morgovejo with blade49 his nation: 2 blade nation=
Equip Character Felzano Montavez with blade12 his nation: 2 blade nation=
Equip Character Alejandra Radondo with bladeC6-1 his nation: 2 blade nation=
Equip Character Aliember Benitez with blade49 his nation: 2 blade nation=
Equip Character Eduardo Heras with blade49+3 his nation: 2 blade nation=
Equip Character Eldonza Cano with blade49+2 his nation: 2 blade nation=
ItemLogic: On load location Muelle_town_01
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\pursel
ItemLogic: Loaded model items\\potionbig
SETTING MUSIC: music_spa_town
SETTING MUSIC: music_spa_town
Reload: Process started for locator_name = reload14 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 66
reload_island_index = -1
reload_location_index = 73
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
Equip Character Tello Garrido with blade48 his nation: 2 blade nation=
Equip Character Donno Naharro with blade46-1 his nation: 2 blade nation=
ItemLogic: On load location Muelle_Tavern
ItemLogic: found 0 buttons
SETTING MUSIC: music_tavern
SETTING MUSIC: music_tavern
Equip Character Ermegildus Ballesteros with blade19 his nation: 2 blade nation=
Free Random Officer IDX is 1471 and he has id Enc_Officer_1
Template <follow> -> path not found chr.id = Enc_Officer_1
Quest name LandEnc_OfficerHired FOUND in CommonQuestComplete
Quest name LandEnc_OfficerJoined FOUND in CommonQuestComplete
SETTING MUSIC: music_bitva
Reload: Process started for locator_name = reload2 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 73
reload_island_index = -1
reload_location_index = 74
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location Muelle_tavern_upstairs
ItemLogic: found 0 buttons
trying to spawn item: spyglass1 with rarity=0.96689 itemProb=0.45
trying to spawn item: medical1 with rarity=0.55695 itemProb=1.2
trying to spawn item: medical1 with rarity=0.18924 itemProb=1.2
trying to spawn item: potion3 with rarity=0.71713 itemProb=0.6
trying to spawn item: indian13 with rarity=0.20831 itemProb=0.15
trying to spawn item: indian10 with rarity=0.94153 itemProb=0.105
trying to spawn item: compass1 with rarity=0.21597 itemProb=0.3
trying to spawn item: jewelry9 with rarity=0.21017 itemProb=0.225
SETTING MUSIC: music_tavern
SETTING MUSIC: music_house
SETTING MUSIC: music_house
Reload: Process started for locator_name = reload1 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 74
reload_island_index = -1
reload_location_index = 73
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
no sex found
Equip Character Silvino Clavet with blade4+1 his nation: 2 blade nation=
ItemLogic: On load location Muelle_Tavern
ItemLogic: found 0 buttons
SETTING MUSIC: music_tavern
SETTING MUSIC: music_tavern
PauseAllSounds
ItemLogic: On unload location
PauseAllSounds
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 21, theHour = 21
Equip Character Crewmember with blade3+3 his nation: 1 blade nation=1
ItemLogic: On load location ShipDeck4
ItemLogic: found 0 buttons
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 21, theHour = 21
Whr_UpdateWeather finish weather update
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
Quest name gunner_ammo FOUND in CommonQuestComplete
Template <follow> -> path not found chr.id = Artois Voysey
PauseAllSounds
ItemLogic: On unload location
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 21, theHour = 21
SEA: sealogin loading island IslaMuelle
SEA: added pchar to sea
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
SEA: SeaLogin end
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 21, theHour = 21
Whr_UpdateWeather finish weather update
Sea_FirstInit
FLAGS: The 'San Juan Fort' remembers us as French
Sea_FirstInit done
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
PauseAllSounds
SETTING MUSIC: music_map
ResumeAllSounds
Repair & Defence skill added in ProcessSailRepair: 2.7897 actual 3
Repair & Defence skill added in ProcessSailRepair: 2.1897 actual 2
IT dropped low quality weapon (bladeC6-1) in favor of higher quality (bladeC6)
Force_GetShipType: Maxclass = 7, Minclass = 7, Per = Golden Age of Piracy, Nat = Spain, Type = trade, Loop = 0, Ship ID = Barque2
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Holland, Type = trade, Loop = 0, Ship ID = Yacht1
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Holland, Type = trade, Loop = 0, Ship ID = Lugger1
Repair & Defence skill added in ProcessSailRepair: 1.0206 actual 1
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Lugger4
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Portugal, Type = trade, Loop = 0, Ship ID = Barque4_47
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Golden Age of Piracy, Nat = Holland, Type = trade, Loop = 0, Ship ID = Barque3_50
IT dropped low quality weapon (blade6+1) in favor of higher quality (blade6+2)
IT dropped low quality weapon (PiratesPistol-2) in favor of higher quality (PiratesPistol-1)
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Holland, Type = trade, Loop = 0, Ship ID = NL_LightPinnace
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = PO_Hoy
Force_GetShipType: Maxclass = 5, Minclass = 7, Per = Golden Age of Piracy, Nat = Spain, Type = trade, Loop = 0, Ship ID = Barque2
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Portugal, Type = trade, Loop = 0, Ship ID = FastGalleon1
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Yacht1
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Shnyava2
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = France, Type = trade, Loop = 0, Ship ID = Sloop2
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Holland, Type = trade, Loop = 0, Ship ID = Barque2
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Spain, Type = trade, Loop = 0, Ship ID = SP_Derfflinger
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = PO_Hoy
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Holland, Type = trade, Loop = 0, Ship ID = Lugger4
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = France, Type = trade, Loop = 0, Ship ID = WallerPinnace
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Holland, Type = trade, Loop = 0, Ship ID = SloopBermuda
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Yacht1
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = LuggerCT
IT dropped low quality weapon (blade48+1) in favor of higher quality (blade48+2)
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = SloopBermuda
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Spain, Type = trade, Loop = 0, Ship ID = SloopBermuda
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Spain, Type = trade, Loop = 0, Ship ID = Shnyava1
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Holland, Type = trade, Loop = 0, Ship ID = Yacht1
PauseAllSounds
SEA: SeaLogin begin
Quest name Story_leavingOxbay FOUND in QuestComplete
Quest name to_oxbay_mines_with_larrouse_complete FOUND in SideQuestComplete
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 141, theDay = 153
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 21, theHour = 0
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island Oxbay
SEA: added pchar to sea
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = FR_Derfflinger
Equip Character Guy Abbott with bladeC2-1 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque4_47
Equip Character Adam Coppard with blade20-1 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Sloop1
Equip Character Hamond Galley with bladeC18+1 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Shnyava2
Equip Character Gilbert Fear with bladeC30 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Pinnace1
Equip Character Owen Blank with bladeC35+1 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque1
Equip Character Aleyn Ramson with blade19 his nation: 0 blade nation=
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_night_sailing
SETTING MUSIC: music_night_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
FLAGS: The 'Alligator' has spotted us at 319.68 and will remember us as French with visibility=397.5
Sea_FirstInit done
Quest name to_oxbay_mines_with_larrouse_complete_2 FOUND in SideQuestComplete
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 0, theHour = 0
ItemLogic: On load location Oxbay_Canyon
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\pearlbig
Quest name to_oxbay_mines_with_larrouse_3_complete FOUND in SideQuestComplete
 
this is the system doc

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 363134403 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
Unable to open resource\sounds\sails_up
resource\models\items\\.gm: can't open geometry file
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
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
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
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
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
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
Island Set
Fader::Init() -> Fader already created, fade out phase
Island Set
Fader::Init() -> Fader already created, fade out phase
Island Set
Island Set
Island Set
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
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
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
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
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
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Island Set
Fader::Init() -> Fader already created, fade out phase
Island Set
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
Present
The device is lost and cannot be restored at the current time, so rendering is not possible
 
and this is the errorr doc




RUNTIME ERROR - file: seadogs.c; line: 738
Save - ARef to non existing attributes branch
RUNTIME ERROR - file: seadogs.c; line: 738
Save - ARef to non existing attributes branch
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 92
invalid index 5 [size:5]
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 92
function 'CreateFlagEnvironment' stack error
RUNTIME ERROR - file: battle_interface\flags.c; line: 240
invalid index 5 [size:5]
RUNTIME ERROR - file: battle_interface\flags.c; line: 240
function 'SetShipFlag' stack error
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 92
invalid index 5 [size:5]
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 92
function 'CreateFlagEnvironment' stack error
RUNTIME ERROR - file: battle_interface\flags.c; line: 240
invalid index 5 [size:5]
RUNTIME ERROR - file: battle_interface\flags.c; line: 240
function 'SetShipFlag' stack error
RUNTIME ERROR - file: dialog.c; line: 362
invalid index -1 [size:2250]
RUNTIME ERROR - file: dialog.c; line: 362
process event stack error
 
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