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Solved Can't Move

SRACon17

Sailor Apprentice
in my game, i just came from a battle where i captured 2 ships and sunk the rest. but everytime i board the enemy ship, my character just moves by himself(usually around and around in circles) and i can't control any of his movements. so i just waited for my crew to kill the enemy then i press the spacebar to go to the next boarding deck. that happened for all the ships i boarded in that battle(this didn't happen in my battles before). the worst part came when i returned to dry land and pressed quicksave(i had no other saves), and to my horror i realized that my character is stuck where he's standing and he can't move anywhere nor go back to his ship. the only thing i can do now is pan the camera up and down(but not sideways). can you help me fix this? i have no way to go back to an earlier save.
 
also why is it everytime i go to some place in the pirate settlement in nevis(like the tavern, shipyard, etc) and exit that place, my portrait flashes red and i have to fight everyone (even when i'm flying the pirate flag)?
 
I have never heard of a character moving by himself before. In boarding battles the usual comment is about not being able to move to the next deck, but that does not seem to be your problem.
Methinks your "options" folder might have become corrupted. Go into your POTC folder and delete options. Then start POTC and at the main menu reset all of the options to be the way you want them to be. Hopefully a new game will not be required.

Ah, those pirates be a prickly bunch. The first time you went there did you steal anything or kill anyone? I make sure whenever I go in there to just take care of business and leave.
 
the first time i went there, somebody attacked me. i got irritated with them always attacking me so i dropped a landing party and they gave me more than 3,000,000 gold in exchange for their freedom. hahaha
 
it happened again! i reinstalled potc and started a new game. now this bug happened to me again. on the ship deck, i keep moving around and around in circles, and when i went to port, i'm stuck in one spot and i can't move anywhere. can somebody help me fix this? i don't wanna start over again :(
 
Did you delete the "options" folder last time? If not, try that. A new game should not be needed, but you will need to reset your options again.
 
uhm, an error.log wasn't generated.


anyway, here's the compile.log

Gauging: StartGauging
Gauging: starting init
Gauging: interface
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load build settings
Gauging: periods
Gauging: nations
Gauging: preprocessor
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
Gauging: islands
Init weathers complete. 0 weathers found.
Gauging: weather
Gauging: perks
InitModels: Total number of models: 855
Gauging: models
InitSounds (English): created 59 entries.
InitMusic: created 73 entries.
InitGreetings: created 257 entries.
InitTalks: created 20 entries.
Gauging: Aliases
Gauging: sound
Gauging: goods
Gauging: Storylines
Gauging: Profiles
Main_LogoVideo() 0
PauseAllSounds
proc_break_video()
ResumeAllSounds
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 748
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 1283 items.
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: towns
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: load options
InitSounds (English): created 59 entries.
InitMusic: created 73 entries.
InitGreetings: created 257 entries.
InitTalks: created 20 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
proc_break_video()
Done loading
bool CreateParticleEntity()
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 6
SEA: sealogin loading island Oxbay
Set temporary group OurGroup coords: x=-1248.1, z=-1337.3, ay=1.302
Set temporary group tmpgrp_OurGroup_1 coords: x=-1337.9, z=-1365.9, ay=-0.16006
Set temporary group CrOxbay1 coords: x=355.95, z=-494.68, ay=0.75223
Set temporary group tmpgrp_CrOxbay1_1 coords: x=447.87, z=-553.94, ay=0.11312
Set temporary group CrOxbay3 coords: x=-1897.3, z=971.25, ay=-3.2427
Set temporary group tmpgrp_CrOxbay3_1 coords: x=-1845.8, z=1088.4, ay=-4.6489
Set temporary group CrOxbay5 coords: x=-1210., z=-1041.7, ay=0.60643
Set temporary group tmpgrp_CrOxbay5_1 coords: x=-1163.4, z=-1078., ay=-1.5093
SEA: added ships
move to x=10000.0000000, z=10000.0000000
move to x=10000.0000000, z=10000.0000000
move to x=10000.0000000, z=10000.0000000
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_spokplavanie
ResumeAllSounds
SEA: SeaLogin end
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
BattleInterface DoSetFlags: 0
procGetRiggingData: n=-2, chr.id=Blaze, ship.type=LuggerVML, nation=-1, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=6, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=Blaze, ship.type=LuggerVML, nation=-1, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=6, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=Blaze, ship.type=LuggerVML, nation=-1, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=6, FlagType=E
procGetRiggingData: n=-3, chr.id=Blaze, ship.type=LuggerVML, nation=-1, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=6, FlagType=P
procGetRiggingData: n=-3, chr.id=Blaze, ship.type=LuggerVML, nation=-1, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=5, ShipFlagsQuantity=6, FlagType=P
BattleInterface DoSetFlags: 1
procGetRiggingData: n=-2, chr.id=Quest trader, ship.type=FleutWar, nation=-1, ShipFlagsQuantity=10, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=10, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=Quest trader, ship.type=FleutWar, nation=-1, ShipFlagsQuantity=10, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=10, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=Quest trader, ship.type=FleutWar, nation=-1, ShipFlagsQuantity=10, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=10, FlagType=E
procGetRiggingData: n=-2, chr.id=Quest trader, ship.type=FleutWar, nation=-1, ShipFlagsQuantity=10, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=10, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=Quest trader, ship.type=FleutWar, nation=-1, ShipFlagsQuantity=10, bShipWithoutPennants=0
CurrentFlag=5, ShipFlagsQuantity=10, FlagType=E
procGetRiggingData: n=-3, chr.id=Quest trader, ship.type=FleutWar, nation=-1, ShipFlagsQuantity=10, bShipWithoutPennants=0
CurrentFlag=6, ShipFlagsQuantity=10, FlagType=P
procGetRiggingData: n=-3, chr.id=Quest trader, ship.type=FleutWar, nation=-1, ShipFlagsQuantity=10, bShipWithoutPennants=0
CurrentFlag=7, ShipFlagsQuantity=10, FlagType=P
procGetRiggingData: n=-3, chr.id=Quest trader, ship.type=FleutWar, nation=-1, ShipFlagsQuantity=10, bShipWithoutPennants=0
CurrentFlag=8, ShipFlagsQuantity=10, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=Quest trader, ship.type=FleutWar, nation=-1, ShipFlagsQuantity=10, bShipWithoutPennants=0
CurrentFlag=9, ShipFlagsQuantity=10, FlagType=P
procGetRiggingData: n=-3, chr.id=Quest trader, ship.type=FleutWar, nation=-1, ShipFlagsQuantity=10, bShipWithoutPennants=0
CurrentFlag=10, ShipFlagsQuantity=10, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
BattleInterface DoSetFlags: 2
procGetRiggingData: n=-2, chr.id=CrOxbay1, ship.type=Lugger1, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=6, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=CrOxbay1, ship.type=Lugger1, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=6, FlagType=E
procGetRiggingData: n=-2, chr.id=CrOxbay1, ship.type=Lugger1, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=6, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-3, chr.id=CrOxbay1, ship.type=Lugger1, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=6, FlagType=P
procGetRiggingData: n=-3, chr.id=CrOxbay1, ship.type=Lugger1, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=5, ShipFlagsQuantity=6, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=CrOxbay1, ship.type=Lugger1, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=6, ShipFlagsQuantity=6, FlagType=P
BattleInterface DoSetFlags: 3
procGetRiggingData: n=-2, chr.id=CrOxbay2, ship.type=Yacht1, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=6, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=CrOxbay2, ship.type=Yacht1, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=6, FlagType=E
procGetRiggingData: n=-2, chr.id=CrOxbay2, ship.type=Yacht1, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=6, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-3, chr.id=CrOxbay2, ship.type=Yacht1, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=6, FlagType=P
procGetRiggingData: n=-3, chr.id=CrOxbay2, ship.type=Yacht1, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=5, ShipFlagsQuantity=6, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=CrOxbay2, ship.type=Yacht1, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=6, ShipFlagsQuantity=6, FlagType=P
Sea_FirstInit done
BattleInterface DoSetFlags: 4
procGetRiggingData: n=-2, chr.id=CrOxbay3, ship.type=FleutWar, nation=0, ShipFlagsQuantity=10, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=10, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=CrOxbay3, ship.type=FleutWar, nation=0, ShipFlagsQuantity=10, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=10, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=CrOxbay3, ship.type=FleutWar, nation=0, ShipFlagsQuantity=10, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=10, FlagType=E
procGetRiggingData: n=-2, chr.id=CrOxbay3, ship.type=FleutWar, nation=0, ShipFlagsQuantity=10, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=10, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=CrOxbay3, ship.type=FleutWar, nation=0, ShipFlagsQuantity=10, bShipWithoutPennants=0
CurrentFlag=5, ShipFlagsQuantity=10, FlagType=E
procGetRiggingData: n=-3, chr.id=CrOxbay3, ship.type=FleutWar, nation=0, ShipFlagsQuantity=10, bShipWithoutPennants=0
CurrentFlag=6, ShipFlagsQuantity=10, FlagType=P
procGetRiggingData: n=-3, chr.id=CrOxbay3, ship.type=FleutWar, nation=0, ShipFlagsQuantity=10, bShipWithoutPennants=0
CurrentFlag=7, ShipFlagsQuantity=10, FlagType=P
procGetRiggingData: n=-3, chr.id=CrOxbay3, ship.type=FleutWar, nation=0, ShipFlagsQuantity=10, bShipWithoutPennants=0
CurrentFlag=8, ShipFlagsQuantity=10, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=CrOxbay3, ship.type=FleutWar, nation=0, ShipFlagsQuantity=10, bShipWithoutPennants=0
CurrentFlag=9, ShipFlagsQuantity=10, FlagType=P
procGetRiggingData: n=-3, chr.id=CrOxbay3, ship.type=FleutWar, nation=0, ShipFlagsQuantity=10, bShipWithoutPennants=0
CurrentFlag=10, ShipFlagsQuantity=10, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
BattleInterface DoSetFlags: 5
procGetRiggingData: n=-2, chr.id=CrOxbay4, ship.type=BarqueHeavy, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=6, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=CrOxbay4, ship.type=BarqueHeavy, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=6, FlagType=E
procGetRiggingData: n=-2, chr.id=CrOxbay4, ship.type=BarqueHeavy, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=6, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-3, chr.id=CrOxbay4, ship.type=BarqueHeavy, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=6, FlagType=P
procGetRiggingData: n=-3, chr.id=CrOxbay4, ship.type=BarqueHeavy, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=5, ShipFlagsQuantity=6, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=CrOxbay4, ship.type=BarqueHeavy, nation=0, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=6, ShipFlagsQuantity=6, FlagType=P
BattleInterface DoSetFlags: 6
procGetRiggingData: n=-2, chr.id=CrOxbay5, ship.type=Ketch, nation=0, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrOxbay5, ship.type=Ketch, nation=0, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=4, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-3, chr.id=CrOxbay5, ship.type=Ketch, nation=0, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=4, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=CrOxbay5, ship.type=Ketch, nation=0, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=4, FlagType=P
BattleInterface DoSetFlags: 7
procGetRiggingData: n=-2, chr.id=CrOxbay6, ship.type=Xebec1, nation=0, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=4, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=CrOxbay6, ship.type=Xebec1, nation=0, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-3, chr.id=CrOxbay6, ship.type=Xebec1, nation=0, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=4, FlagType=P
procGetRiggingData: n=-3, chr.id=CrOxbay6, ship.type=Xebec1, nation=0, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=4, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
SETTING MUSIC: music_spokplavanie
ResumeAllSounds
== Directsail called at 06:54
PauseAllSounds
PauseAllSounds
ItemLogic: On load location ShipDeck1
ItemLogic: found 0 buttons
trying to spawn item: medical1 with rarity=0.57349 itemProb=1.28
trying to spawn item: blade27 with rarity=0.14389 itemProb=0.352
trying to spawn item: MerchantsBlade with rarity=0.31494 itemProb=1.2672
trying to spawn item: potion2 with rarity=0.19357 itemProb=8.e-002
trying to spawn item: blade11+1 with rarity=0.26321 itemProb=0.3648
trying to spawn item: blade19+1 with rarity=0.99136 itemProb=0.1824
trying to spawn item: pistol3 with rarity=3.299e-002 itemProb=0.52096
trying to spawn item: bladeC11-2 with rarity=0.10236 itemProb=0.2816
trying to spawn item: pistol5+1 with rarity=0.77927 itemProb=0.1216
trying to spawn item: potion3 with rarity=0.36508 itemProb=0.64
trying to spawn item: jewelry6 with rarity=0.12961 itemProb=0.16
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 6
Whr_UpdateWeather finish weather update
SETTING MUSIC: music_spokplavanie
 
and here's the system.log

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 1070745060 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Bad rope data for rope: (rope num = 131) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 189629916
Bad rope data for rope: (rope num = 130) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 189629916
Bad rope data for rope: (rope num = 69) (begin group=0, end group=0)
Begin pointer = 0? end pointer = 189630724
Bad rope data for rope: (rope num = 70) (begin group=0, end group=0)
Begin pointer = 0? end pointer = 189630724
Bad rope data for rope: (rope num = 766) (begin group=-1, end group=0)
Begin pointer = 189634764? end pointer = 0
Can't load texture resource\textures\SHIPS\BLACK.TGA.tx
Can't load texture resource\textures\SHIPS\RSD_1.TGA.tx
Can't load texture resource\textures\SHIPS\RSD_1.TGA.tx
Bad rope data for rope: (rope num = 131) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 286723916
Bad rope data for rope: (rope num = 130) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 286723916
Bad rope data for rope: (rope num = 69) (begin group=0, end group=0)
Begin pointer = 0? end pointer = 286724724
Bad rope data for rope: (rope num = 70) (begin group=0, end group=0)
Begin pointer = 0? end pointer = 286724724
Bad rope data for rope: (rope num = 766) (begin group=-1, end group=0)
Begin pointer = 286728764? end pointer = 0
Island Set
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
Release d3d8
Undefined error
Release d3d
Undefined error
Unloading
System exit and cleanup:
Mem state: User memory: 93 MSSystem: 16 Blocks: 1
Leak: 'Bad memory address' line 0, size 93
 
You can upload them as an attachment by clicking on the "upload a file" button next to "post a reply". Mine look like this.

What grabs my eye is that temporary group coordinates. It seems you get "lost". Do you defrag often?
 

Attachments

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  • error.log
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  • system.log
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