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Continuing bugs in the new Beta

<!--quoteo(post=167685:date=Oct 15 2006, 01:04 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Oct 15 2006, 01:04 PM) [snapback]167685[/snapback]</div><div class='quotemain'><!--quotec-->
...
TOTAL_CHARACTERS is the total number of character slots available. MAX_CHARACTERS is the number of permanent characters the game creates. LOC_FANTOM_CHARACTERS is the starting index in the Characters array for fantom characters.

We were getting the doubling because the current Globals.c file has more MAX_CHARACTERS than before, but LOC_FANTOM_CHARACTERS was not changed. ...
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I'd guess that MAX_CHARACTERS may have been increased to provide for new permanent characters for all the new islands/locations.

Getting a proper value for that, and then also increasing the LOC_FANTOM_CHARACTERS number accordingly as you suggest, looks like the way to go IMHO.
 
Ok, try this for the moment. Look in Globals.c around line 110 for the line:

#define MAX_CHARACTERS 1500 // KK 1150 //850

... and change 1500 to 1160 as follows:

#define MAX_CHARACTERS 1160 // KK 1150 //850

This will fix the problem for now, but there may be additional problems crop up later. I've never had more than 1158 permanent characters, including the new Encounter Officer slots which get reused.

I'll eventually make a proper change to globals.c and submit it to Pieter, with comments in the file about how to increase the numbers if necessary and still make the game work. But for now, making that change will fix the doubling problem and shouldn't cause any short term errors. You will still be able to use saved games.

Hook
 
OK, looking at the code I see that KK did increase the TOTAL_CHARACTERs from 1500 to 1850.
He also added the 350 to MAX_CHARACTERS going from 1150 to 1500.

What he missed then was adding 350 to the LOC_FANTOM_CHARACTERS to bring it to the required 1510.



If his two changes are indeed accurate and required to handle the new island locations, then it would be best to change the LOC_FANTOM_CHARACTERS number to match.

Even if it requires a new game, changing it later will still require a new game. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Rolling back the MAX_CHARACTERS number would be a problem if it effects the creation of "new islands characters", (tavern keepers, Governors, merchants etc.) that everyone else is complaining are missing.
 
Oops. Better make that 1159 instead of 1160. Turns out 1160 breaks things that it shouldn't.

#define MAX_CHARACTERS 1159 // KK 1150 //850

Hook
 
<!--quoteo(post=167704:date=Oct 15 2006, 02:03 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Oct 15 2006, 02:03 PM) [snapback]167704[/snapback]</div><div class='quotemain'><!--quotec-->
Oops. Better make that 1159 instead of 1160. Turns out 1160 breaks things that it shouldn't.

#define MAX_CHARACTERS 1159 // KK 1150 //850

Hook
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Well crud. I'm having problems with 1159, but we can't go any lower. And if we change LOC_FANTOM_CHARACTERS you'll have to start a new game. Well, since you'll be starting a new game anyway, here's a whole new copy of Globals.c with better numbers, and comments about how to change the numbers if necessary. Download globals.zip from the FTP in the Hook folder and start a new game.

I've tested this and it doesn't blow up or cause other problems. This is the version I'm submitting to Pieter if there's nothing else wrong with it.

Note to admin: I couldn't attach the file to this post, says "The requested file upload failed because suitable permissions have not been enabled on the 'uploads' directory. Please contact the board administrator and inform them of this error." Consider yourself informed. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
I think i'd be happier having to start a new game and know that all the limits will be enough to handle all the new chars for the new islands - and i'd even go as far as giving it a nice buffer zone to allow more than we might need, if it doesnt blow something up that is......

another great catch Mr.Hook - after this is all done(and not blowing up of course!) you should get an award for top bug-hunter/fixer <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
It's got a pretty good buffer zone, I think. I've been playing tonight and it seems to be working, too.

As for awards... well... I'd prefer extra time on my coffee break. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
I just started a new game with build 13 beta 4, and cannot complete telling the governor of Redmond about the French invasion. I noticed upon arrival at Redmond I kept getting a message "something is supposed to happen here", but nothing ever does.
I finally got in to see the governor, but when I try to talk to him, nothing happens. ???
 
I had that happen once. It's a problem with the global.c file and the various CHARACTERS settings. Get global.zip from the FTP site in the Hook folder. You'll need to start a new game for it to work.

Hook
 
This is going to sound newbish(but then i kinda am) but what, or more pointingly, where is this FTP site that keeps getting mentioned? Is it Pieters site where all the various builds are?

just to clarify for sure <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I'm just getting to the stages where i can test out the locked out of greenford bug again - so i'll report back this afternoon on that - i think i'll also try a non modded game, just so i can see if Greenford was ever locked in the origonal at any point in the quest line(imho i dont think any location(that is normaly open) should be locked, even if it is an attempt to 'steer' the player along a quest route - having the freedom to choose your own path or make your own mistakes is more important).
 
<!--quoteo(post=167875:date=Oct 17 2006, 10:54 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 17 2006, 10:54 AM) [snapback]167875[/snapback]</div><div class='quotemain'><!--quotec-->
This is going to sound newbish(but then i kinda am) but what, or more pointingly, where is this FTP site that keeps getting mentioned? Is it Pieters site where all the various builds are?
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See <a href="http://www.piratesahoy.com/forum/index.php?showtopic=5178" target="_blank">here</a> for the FTP information. You can get FTP Commander from my site. The PA! FTP is already set up in that version, so you should be able to get on the FTP in no-time. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=167875:date=Oct 17 2006, 10:54 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 17 2006, 10:54 AM) [snapback]167875[/snapback]</div><div class='quotemain'><!--quotec-->
I'm just getting to the stages where i can test out the locked out of greenford bug again - so i'll report back this afternoon on that - i think i'll also try a non modded game, just so i can see if Greenford was ever locked in the origonal at any point in the quest line(imho i dont think any location(that is normaly open) should be locked, even if it is an attempt to 'steer' the player along a quest route - having the freedom to choose your own path or make your own mistakes is more important).
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Sometimes locations MUST be locked, because if the player walks out, then the game is messed up BIG time because the quest that was going on will be broken but still active, which could cause major mess-ups.
 
<!--quoteo(post=167732:date=Oct 16 2006, 02:13 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Oct 16 2006, 02:13 AM) [snapback]167732[/snapback]</div><div class='quotemain'><!--quotec-->
It's got a pretty good buffer zone, I think. I've been playing tonight and it seems to be working, too.

As for awards... well... I'd prefer extra time on my coffee break. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
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Thanks a lot, top-bugfixer <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Enjoy your well deserved coffeebreak. (I'd mail you the extra time, but I just can't find any <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />: )
 
<!--quoteo(post=167843:date=Oct 17 2006, 12:01 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Oct 17 2006, 12:01 PM) [snapback]167843[/snapback]</div><div class='quotemain'><!--quotec-->
I had that happen once. It's a problem with the global.c file and the various CHARACTERS settings. Get global.zip from the FTP site in the Hook folder. You'll need to start a new game for it to work.

Hook
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Thanks!


<!--quoteo(post=167843:date=Oct 17 2006, 12:01 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Oct 17 2006, 12:01 PM) [snapback]167843[/snapback]</div><div class='quotemain'><!--quotec-->
I had that happen once. It's a problem with the global.c file and the various CHARACTERS settings. Get global.zip from the FTP site in the Hook folder. You'll need to start a new game for it to work.

Hook
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Umm, I don't see any "Hook" folder at the PiratesAhoy ftp site. Is there some other ftp I should be looking in?
 
<!--quoteo(post=167879:date=Oct 17 2006, 10:11 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 17 2006, 10:11 AM) [snapback]167879[/snapback]</div><div class='quotemain'><!--quotec-->

<!--quoteo(post=167875:date=Oct 17 2006, 10:54 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 17 2006, 10:54 AM) [snapback]167875[/snapback]</div><div class='quotemain'><!--quotec-->
I'm just getting to the stages where i can test out the locked out of greenford bug again - so i'll report back this afternoon on that - i think i'll also try a non modded game, just so i can see if Greenford was ever locked in the origonal at any point in the quest line(imho i dont think any location<b>(that is normaly open)</b> should be locked, even if it is an attempt to 'steer' the player along a quest route - having the freedom to choose your own path or make your own mistakes is more important).
<!--QuoteEnd--></div><!--QuoteEEnd-->
Sometimes locations MUST be locked, because if the player walks out, then the game is messed up BIG time because the quest that was going on will be broken but still active, which could cause major mess-ups.
<!--QuoteEnd--></div><!--QuoteEEnd-->

"Normaly open" was the key phrase there - this 'Locked out' bug is not normal behaviour <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Just completed huge playtesting session:

'Locked out' bug:
Build: Stock PotC - no mods/patches etc.

You can always weigh anchor at greenford during the escort+destroy Osieau mission + you can definately dock at greenford during the mission to escort the Albion there.

Build:
PotC
12.1Full(auto-runs the dos updater thing after install)
pre-build13base
b13_beta3(9/Oct/2006)
small fixes(10/Oct/2006)
bug fixes: 1.escort ship crew starvation 2.all ships surrender 3. decimal money
Run English.bat file

As soon as you meet the harbour master in Falaise de fleur to activate meeting the captain of the Osieau you can no longer dock at Greenford - mainquest breaks.

Just before talking to the harbour master(and after having got the permission paper from the guy in the bedroom of the tavern) i sailed to Greenford(without the Osieau of course as it hadnt been activated) and could dock as normal. So something happens to lock Greenford after/during talking to the Harbour Master in Falaise de Fleur. You never get an anchor symbol(either on the top left of screen or in the menu selection(return key)).

In the Stock game(and IIRC pre beta(3)) you never get locked out of Greenford for any part of the starting mainquest line.

Good News: <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

decimal money fix appears to work! I spent a few hours and recruited around 30 Officers - never saw one case of the decimalisation during character exchange screen - good work mr.Hook!

I dont know what to do now......i cant get further into the main game.....so i might just sail around prior to picking up the Osieau and try lots of ship capturing <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
 
OK, I found the Hook folder; downloaded the FTP commander program, and now I can see it. Anyway, will this globals.c file conflict with Build 13 Beta 5, or does Beta 5 overwrite it?
 
Strange things on starting a new game. When I went ashore with Malcolm at Oxbay, the town had already been taken by the French. Couldn't buy a spyglass or get ship repairs done. Started another game and everything back to normal. Phew! Thought I'd have to reinstall everything for a minute.
And now I can speak to the governor; all's well now (so far)...
 
<!--quoteo(post=167928:date=Oct 17 2006, 06:51 PM:name=Capn_Tucker)--><div class='quotetop'>QUOTE(Capn_Tucker @ Oct 17 2006, 06:51 PM) [snapback]167928[/snapback]</div><div class='quotemain'><!--quotec-->
OK, I found the Hook folder; downloaded the FTP commander program, and now I can see it. Anyway, will this globals.c file conflict with Build 13 Beta 5, or does Beta 5 overwrite it?
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The file already is in Beta 5. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Just to add in the new beta5 when you talk to the workshop guy on the beach you get this dialogue:

"I can't load dialog file[b_workshop.c] assinged to me". this is with the following build:

PotC
12.1(full)
pre-build13(base)
b13_beta5

i'm wondering if on the new beta we still need the small-fixes file(those files have an older date than in the new beta)? or what have i done wrong in that installation?
 
That file isn't working anymore? I'll need to check that. I'll get it fixed.

You do not need to install any small fixes on top of Beta 5, because they're already in there. Doing so can only cause more bugs, because the files in the small fixes might be older ones.
 
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