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Crash at New Game load screen?

greatthenate

Landlubber
Ok, so I just ordered POTC the other day when I discovered these incredible mods existed...
I went ahead and installed it (on Vista btw) And it started ok...
So then I go through and install the build mod (version 13 full)... And the game and everything starts up fine...
Then after I've modified the controls and selected my character, I hit new game and the game stops shortly thereafter...
The load screen shows up and the globe in the corner makes about two spins before I get a report saying that the program has stopped working...
I've tried multiple times, as admin and otherwise, any suggestions? thanks...
 
Did you follow all the installation instructions and run the RunMe.bat file before starting the game?

Did you see new startup screens and eye candy on the main menu screen? If not, then something didn't go right with your install.

Cap'n Drow
 
<!--quoteo(post=273051:date=Aug 12 2008, 08:32 PM:name=Cap'n_Drow)--><div class='quotetop'>QUOTE (Cap'n_Drow @ Aug 12 2008, 08:32 PM) <a href="index.php?act=findpost&pid=273051"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Did you follow all the installation instructions and run the RunMe.bat file before starting the game?

Did you see new startup screens and eye candy on the main menu screen? If not, then something didn't go right with your install.

Cap'n Drow<!--QuoteEnd--></div><!--QuoteEEnd-->
yeah it started fine and showed the build mod community 13 title screen with the one girl and even let me click new game and pick my character and ship and all that but then when I hit start it brings up the load screen that says new game in the upper corner and then it freezes, claiming the Engine has stopped working correctly...
 
Ok so tried some different things... I installed the game and mod 13 to a stand-alone hard drive... When I run the game on my Windows XP computer it works fine... When I try on my vista computer it runs and brings up the title screen and lets me navigate the various menues, until I initiate a load screen either by hitting new game or loading a saved game... It displays the load screen and the globe turns a couple of times and then I get an error message saying a problem in the program has caused it to stop working...

The funny thing is it does freezes on the load screens before the actual gameplay begins on both the original and modded versions... And I'm unsure that vista is really the problem because of an even stranger thing that happened... I try installing the game and my computer freezes up 67% of the way through the installation process... When I turn my cpu back on the icon is there or the game and when I click it the game actually works and lets me start a new game... Since I was sure there where aspects of the game it never finished installing I had to uninstall to ensure I had the whole game on there, but it does prove the game will run...

Something that the game installs near the end is not wanting to run on my computer... Is there a way to disable the movies and/or load screens perhaps, since these are located towards the end of the installation queue and are the point at which the game tends to freeze...??? Ack so frustrating...
 
Could you open your engine.ini in the game directory and set these:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->tracefilesoff = 0

[script]
debuginfo = 1<!--c2--></div><!--ec2-->

You should get an error.log file appearing in the game directory after the crash which might have some helpful info.
 
Gauging: StartGauging
Gauging: starting init
Gauging: nations
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
Gauging: islands
Init weathers complete. 320 weathers found.
Gauging: weather
Gauging: perks
InitModels: Total number of models: 315
Gauging: models
Gauging: goods
Gauging: ifaces
Main_LogoVideo() 0
PauseAllSounds
ResetSoundScheme
proc_break_video()
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 595
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: load options
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
SETTING MUSIC: music_main_menu
Init character names complete.
ResetSoundScheme
Init character names complete.
Gauging: start new game
Gauging: start NPC init
Gauging: done NPC init
Gauging: done second pass through char array
Gauging: ng iface
Gauging: ng initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 595
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: load options
Gauging: infoshow
Gauging: ng initgame stop
Gauging: start reinit
InitModels: Total number of models: 315
Gauging: Models
Gauging: nosave
Gauging: RM mod and rumors
Gauging: shipberthing
Gauging: CRs
Gauging: KR mod
Gauging: FBQ
Gauging: towns
Gauging: fill stores
Gauging: update all towns
Gauging: itrade update
Gauging: Enc Officers
Gauging: CabinCaptains
Gauging: reinit stop
Gauging: load mch in first
running qcase beg
!!! Reload to 454
LoadLocation(ref loc) Tutorial_Deck

I went on and deleted the character I had made on my other computer, which it let me do... then went to start my own... and then it crashed...
This was saved in a text file entitled "compile"... any ideas what caused it to quit from this perhaps.... thanks...
 
I don't know, compile.log hasn't been useful to me for tracing crashes. There wasn't an error.log generated?
 
<!--quoteo(post=273263:date=Aug 13 2008, 05:44 PM:name=Dr. Maturin)--><div class='quotetop'>QUOTE (Dr. Maturin @ Aug 13 2008, 05:44 PM) <a href="index.php?act=findpost&pid=273263"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't know, compile.log hasn't been useful to me for tracing crashes. There wasn't an error.log generated?<!--QuoteEnd--></div><!--QuoteEEnd-->
sadly, no
 
This one is seeming a bit tricky. I've not had a single problem with PotC, AoP or any of the other games based on the Storm engine under Vista. Have you tried turning user profile control off, and setting your profile to have admin priveledges?

Cap'n Drow
 
yup I have everything set to run as admin "with all the special priviledges thereto appertaining" I've also tried running it in various compatibilty modes... I've played multiple games with vista, too... which is why this is bugging me so much... Either way since the game is on a seperate harddrive and I can play it on my other computer, I am fairly certain there is something about my pc that is causing the problem... there was another post on the other POTC tech forum (not build mod) from a guy who was describing the exact same problem that mine is having... And the lock-ups are happening on both the stock game and the mods, but just at the load screens (of docks, ship, inside of ships, or sailing)...
 
If you have the game installed and working on another computer, try copying the folder to your Vista machine.
Try to run that and if it still doesn't work, it must be something not related to the game.
A hardware issue perhaps or a driver problem of some kind?
 
s and after a great deal of experimentation, I believe something about my computer (perhaps the video or graphics card) is incapable of loading thewaves/physics or something... thus, the game crashes anytime I load a screen that has water in it... Is there some way to remove some of the flourish of these water effects, because my game worked when I interrupted the installation prior to loading some of the waves effects, but by doing this I don't get any shadows, movies, or load screens...
 
i know that my game automatically removed the sheen of the waves, so i don't really see why yours won't. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
The sheen (bump map, actually) is not displayed in your GFX card doesn't support it.
You can try to remove the sea.dll file from your MODULES folder and see if it still crashes.
Alternatively, download the MODULES folder from the Downloads section and put that in.
Possibly that will fix it. However, these files are also included in Build 13, so that's unlikely to work.
 
removing sea.dll has allowed me to access the dock and shore regions without a crash, but it still crashes the same at sail-ho...
can I perhaps remove another module that deals with the sea and its effects on the sail-ho screens? if not I suppose there isn't much else I can do, seeing as how my graphics card is integrated and I don't have a PCI or AGP slot... Either way, thank you all for your help....
 
I'm afraid I don't have any other suggestions.
What do you mean with "crash at sail ho"?
 
I mean the sailing mode (not as your pc on foot or on the world map)
removing sea.dll has allowed me to access any environment that has water with my pc on foot (shores, docks, tutorial deck) but it still crashes when I try to go to regular sailing mode (no crashing with world map sailing though luckily)...
So is there another module I can use to remove all the physics on the water for those screen...
The funny thing about having removed sea.dll is that it drained the ocean from each of the ports and now you can walk across the sands and choral once beneath the sea... kinda funny because my character can walk up beside the dinghy which now sits on the sand... It doesn't even trigger the need for my pc to swim, it completely acts like there was never any water there...
 
maybe it now crashes because it can't find sea.dll when it tries to load it at the sail ho message.
 
That is probably the problem, I guess sea.dll is used for the oceans physics both on land and at sea, the coding can compensate for not having water for the pc to swim in, but it cannot compensate for not having water for a ship to sail on... ah, such a cruel harsh world... The only plausible solution is to modify or make a different sea.dll file that codes a stagnant ocean, no waves, ripples, splashes and whatnot... Sadly, I have no earthly idea how to do this, perhaps I shall experiment...
 
i suppose you could try modelling a flat sea out of two polygons and <i>naming</i> it sea.dll. but that's a pure shot in the dark.
 
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