• New Horizons on Maelstrom
    Maelstrom New Horizons


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Crash when starting the game

I attempted but same issue, If you have any luck please let me know!
Also same problem, latest update broke it.
Latest update meaning the "Fix" by @Grey Roger ? If so, without it, does the game run and all? If not, install the game without the "Extra Fix Archive" and see if it works.
If not, there's something you're doing wrong.

What are you guys' specs? If you only have an Intel Graphics Card, install the patch during installation using the .exe from this or PART 1(Also use this when installing the MOD and NOT the Part 1 from ModDB.)

Also, now that there's an obvious defect from the PART 1 from ModDB, someone should reupload that or fix the FAQ on the installation guide and just redirect it to the one we have here since it's the one that includes all the latest files anyway.
 
@ijzzbloc, @Jonathan Rivas:
Install the game using parts 1 and 2 but do not yet install the update. Start a new game, quit, then post "compile.log". That will show us exactly which version of the game you're trying to use.
 
Latest update meaning the "Fix" by @Grey Roger ? If so, without it, does the game run and all? If not, install the game without the "Extra Fix Archive" and see if it works.
If not, there's something you're doing wrong.

What are you guys' specs? If you only have an Intel Graphics Card, install the patch during installation using the .exe from this or PART 1(Also use this when installing the MOD and NOT the Part 1 from ModDB.)

Also, now that there's an obvious defect from the PART 1 from ModDB, someone should reupload that or fix the FAQ on the installation guide and just redirect it to the one we have here since it's the one that includes all the latest files anyway.


The game works with just part 1 and 2.

----------------------------------------
Build 14 Beta 4 WIP: 31 Mar 2016
Savegame Compatibility: 14.931
----------------------------------------

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.
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 = 1651::
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: 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: 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\standard\quests\both_reaction.c not loaded, loading now!
storyline\standard\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 LuggerVML
!!! Reload to Tutorial_Deck (index=700)
** Whr: CreateWeatherEnvironment - iCurWeatherNum = -1, theDay = 106
** Whr: CreateWeatherEnvironment - iCurWeatherhour = -1, theHour = 10
!gWeatherInit Whr_Generator() - Initialized
ItemLogic: On load location Tutorial_Deck
ItemLogic: found 0 buttons
trying to spawn item: 500gp with rarity=0.41458 itemProb=0.11
trying to spawn item: 100gp with rarity=0.492 itemProb=0.33
trying to spawn item: 100gp with rarity=0.57001 itemProb=0.33
trying to spawn item: jerkin with rarity=0.24747 itemProb=0.22
trying to spawn item: 250gp with rarity=0.13937 itemProb=0.22
trying to spawn item: book9 with rarity=0.30832 itemProb=0.275
trying to spawn item: 500gp with rarity=0.39816 itemProb=0.11
trying to spawn item: compass1 with rarity=0.7113 itemProb=0.22
trying to spawn item: 500gp with rarity=0.79105 itemProb=0.11
trying to spawn item: 100gp with rarity=0.79605 itemProb=0.33
trying to spawn item: meds4 with rarity=0.772 itemProb=0.165
trying to spawn item: medical1 with rarity=0.69528 itemProb=0.88
trying to spawn item: medical1 with rarity=0.29514 itemProb=0.88
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
Quest name Tut_TakeStuff FOUND in BothQuestComplete
 
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Yep, I think you have the old installer.
Reinstall the game with the files from the thread @DavyJack linked.

You should be having 25th May 2018 without the ZIP file.
 
You should be having 25th May 2018 without the ZIP file.

Well just to avoid (or is that add) further confusion the actual in game date is 21st May 2018 which was then built into the exe carrying its creation date 25th May 2018 - which is the one both in the linked thread and on moddb

Ninja'd by @ijzzbloc :ninja

But using that, built yesterday, my compile shows 21st May 2018 as it should - and save game compatability 14.941
 
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Install PoTC from CD's, and make sure it does not go into "Program Files" or "Program Files (x86)", which is where it will want to go by default - Windows can do silly things to games installed in either of them. My own installation is in "C:\Games\Pirates of the Caribbean".

Put both the installer and part 2 into the same folder as each other. Do not extract the files from part 2! Some people have found it helps if the installer and part 2 are in the game installation folder, though I have not found this necessary - my copies of the installer and part 2 aren't even on the same drive as the PoTC installation.

Then run the Build Mod installer. It will extract the contents of part 2 by itself and copy them into place.

The reason for the confusion on the installer date is that it was originally released on 21st May 2018, found to have problems, corrected, and re-released on 25th May. The system file which shows the date was not updated, so the game still shows 21st May 2018.
 
Build 14 Beta 4 WIP: 31 Mar 2016
Are you absolutely CERTAIN you installed that with the http://piratesahoy.bowengames.com/potc/Grey Roger/Build14_installer_25052018.exe version?
Because that should give you a 2018 date; not 2016.

Are you also absolutely certain that you are NOT manually touching the ".tar" archive?
If you install the EXE first, and then extract the large archive on top of it yourself, you're guaranteed to have problems.

Also, now that there's an obvious defect from the PART 1 from ModDB
Turns out there's no problem there.
ModDB says "Updated: Jul 3rd, 2018" with "Filename: Build14_installer_25052018.exe".
That matches with the file shown here: Mod Release - Build 14 Beta [Last Update:2nd September 2020]

I also re-downloaded the file from the FTP and it is still identical to the one I used in the past for a correct install.
 
Did some tests:

1. Installed Build14_installer_25052018.exe (letting it take care of the .tar itself):
Game runs as expected with this version:
Code:
Build 14 (21st May 2018)
Savegame Compatibility: 14.941

2. MANUALLY extract b14_beta4_final.tar on top using 7-Zip:
(!!!WARNING WARNING WARNING!!! THIS IS BAD!!! DO NOT TRY THIS AT HOME!!!)
Game still works, but switches to:
Code:
Build 14 Beta 4 WIP: 31 Mar 2016
Savegame Compatibility: 14.931

Yep, doing this is a DOWNGRADE!
Because the Installer EXE first does this step by itself; and THEN installs its own (newer) files on top.

3. Install post_25May_updates.zip on top (dated 2nd September 2020):
Game crashes with the, by now, well-known error message of:
Code:
COMPILE ERROR - file: characters\characters.h; line: 46
define redefinition: PASSENGERS_MAX
compile.log doesn't even bother showing up at all.

This means that @ijzzbloc and @Jonathan Rivas are doing one step TOO MUCH.
Solution: do not touch the ".tar" archive.

---------------------------

To further explain:
Both the ".tar" and ".exe" contain files. To save people the trouble of redownloading, the TAR doesn't change for a new update, while the EXE does.
The optional "Main Files" in the installer is the part where the installer itself takes care of the TAR.
If you were running, say, the 2016 version before and only want to upgrade to the 2018 one, you can deselect this.
It will then skip over the large extracting process and limit itself to installing just the more recent files itself.

I don't know how to prevent people from touching the TAR archive.
Originally I wanted to make it ".potc" so it wouldn't be recognized as a known archive format.
But ModDB doesn't allow such "random" extensions in its uploads.
And I also haven't a clue how to encrypt it in some way so it only works through the EXE.

The best solution for US is to not have a 3-part installation process.
If the EXE is updated with every update, then this should be far, far less likely to happen.
Once players have to start extracting archives themselves, it becomes easy to notice that "hey, there's TWO archives; let's extract them both".
And who can blame 'em?
 
The best solution for US is to not have a 3-part installation process.
If the EXE is updated with every update, then this should be far, far less likely to happen.
Once players have to start extracting archives themselves, it becomes easy to notice that "hey, there's TWO archives; let's extract them both".
And who can blame 'em?
I don't know how to make an exe, you do - you created the 2017 one. Feel free to create a new exe when this week's update comes out, and for each new update thereafter. :p
The exe is basically a self-extracting archive. So I've used 7-Zip to extract all the files from that, as well as from the tar. :wp But only for reference - not in any folder containing a playable game installation!
 
Feel free to create a new exe when this week's update comes out, and for each new update thereafter. :p
That's exactly what I used to do.
Back in the days when I still did things.

The exe is basically a self-extracting archive.
No, it really isn't. It also does a lot of file-moving, copying, renaming and deleting.

I'm a bit scared that 7-Zip manages to treat it as an archive at all.
I suppose that is because it uses LZMA compression, which is the same compression 7-Zip uses too.
I wished it didn't do that. People break stuff when they bypass the system.
 
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