• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Debugging New Oxbay locations

CouchcaptainCharles

COO (Chief Oddity Officer)
Storm Modder
Pirate Legend
Finally <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> found the time to check out the version of my Greater Oxbay mod that is in Pieter's great pack. Here is fix #1 for one of the doors that lead to a black screen:

Two doors in each fort lead to the 'Armory'. Looks like an ordinary store (well, it's a STORE room <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> ) but the storemodel got additional treasurelocators. (So it pays to search the location carefully even if it looks all too familiar to you. This applies to all Greater Oxbay locations <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> )

Unfortunately the file with the new locators hasn't made it into the modpack (my fault probably <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> ). Her it is:

Unrar AND unzip the attached file (filename must be LS_l_ccc.GM ) and put it into resource\models\locations\inside\LargeStore.

I'll continue to check out the modpack. Please post any problems you have with Greater Oxbay, if possible with an accurate locationdescription. Thanks <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Many thanks, CcC. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Downloaded and installed...will check it out when I get a moment. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />

Cheers, matey <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
Will be doing the same!

While we are at it CCC, remember I posted that another location that is not working is the Crypt that is accessed through the "Maltese Order" Church and one "dead end" in the Oxbay Cave.
 
Yes, I remember that very well <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> Same problem <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />, same solution. This file goes into
resource\models\locations\Incas Temple\Labirint\

Though I have to admit that the abbey does not yet make much sense without the Maltese quests (Those
that I was stupid enough to announce about one year ago <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> ) But I'd like to finish the Building kit first, I think that's more rewarding for everyone.

BTW you don't have to reinit or restart
 
Two more <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />:

Res02_l_ccc.gm belongs into
resource\models\locations\inside\Residence2\
[attachment=240:attachment]


d02_l_ccc.gm into
resource\models\locations\inside\Dungeon_2\Two more
[attachment=241:attachment]


The behavior of the fortguards is also different from the mod I wrote once upon a time <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> Has anyone changed something in the landencounter system recently, especially Lenc_monsters.c
 
Once again, thanks matey. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

I've been hooked on the SLiB mod for some time now and haven't been on the Build mod much lately, however I will do so again soon and try out those fixes.

Cheers <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
I believe Nathan made a few changes, yes. Might have been for the modeltypes mod. I recall that at some point I would encounter angry civilians in the forts instead of soldiers. That has now been fixed, even though it still happens in certain other locations. And I don't know how to fix it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
What is different in the behaviour of the fortguards?
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> CCC

The first 2 checked out OK.
It's great to be able to acquire bombs again! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />

I'll look at the other two locations later this weekend.

I did find a black screen in labyrinth that might not be addressed in those.

Here is how to find it:

Enter the labyrinth from the dead-end in Oxbay Caves.
Go forward, then left at first intersection.
Continue straight till the end and you get the black screen and text
"... into the undercroft ..."

Hope this helps!
 
Excellent description, thank you. That exit is supposed to lead to the undercroft of the abbey (Redmond dungeon model). Installing Res02_l_ccc enables that location as well.

So far have I found seven locatorfiles that somehow didn't make it into the modpack, so about half of the new locations didn't work. I am very sorry for that, had I known that there is such a major problem i would have taken care of that earlier. But on my PC it always worked fine...

I'll make an update pack this weekend so that you don't have to download and copy each file one by one.


Pieter, I entered Greenford fort and the guards were immediately hostile. They are supposed to be initially neutral, so that you have a chance to sneak into the fort. Only when one adresses and recognizes you do they attack you. (Though I think Nathan has changed the adressing as well )
Later the fort's civilians attacked the uniformed guards

Well, we have always had occaisional problems with NPCs running amok. Probably they "misunderstand" some stray bullet or slash sometimes. I'll try to make a fix that resets relations upon locationchange. That would at least limit the amokruns.


BTW, how is the gameplaybalance of the forts? Too easy? Or too many soldiers? Does it come across that "convincing" the civilians is the key to achieve the major rewards?
 
<!--quoteo(post=134625:date=Nov 4 2005, 04:18 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 4 2005, 04:18 PM) [snapback]134625[/snapback]</div><div class='quotemain'><!--quotec-->Excellent description, thank you. That exit is supposed to lead to the undercroft of the abbey (Redmond dungeon model). Installing Res02_l_ccc enables that location as well.

So far have I found seven locatorfiles that somehow didn't make it into the modpack, so about half of the new locations didn't work. I am very sorry for that, had I known that there is such a major problem i would have taken care of that earlier. But on my PC it always worked fine...

I'll make an update pack this weekend so that you don't have to download and copy each file one by one.<!--QuoteEnd--></div><!--QuoteEEnd-->
That is why some have disabled "Greater Oxbay" in Buildsettings.h.
I left it on to have fun with what was working. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Pieter, I entered Greenford fort and the guards were immediately hostile. They are supposed to be initially neutral, so that you have a chance to sneak into the fort. Only when one adresses and recognizes you do they attack you. (Though I think Nathan has changed the adressing as well )
Later the fort's civilians attacked the uniformed guards<!--QuoteEnd--></div><!--QuoteEEnd-->
Pieter, just so you know, my Aug version is working as CCC describes so the change happened since then.
 
I never saw it working differently, actually. They were (almost) always immediately hostile. Sometimes not though; I thought it depended on luck or something. It seems like sometimes the civilians also get hit by the soldiers and then the civilians start fighting the soldiers. Talking about that: Once, after looting a trader, the merchant guild guards came after me, but they accidentally hit the town guards, causing the town guards to give me a hand and start fighting the merchant guild guards! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
Well, as the citizens of Archipelago use to say :
"The townguards are nothing but a bunch of idlers and corrupt cowards. Only the worst scum of the European armies volunteers for service in these godforsaken colonies. They usually turn a blind eye if there is a fight, they only interfere if some influential citizen is being attacked. But if they feel threatened they strike back in blind fear, and attack anyone wielding a blade, often confusing friend and foe in their panic." <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

An old, hardcoded problem. I think in Build11 we added code that resets NPC relations upon locationchange. That at least limits the problem.
Fortsoldiers now work like townguards, adress you first and attack you then. I disarmed the fort civilians so that they don't get caught in fights. They are supposed to be hunted victims only, not fighters.

So much of the fix is finished, but I'm a hopeless case: despite my firm intention to concentrate on fixing existing stuff "only" I was once again carried away by a new idea ( for some decent action in the Greenford abbey). One idea led to another and.. well, the promised fix will take a little longer. So long <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Found a bug which is related to NPC relations in towntable.c, in these functions:


string GetTownSoldierGroup_R(ref ctown)
{
if(!CheckAttribute(ctown, "laigroup")) return LAI_GROUP_GUARDS;
else return ctown.laigroup + "_SOLDIERS";
}

string GetTownCitizenGroup_R(ref ctown)
{
if(!CheckAttribute(ctown, "laigroup")) return LAI_GROUP_DEFAULT; // i.e. vagabonds
else return ctown.laigroup + "_CITIZENS";
}

Tiny but fatal typo: there is a "_" too much. The use of it in the strings "_SOLDIERS" and "_CITIZENS" means that these functions would yield as citizen group for e.g. Oxbay "ENGLAND__CITIZENS" instead of "ENGLAND_CITIZENS". That in turn means that all code which tries to set relations by means of these function simply doesn't take effect.

Will fix that in the upcoming update, and then the "merchant guild guards" will work together with the townguards instead of fighting with them. So you'd better think twice before you rob a merchant.
 
Don't ask me why, but for some reason, the fixed locator files actually already were in the new islands mod. Not in the regular Post Build 12 mods though. How weird is THAT??? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
Strange! I plead not guilty <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />: (I am pretty sure that they were in the zip file that I put on the FTP once upon a time)
Never mind, I just mailed you the Greater Oxbay update. It includes ALL locator files for the new Oxbay and Greenford and Random locations.
Maybe you can delete those locator files from the Islandpack so that my recent changes aren't overwritten. Or is that Scarface's business? Should coordinate my location work with him and Alan anyway..
 
The locator files in the new islands mod are exactly the same as the ones you posted in this thread. But I already removed them from the new islands mod and into the post Build 12 mod. I suppose Screwface got your files from your .zip file, while I forgot to add them in. Won't happen again.
 
Great, thank you <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
CCC, can you please tell me how to enter the crypt below the Maltese Knight Abbey? I fought all the enemies in the Abbey, but have been unable to enter the crypt. I thought I was supposed to fall down when stepping somewhere, but it didn't happen... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

BTW: Cool effects in the Abbey itself. Real nice. Plus the story is nice as well. Only the effect do tend to decrease my FPS if I'm right in the middle of them. Ah... Well... Great anyway. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
SPOILER !!!!

The trapdoor should be close to the right wall between two chandeliers. Another way to the crypt is through the undercroft (which looks like Redmond dungeon and which is behind the church's backdoor) One of the formerly dead ends there leads to the crypt. And that's where the REAL action begins..

As for the effects, quite possible that I was overenthusiastic there. If that affects performance or is a nuisance in the long run please say so and I'll tune them down.

Thanks a lot for the latest modpack <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Had no time for PotC today, but I'll download it right tomorrow <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Thanks. Now you told me, it's working all fine. Although I keep being lost. And those boss enemies are annoying because they're completely invincible. Could you make them really strong instead of invincible? Plus I kept getting lost in the labyrint. Any way of finding your way there?
And the effects do tend to greatly decrease FPS if I'm right in the middle of them. Maybe they could be turned down a notch? But not completely turned off. They <i>are</i> great fun. And are you supposed to be able to keep digging and digging at the dig-spots? Shouldn't you hit rock bottom eventually or something?
 
Back
Top