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Fixed Error logs related to perks

Talisman

Smuggler
Storm Modder
@Talisman: Please try and confirm if this works for you. It should, but you never do know. :facepalm


:aar


Yes - that works :bow


When Playing it I got a lot of error log entries relating to perks

Code:
RUNTIME ERROR - file: interface\perks\perks.c; line: 88
missed attribute: type
RUNTIME ERROR - file: interface\perks\perks.c; line: 88
no rAP data

@ Levis - don't know if you want to know this :shrug


:drunk
 

Attachments

  • error.log
    7.4 KB · Views: 92
Are you using the most recent version?
Does this happens from the start or only after f11?
 
Could you give a savegame or post an attribute dump for pchar?
 
Could you give a savegame or post an attribute dump for pchar?


Attached are 2 Saves - Jack Sparrow - Hoist the Colors Quest

Save in Store before using F11

Save in Port after using F11

Using F11 causes the error log to be generated

Also I have just noticed that Guadeloupe Storekeeper ( Pointe A Pitre ) - has a Muskett on has Back :rofl - did not see that before, but that might have been because of the bad light in the store ( or is my game going crazy) :razz - I have not threatened him or anything - just bought some supplies - honestly. :D

Error logs for this are attached.

:guns:
 

Attachments

  • PotC Store Guadeloupe1.jpg
    PotC Store Guadeloupe1.jpg
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  • PotC Store Guadeloupe2.jpg
    PotC Store Guadeloupe2.jpg
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  • -=Player=- Guadeloupe.7z
    535.7 KB · Views: 79
  • -=Player=- Guadeloupe. Pointe a Pitre Port. October 8th, 1740.7z
    550.4 KB · Views: 65
  • error.log
    7.4 KB · Views: 80
  • compile.log
    4.1 KB · Views: 79
  • system.log
    2 KB · Views: 96
I could say already this is a know bug and I fixed a few already. It happens because there still are some references to non finished perks etc. and when you do an F11 they will screw things up a bit. I could catch it very easy but I didn't do on purpose yet so I get these kind of errors so I can trace where they come from.
So don't wory its not game breaking at all.
The merchant having a musket is nice. I see he is set to a barman type instead of an merchant type. So he will be set to a random citizen officertype instead. I could fix this :).
 
So don't wory its not game breaking at all.
:onya - Thanks so long as you know about it - that's OK.

The merchant having a musket is nice. I see he is set to a barman type instead of an merchant type. So he will be set to a random citizen officertype instead. I could fix this :).

I agree - there are too many people going around robbing merchants these days :rofl - the store keepers and other merchants have a right to defend their lives and Property :onya

Worst Offender is a @Pieter Boelen who has been attacking defenseless Street Merchants on Bonaire recently :rofl :duel:


:cheers
 
Bastard! :cheeky

Probably the merchant equips te best weapon in his stock then, which should not be happening at all.
@Levis, any thought why merchants would equip anything at all?
 
This one isn't technically fixed, is it? Those logs may still occur, but @Levis added some code yesterday to tell us the specific instances where it is triggered and why.
So that means we still have to deliberately try to trigger this to find those instances and fix them. Right?
 
Nah, its because of some weirdness. Sometimes a "" named perk is added. This causes it.
 
Why is that? Can a check be included to skip the "" perks?
Thats what i did. I guess it's because a loop somewhere goes 1 to far, but haven't found out where yet. So that's why I did this so it won't generate errors. It doesn't break anything.
 
Made a little mistake.
Now it's fixed.
 

Attachments

  • perks.c
    20.8 KB · Views: 102
Though @Levis: Do you know what this is about?
Code:
Repair & Defence skill added in ProcessSailRepair: 6.8665e-005 actual 0
Repair & Defence skill added in ProcessSailRepair: 3.8147e-005 actual 0
Repair & Defence skill added in ProcessSailRepair: 2.2888e-005 actual 0
Repair & Defence skill added in ProcessSailRepair: 7.6294e-006 actual 0
I see a lot of that in my compile.log file for some reason.
 
Using the new file in Post # 14

When I go to allocate Ability points the game "locks up" and I am stuck on the F2 > Character screen. :shock

This is in the Error log

Code:
COMPILE ERROR - file: interface\perks.c; line: 5
define redefinition: PERK_TYPE_COMBAT


Why is line 34

string type = PERK_TYPE_COMBAT;

when all the others appear to be

type = PERK_TYPE_SAILING;
type = PERK_TYPE_SEACOMBAT;
type = PERK_TYPE_BOARDING;
type = PERK_TYPE_DARING;


etc.

:read




:drunk
 

Attachments

  • error.log
    89 bytes · Views: 74
  • compile.log
    2.4 KB · Views: 72
  • system.log
    3.8 KB · Views: 86
Using the new file in Post # 14

When I go to allocate Ability points the game "locks up" and I am stuck on the F2 > Character screen. :shock
When exactly does that happen? To confirm, I just tried the following:
1. Start New Game on Assassin
2. Go to F2>Character>Abilities
3. Assign my one ability point to "Basic Defence"

That worked without problems. :confused:

Why is line 34

string type = PERK_TYPE_COMBAT;

when all the others appear to be

type = PERK_TYPE_SAILING;
type = PERK_TYPE_SEACOMBAT;
type = PERK_TYPE_BOARDING;
type = PERK_TYPE_DARING;
Here in PROGRAM\INTERFACE\Perks\perks.c, you mean?
Code:
void InitPerkTypes()
{
   //Here we set which abilities gouvern the perktype the most.
   //The numbers behind it show the importance of the skills
   //The total sum for the perk type should be 10
   string type = PERK_TYPE_COMBAT;
   PerkTypes.(type).Skill.Fencing = 4;
   PerkTypes.(type).Skill.Grappling = 2;
   PerkTypes.(type).Skill.Accuracy = 3;
   PerkTypes.(type).Skill.Defence = 1;
   
   type = PERK_TYPE_SAILING;
   PerkTypes.(type).Skill.Sailing = 10;
The 'type' variable has to be initialized as being a 'string' before it can be reused.
 
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