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Confirmed Bug Hoist the Colours Crashes

gdcaza

Powder Monkey
POTC Hoist the Colours crashes when as Barbosa at isla de Muerta sets to chase the Interceptor,
set sail & no Interceptor in harbour, set sails & when sails unfurled game crahes.
get error message :


Problem signature:


Problem Event Name: APPCRASH

Application Name: Engine.exe

Application Version: 1.0.0.1

Application Timestamp: 52454542

Fault Module Name: sea_ai.dll

Fault Module Version: 0.0.0.0

Fault Module Timestamp: 3f4b6c1f

Exception Code: c0000005

Exception Offset: 0000c0c6

OS Version: 6.1.7601.2.1.0.768.3

Locale ID: 2057

Additional Information 1: 798b

Additional Information 2: 798b721ec63ac417413789cee3581260

Additional Information 3: 4a43

Additional Information 4: 4a43df2b03a917a494f608ee4c516a21


Build 14 4.1 on Windows 7

gdcaza
 
After the game has crashed, could you please post "compile.log", "system.log", and if it exists, "error.log"? These are to be found at the top level folder of the game installation.
 
After the game has crashed, could you please post "compile.log", "system.log", and if it exists, "error.log"? These are to be found at the top level folder of the game installation.
 

Attachments

  • compile.log
    8.7 KB · Views: 239
  • error.log
    472 bytes · Views: 243
  • system.log
    1.7 KB · Views: 257
Here's the problem, from "compile.log":
SEA: Error: You assigned allied character Joshamee Gibbs with ID Mr. Gibbs to quest group... This is an error!
SEA: Warn: I am automatically deleting group 'Mr. Gibbs', because it's empty
And what now puzzles me is why this does not happen all the time.

Mr. Gibbs has been your officer. So his "chr_ai.group" attribute is set to "player". So function 'ballies' detects that and returns positive. So "sea.c" detects that Mr. Gibbs is an ally, decides he's not allowed to be in an enemy ship, and removes him. Since he's the only member of the group which is also named "Mr. Gibbs", once he's gone, the group is empty and is deleted.

Edit "PROGRAM\Storyline\JackSparrow\quests\quests_reaction.c". At case "insertforchase", add:
Code:
           characters[GetCharacterIndex("Mr. Gibbs")].quest.old_group = GetAttribute(CharacterFromID("Mr. Gibbs"),"chr_ai.group");
           LAi_group_MoveCharacter(CharacterFromID("Mr. Gibbs"), "QC_SOLDIERS");
At case "InterceptorDestroyed", add:
Code:
           LAi_group_MoveCharacter(CharacterFromID("Mr. Gibbs"), characters[GetCharacterIndex("Mr. Gibbs")].quest.old_group);
           DeleteAttribute(CharacterFromID("Mr. Gibbs"), "quest.old_group");
That temporarily takes note of which group Mr. Gibbs is in, assigns him to "QC_SOLDIERS" for the duration of the battle, then puts him back in whichever group he was originally in. He's no longer an ally during the battle setup, so the battle can proceed.
 
Using a "SOLDIERS" group didn't seem to cause any trouble with the soldiers in question when I did it in "Ardent", but it probably won't do any harm to use "MONSTERS" here. It's not as though Mr. Gibbs is going to be in that group next time you see him because he ought to be back to "player" after the battle finishes.
 
QC is particularly risky because while most nations' AI grounds are reset on each location reload, the QC ones are NOT!
So I'd caution against using that one, just to be on the safe side.
 
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