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    Maelstrom New Horizons


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How to play Black Pearl and Flying Dutchman?

But you shouldn't be playing build 14 Alpha 8 WIP, unless you can figure out coding and help with the mods <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
It's called WIP for a reason...
 
First of all, I do not recommend Alpha 8 WIP 1 as playable version. Best stick to Alpha 6 Update 2 when you want to have a playable game version.
In Alpha 8 WIP 1, you have to select your starting ship options in the Options>Advanced Options menu.

Also: You seem to have skipped one important step in the installation order: You MUST install <a href="http://www.s31clan.com/privateftps/pietersmods/potc_downloads/build14/b14_alpha6.zip" target="_blank">Alpha 6</a> before installing Alpha 6 Update 2.

<!--quoteo(post=227722:date=Dec 25 2007, 03:31 PM:name=Captain Tom)--><div class='quotetop'>QUOTE(Captain Tom @ Dec 25 2007, 03:31 PM) [snapback]227722[/snapback]</div><div class='quotemain'><!--quotec-->But you shouldn't be playing build 14 Alpha 8 WIP, unless you can figure out coding and help with the mods <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
It's called WIP for a reason...<!--QuoteEnd--></div><!--QuoteEEnd-->Very true. "Alpha" already means that it's not even meant to be a stable game version. A "Beta" version would be something that we would try and make more stable with each version, but an "Alpha" is just an intermediate game version. Now an Alpha Work In Progress (WIP) is even less confirmed stable than an Alpha. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
the gunboat is one of my favorite starting ships, actually. my log might show you why. it's in the PotC gameplay and tips area. warning though, it's a big read.
 
If i write "Endeavour" and start the new game i see black background and i can't do enyting. What i must to do now?
 
You are running Build 14 Alpha 6 Update 2? And you wrote "Endeavour" as starting ship option in PROGRAM\InternalSettings.h? That should work. Did the game run before making that change?
 
I see these:
<a href="http://img505.imageshack.us/my.php?image=beztytuunu8.jpg" target="_blank"><img src="http://img505.imageshack.us/img505/6092/beztytuunu8.th.jpg" border="0" class="linked-image" /></a>
 
Please open PROGRAM\SHIPS\ships_init.c and check if the "Endeavour" is actually in there. You can do this with Ctrl+F (Find).
Also: Please <a href="http://www.piratesahoy.com/forum/index.php?showtopic=9234" target="_blank">enable error logging</a> and show me the compile.log, system.log and possible error.log that are generated in your main game directory after the error occurred.
 
error.log :
RUNTIME ERROR - file: ships\ships.c; line: 259
missed attribute: Price
RUNTIME ERROR - file: ships\ships.c; line: 259
no rAP data
RUNTIME ERROR - file: sea_ai\BOAL_Deck.c; line: 1278
missed attribute: fonar
RUNTIME ERROR - file: sea_ai\BOAL_Deck.c; line: 1278
no rAP data
RUNTIME ERROR - file: sea_ai\BOAL_Deck.c; line: 1280
missed attribute: fonar
RUNTIME ERROR - file: sea_ai\BOAL_Deck.c; line: 1280
no rAP data
RUNTIME ERROR - file: KR_Reinit.c; line: 731
invalid index -1 [size:1650]
RUNTIME ERROR - file: KR_Reinit.c; line: 731
function 'Add_KR_Characters' stack error
RUNTIME ERROR - file: worldmap\worldmap.c; line: 151
Using reference variable without initializing

System.log :
Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
Techniques: 9 shaders compiled.
Techniques: 180 techniques compiled.
Techniques: compiled by 1047703862 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
resource\models\locations\Decks\qdeck\error.gm: can't open geometry file
Unable to open resource\sounds\notebook_note
Unloading
System exit and cleanup:
Mem state: User memory: 3028 MSSystem: 2032 Blocks: 127

compile.log :
Gauging: StartGauging
Gauging: starting init
Gauging: nations
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
Gauging: islands
Init weathers complete. 352 weathers found.
Gauging: weather
Gauging: perks
InitModels: Total number of models: 346
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: 619
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
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: 619
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
Made change of cabin and deck parameters for Endeavour
Gauging: start reinit
InitModels: Total number of models: 346
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 473
LoadLocation(ref loc) Tutorial_Deck
LocationLoader: not loaded model location.models.day.fonar, id = Tutorial_Deck
Unload location.
UnloadLocation(aref loc) Tutorial_Deck
ItemLogic: On unload location
Gauging: done load mch in first
Started with tutorial.


"Endeavour" in ships_int.c :

//-------------------------------------------------------------------------
// Endeavour - Model from VCO, Modified by Razor
//-------------------------------------------------------------------------
// PS -->
makeref(refShip,ShipsTypes[n]);
n++;
refShip.Name = "Endeavour";
refShip.all = "Manowar1";
refShip.SName = "Endeavour";
refShip.unique = true;
refShip.id = "Endeavour"; // PS
refShip.Class = 1;
refShip.Walk = "";
refShip.Cannon = CANNON_TYPE_LONG_LBS24;
refShip.MaxCaliber = 24;
refShip.Weight = Tonnes2CWT(3000);
refShip.Capacity = 6000;
refShip.CannonsQuantity = 102;
refShip.Cannons.Borts.cannonf.qty = 2;
refShip.Cannons.Borts.cannonb.qty = 2;
refShip.MaxCrew = 820;
refShip.MinCrew = 160;
refShip.SpeedRate = 11.0;
refShip.TurnRate = 24.8;
refShip.Price = 450000;
refShip.HP = 13000;
refShip.SP = 100;
refShip.EmblemedSails.normalTex = "ships\sail_aop_plain.tga";
refShip.EmblemedSails.nationFileName = "ships\sail_aop_plain.tga";

refShip.CanEncounter = false;
refShip.CanBuy = true;
refShip.Type.Trade = false;
refShip.Type.War = true;

refShip.WaterLine = 0.0;
refShip.SpeedDependWeight = 0.3;
refShip.SubSeaDependWeight = 1.15;
//refShip.TurnDependWeight = 0.9;

refship.InertiaAccelerationX = 0.3; refship.InertiaBrakingX = 2.0;
refship.InertiaAccelerationY = 7; refship.InertiaBrakingY = 6;
refship.InertiaAccelerationZ = 4.0; refship.InertiaBrakingZ = 1.0;

refShip.GeraldSails.rey_b2 = 1;
refShip.GeraldSails.rey_b3 = 1;
 
Can you please check if you have the resource\models\locations\Decks\qdeck folder? If not, reinstall Alpha 6, then install Alpha 6 Update 2 on top again. Perhaps that does any good.
 
Yes, I have these folder, and inside:
-qdeck.gm
-QDECK_DAY1.COL - GDECK_DAY3.COL
-QDECK_EVENING1.COL - GDECK_EVENING3.COL
-qdeck_ld.gm
-QDECK_MORNING1.COL
-QDECK_NIGHT1.COL
-qdeck_p.ptc
 
I have:
- qdeck.gm
- QDECK_DAY1.COL
- QDECK_DAY2.COL
- QDECK_DAY3.COL
- QDECK_EVENING1.COL
- QDECK_EVENING2.COL
- QDECK_EVENING3.COL
- qdeck_l.gm
- qdeck_ld.gm
- QDECK_MORNING1.COL
- QDECK_NIGHT1.COL
- qdeck_p.ptc

It seems you are missing only attached one. Perhaps that makes a difference. If not, I recommend reinstalling Alpha 6 and Alpha 6 Update 2 again. Just re-extract the files on top of your current game version, then run all the .BAT files.
 
Do I understand correctly that when you buy the Endeavour from the shipyard, it does work, and when you set it as starting ship, it doesn't? That is quite mystifying. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
Yes, it's true. I can show it in movie if You want <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Never mind. I don't quite understand why it won't work, but I recommend you just get the Endeavour from the shipyard then. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
<!--quoteo(post=227994:date=Dec 27 2007, 06:49 AM:name=bandyta)--><div class='quotetop'>QUOTE(bandyta @ Dec 27 2007, 06:49 AM) [snapback]227994[/snapback]</div><div class='quotemain'><!--quotec-->I can play these ship if I buy it in shipyard only:)<!--QuoteEnd--></div><!--QuoteEEnd-->
Are you replacing one of the start ships or just adding it as a 9<sup>th </sup>selection option?

edit: actually I guess that wouldn't matter anyway <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
If it is a ninth selection without adding it in globals.c then you would not be able to select it anyway. ... or is that different in Build 14 <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Nope; still the same. If you add a ninth selection, it simply won't be there. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
 
i did every step that pieter said to do to get this to work but just before the game started this came up:

PROGRAM: ...s/Bethesda Softworks/Pirates of the Caribbean/ENIGINE.exe

abnormal program termination



ANY IDEAS ON HOW TO FIX THIS...PLEASE
 
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