• 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!

Patching Build 14 Beta 1

Captain Mark

Landlubber
Ahoy mateys,

I recently played New Horizons Build 14 Beta 1 with Patch 1 without serious issues. Yesterday I wanted to give Patch 3.1 a try, so I reinstalled PotC, then the Build 14 Beta 1, and over that I applied the Patch 3.1, but the game stops working everytime I want to start the Assasin Story.

I am wondering if I need to install the previous patches first before 3.1? Or does the "Historic Ship Pack" witch I added after Patch 3.1, cause the Problems?

I'm ready for a fresh install now, and I would like to patch New Horizons properly to version 3.1, including the Historic Ship Pack.

Thx in advance!
 
Just installing Build 14 Beta 1 + Build 14 Beta 1 Patch 3 + Ship Pack should work.
Make sure you run Rename.bat after installing the Patch.
 
Just installing Build 14 Beta 1 + Build 14 Beta 1 Patch 3 + Ship Pack should work.
Make sure you run Rename.bat after installing the Patch.

That's exactly what I did. Rename.bat also installed as it should, and then I applied the ship pack. The game stops working only when I want to start the Assasin Story, and it does it always.
A Windows notification appears that says something like the usual balderdash: the application stopped working due to some internal error...Windows will try to find a solution to this. :modding
I run Windows 7, having installed New Horizons outside the Program Files, and Patch 1 was working well.
 
Any system, compile or error log files??? If so, please post them!
I really hope I haven't done something incredibly stupid with the ship pack!
Truth be told, no-one has both downloaded it and confirmed there are no related issues... but I've got my fingers crossed. :will
 
PotBS??? :wacko:

Anyway, please "Enable Error Logging":
- Open "engine.ini" in your main game folder.
- Find the "debuginfo = 0" line and change it to "debuginfo = 1".
- Find the "runtimelog = 0" line and change it to "runtimelog = 1".
- Find the "tracefilesoff = 1" line and change it to "tracefilesoff = 0".
- Start the game and wait until the error occurs.
- Now find compile.log, system.log and the possible error.log in your main game folder.
- Post their contents here
It should look like this:
Code:
tracefilesoff = 0
[script]
debuginfo = 1
codefiles = 0
runtimelog = 1
 
Ok,

from where I am right now I can't do the error logging, but I'll see to it ASAP. But it has definetely to do with the Ship Pack, cos patch 3 works fine. Only after I add the Ship Pack, the game crashes when I want to start the Assasin Story (crashes at the loading screen).

With or without bugs, the Build Mod at its current state is absolutely amazing, and same goes for the Ship Pack!

I admire your work, lads! :bow
 
In that case, your log files will hopefully give us the clue we need to fix the ship pack properly. :doff
 
Ok lads, here you are: :hmm

Code:
compile.log:

Gauging: StartGauging
Gauging: starting init
Gauging: interface
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load build settings
Gauging: periods
Gauging: nations
Gauging: preprocessor
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
Gauging: islands
Init weathers complete. 0 weathers found.
Gauging: weather
Gauging: perks
InitModels: Total number of models: 568
Gauging: models
InitSounds (English): created 59 entries.
InitMusic: created 43 entries.
InitGreetings: created 257 entries.
InitTalks: created 20 entries.
Gauging: Aliases
Gauging: sound
Gauging: goods
Gauging: Storylines
Gauging: Profiles
Main_LogoVideo() 0
PauseAllSounds
proc_break_video()
ResumeAllSounds
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 748
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 639 items.
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: towns
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: load options
InitSounds (English): created 59 entries.
InitMusic: created 43 entries.
InitGreetings: created 257 entries.
InitTalks: created 20 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: periods
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: start NPC init
Gauging: done NPC init
::Completing characters initialisation - CHARACTERS_QUANTITY = 1297::

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 82878116 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value

error.log:

RUNTIME ERROR - file: characters\characterUtilite.c; line: 172
invalid index -1 [size:514]
RUNTIME ERROR - file: characters\characterUtilite.c; line: 172
function 'GetCargoMaxSpace' stack error
RUNTIME ERROR - file: characters\characterUtilite.c; line: 161
Using reference variable without initializing
RUNTIME ERROR - file: characters\characterUtilite.c; line: 161
Using reference variable without initializing

I hope that should give you enough info, to fix the issue. :mm
 
Code:
error.log:

RUNTIME ERROR - file: characters\characterUtilite.c; line: 172
invalid index -1 [size:514]
RUNTIME ERROR - file: characters\characterUtilite.c; line: 172
function 'GetCargoMaxSpace' stack error
RUNTIME ERROR - file: characters\characterUtilite.c; line: 161
Using reference variable without initializing
RUNTIME ERROR - file: characters\characterUtilite.c; line: 161
Using reference variable without initializing
characterUtilite.c? I didn't touch that file for the ship pack!! That's got me confused. :wacko:
Admittedly, I haven't tried the Assassin storyline for a while... but I've NO idea why it's being affected!
Can anyone else with Patch 3 + Ship Pack confirm this issue?
 
I wished I could help you, but the download seems to be taking two hours for me to finish, so I won't be getting it until I'm home.
If you send me just the code files from the ship pack, I can have a look at that and see if I can figure anything out.
 
In the Assassin Story Elting has the Barque4_47 right at the beginning.

He is also given 600 ale as a quest cargo to deliver to merchant on Cuba.

Has the cargo capacity of the Barque4_47 been changed by the Historic Ships pack ?



Code:
error.log:

RUNTIME ERROR - file: characters\characterUtilite.c; line: 172
invalid index -1 [size:514]
RUNTIME ERROR - file: characters\characterUtilite.c; line: 172
function 'GetCargoMaxSpace' stack error
RUNTIME ERROR - file: characters\characterUtilite.c; line: 161
Using reference variable without initializing
RUNTIME ERROR - file: characters\characterUtilite.c; line: 161
Using reference variable without initializing

The GetCargoMaxSpace error in characters\characterUtilite file seems to come from this section:- (it appears 3 times in the section )

Code:
// Cargo utilites
//------------------------------------------
int GetCargoLoad(ref _refCharacter)
{
if(!CheckAttribute(_refCharacter,"Ship.Cargo.Load")) return 0;
return sti(_refCharacter.Ship.Cargo.Load);
}

int RecalculateCargoLoad(ref _refCharacter)
{
// NK 04-16 temp bugfix - if(!CheckAttribute(_refCharacter,"Ship.Cargo.Load")) return 0;
if(!CheckAttribute(_refCharacter,"Ship")) return 0; // NK ditto; we return 0 _only_ if _ship_ doesn't exist; we continue if ship does but cargo doesn't
int loadSpace = 0;
for(int i=0; i<GOODS_QUANTITY; i++)
{
loadSpace = loadSpace + GetGoodWeightByType(i,GetCargoGoods(_refCharacter,i));
}
_refCharacter.Ship.Cargo.Load = loadSpace;
return loadSpace;
}

int GetCargoFreeSpace(ref _refCharacter)
{
// TIH 7-7-06 temp bugfix - if(!CheckAttribute(_refCharacter,"Ship.Cargo.Load")) return 0;
int freeSpace = GetCargoMaxSpace(&_refCharacter) - GetCargoLoad(_refCharacter);
return freeSpace;
}

int GetCargoMaxSpace(ref _refCharacter)
{
if( !CheckAttribute(_refCharacter,"Ship.Type") ) return 0;
int _ShipType = GetCharacterShipType(_refCharacter); // PS
if( _ShipType==SHIP_NOTUSED )
return 0;
aref arship; makearef(arship, _refCharacter.ship); // PRS3
return sti(GetLocalShipAttrib(arship, &ShipsTypes[_ShipType],"Capacity")); // PRS3
}

int GetCharacterFreeSpace(ref _refCharacter,int _Goods)
{
int weight = sti(Goods[_Goods].weight);
int unitQ = sti(Goods[_Goods].Units);

int retVal = unitQ * (GetCargoFreeSpace(&_refCharacter)/weight);
return retVal;
}

int GetSquadronFreeSpace(ref _refCharacter,int _Goods)
{
int weight = sti(Goods[_Goods].weight);
int unitQ = sti(Goods[_Goods].Units);

int retVal = unitQ * (GetCargoFreeSpace(&_refCharacter)/weight);
int i,cn;
ref chref;
for(i=1; i<4; i++)
{
cn = GetCompanionIndex(&_refCharacter,i);
if(cn!=-1)
{
chref = GetCharacter(cn);
if (IsTrader(chref)) continue; // KK
if( GetRemovable(chref) )
{
retVal = retVal + unitQ*(GetCargoFreeSpace(chref)/weight);
}
}
}
return retVal;
}

int GetCargoGoods(ref _refCharacter,int _Goods)
{
if(_Goods<0) return 0;//MAXIMUS
string goodsName = Goods[_Goods].name;
if(!CheckAttribute(_refCharacter,"Ship.Cargo.Goods."+goodsName)) return 0;

return sti(_refCharacter.Ship.Cargo.Goods.(goodsName));
}

int GetSquadronGoods(ref _refCharacter,int _Goods)
{
int i,cn;
ref chref;
int retVal = GetCargoGoods(&_refCharacter,_Goods);
for(i=1; i<4; i++)
{
cn = GetCompanionIndex(&_refCharacter,i);
if(cn!=-1)
{
chref = GetCharacter(cn);
if (IsTrader(chref)) continue; // KK
if( GetRemovable(chref) || _Goods == GOOD_WHEAT || _Goods == GOOD_RUM) // LDH 13Oct06 fix for quest ships
{
retVal = retVal + GetCargoGoods(chref,_Goods);
}
}
}
return retVal;
}

// TIH --> new function to easily clear a cargo item
void ClearCharacterGoods(ref _refCharacter,int _Goods)
{
if (IsTrader(_refCharacter)) return; // KK
string goodsName = Goods[_Goods].name;
_refCharacter.Ship.Cargo.Goods.(goodsName) = 0;
RecalculateCargoLoad(_refCharacter);
}
// TIH <--

void SetCharacterGoods(ref _refCharacter,int _Goods,int _Quantity)
{
if (IsTrader(_refCharacter)) return; // KK
string goodsName = Goods[_Goods].name;
if (sti(_refCharacter.Ship.Cargo.Goods.(goodsName)) == _Quantity) return; // KK
_refCharacter.Ship.Cargo.Goods.(goodsName) = _Quantity;
int curLoad = RecalculateCargoLoad(_refCharacter);
int maxLoad = GetCargoMaxSpace(_refCharacter);
if(curLoad>maxLoad)
{
// KK -->
//Trace("ERROR! Cargo space overup (character=" + _refCharacter.index + ",Quantity=" + _Quantity + ", curload=" + curLoad + ",maxload=" + maxLoad + ")"); // NK 05-04-06
ClearCharacterGoods(_refCharacter, _Goods);
SetCharacterGoods(_refCharacter, _Goods, GetGoodQuantityByWeight(_Goods, GetCargoFreeSpace(_refCharacter)));
// <-- KK
}
}

int AddCharacterGoods(ref _refCharacter,int _Goods,int _Quantity)
{
int i,cn,freeQuantity;
string goodsName = Goods[_Goods].name;

for(i=0; i<4; i++)
{
cn = GetCompanionIndex(_refCharacter,i);
if(cn!=-1)
{
if (IsTrader(GetCharacter(cn))) continue; // KK 
freeQuantity = GetGoodQuantityByWeight( _Goods, GetCargoFreeSpace(&Characters[cn]) );
if(freeQuantity>=_Quantity)
{
Characters[cn].Ship.Cargo.Goods.(goodsName) = sti(Characters[cn].Ship.Cargo.Goods.(goodsName)) + _Quantity;
RecalculateCargoLoad(&Characters[cn]);
return true;
}
Characters[cn].Ship.Cargo.Goods.(goodsName) = sti(Characters[cn].Ship.Cargo.Goods.(goodsName)) + freeQuantity;
_Quantity = _Quantity - freeQuantity;
RecalculateCargoLoad(&Characters[cn]);
}
}
Trace("Overup cargo space on "+_Quantity);
return false;
}

void AddAmmoGoods(ref _refCharacter,int _Goods,int _Quantity)
{
if (IsTrader(_refCharacter)) return; // KK
string goodsName = Goods[_Goods].name;
int oldQ = 0;
if( CheckAttribute(_refCharacter,"Ship.Cargo.Goods."+goodsName) ) {
oldQ = sti(_refCharacter.Ship.Cargo.Goods.(goodsName));
}
int newQ = oldQ + _Quantity;
int delta = newQ/20 - oldQ/20;
if( delta==0) return;
int nCargoLoad = 0;
if( CheckAttribute(_refCharacter, "Ship.Cargo.Load") ) {
nCargoLoad = sti(_refCharacter.Ship.Cargo.Load);
}
_refCharacter.Ship.Cargo.Load = nCargoLoad + delta*sti(Goods[_Goods].Weight);
}

int RemoveCharacterGoods(ref _refCharacter,int _Goods,int _Quantity)
{
int i,cn,curQuantity;
string goodsName = Goods[_Goods].name;

for(i=0; i<4; i++)
{
cn = GetCompanionIndex(_refCharacter,i);
if(cn!=-1)
{
if (IsTrader(GetCharacter(cn))) continue; // KK
curQuantity = sti( Characters[cn].Ship.Cargo.Goods.(goodsName) );
if(curQuantity>=_Quantity)
{
Characters[cn].Ship.Cargo.Goods.(goodsName) = curQuantity - _Quantity;
RecalculateCargoLoad(&Characters[cn]);
return true;
}
Characters[cn].Ship.Cargo.Goods.(goodsName) = 0;
_Quantity = _Quantity - curQuantity;
RecalculateCargoLoad(&Characters[cn]);
}
}
Trace("Overup cargo space on "+_Quantity);
return false;
}

Though what it is I don't know. :shrug
 
I just tried the Assassin storyline for the first time ever. That is an interesting English Barque, but it has no crew. It came equipped with food, rum, ammo, and 600 ale with room left over. I sailed it to Cuba and everything seemed to work as planned except that I got killed. No ctd. I am running Win7 64bit.


My CharacterUtilite.c file is different. It is dated 7-23-2010.
 
I just tried the Assassin storyline for the first time ever. That is an interesting English Barque, but it has no crew. It came equipped with food, rum, ammo, and 600 ale with room left over. I sailed it to Cuba and everything seemed to work as planned except that I got killed. No ctd. I am running Win7 64bit.


My CharacterUtilite.c file is different. It is dated 7-23-2010.


Update: I just installed Patch 4. The Assassin quest started fine. Too fine! There were 4 pirate ships in the harbor. This looks like a fun quest. The Barque has plenty of room for the ale, and even has a crew now.

Get Patch 4 here, post #13. http://forum.piratesahoy.net/topic/16164-build-14-beta-1-patch-2/

Umm.. Mikikit, did you notice to what forum segment you put a link to?
 
AAAARRRGGGHHH!!! :facepalm Obviously not! :eek:ops2




Here is the CharacterUtilite.c that works for me. It goes in PotC--> program--> characters. Back up your old one.
 
I wished I could help you, but the download seems to be taking two hours for me to finish, so I won't be getting it until I'm home.
If you send me just the code files from the ship pack, I can have a look at that and see if I can figure anything out.
I thought MY internet was slow! Anyway, I can tell you now that the only files I needed to modify were:
  • ships_init.c
  • common.ini
  • shipWalk.c
The only others are the walk files, which work fine. :shrug CharacterUtilite.c is NOT modified or included in the pack...
But how could any of these cause a CTD? :?
If you still want to check them yourself, I'll upload them to the FTP.

In the Assassin Story Elting has the Barque4_47 right at the beginning.

He is also given 600 ale as a quest cargo to deliver to merchant on Cuba.

Has the cargo capacity of the Barque4_47 been changed by the Historic Ships pack ?
Absolutely not! I was the one who made the adjustment in the first place. :wp

I just tried the Assassin storyline for the first time ever. That is an interesting English Barque, but it has no crew. It came equipped with food, rum, ammo, and 600 ale with room left over. I sailed it to Cuba and everything seemed to work as planned except that I got killed. No ctd. I am running Win7 64bit.
That's WITH the ship pack, right? Hallelujah!

EDIT: just tried patch 4 files with ship pack implemented, and got CTD at beginning of new Assassin storyline.
I'll try miklkit's charatcerUtilite.c to see if anything improves.

EDIT2: little or no difference; still CTD's.
Here's my compile/system logs (no error generated)
Code:
 Compile:

Gauging: StartGauging
Gauging: starting init
Gauging: interface
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load build settings
Gauging: periods
Gauging: nations
Gauging: preprocessor
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
Gauging: islands
Init weathers complete. 0 weathers found.
Gauging: weather
Gauging: perks
InitModels: Total number of models: 569
Gauging: models
InitSounds (English): created 59 entries.
InitMusic: created 43 entries.
InitGreetings: created 257 entries.
InitTalks: created 20 entries.
Gauging: Aliases
Gauging: sound
Gauging: goods
Gauging: Storylines
Gauging: Profiles
Main_LogoVideo() 0
PauseAllSounds
proc_break_video()
ResumeAllSounds
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 748
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 639 items.
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: towns
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: load options
InitSounds (English): created 59 entries.
InitMusic: created 43 entries.
InitGreetings: created 257 entries.
InitTalks: created 20 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: periods
==> BuildSettings: New settings applied

System:

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 104739492 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
 
My CharacterUtilite.c file is dated 09-07-2010 ( 9th July )

This is the file that I took the code from in the above post :yes

It should be the one from Patch 3.

Since I updated to 3.1 by just installing the new ships_init.c file. to resolve the cargo problems for Assassin & Bartolomeu Quests



BTW My Assassin & Batrolomeu Quests work OK :onya

Here are my Compile & System logs for Assassin

COMPILE

Code:
Gauging: StartGauging
Gauging: starting init
Gauging: interface
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load build settings
Gauging: periods
Gauging: nations
Gauging: preprocessor
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
Gauging: islands
Init weathers complete. 0 weathers found.
Gauging: weather
Gauging: perks
InitModels: Total number of models: 568
Gauging: models
InitSounds (English): created 59 entries.
InitMusic: created 43 entries.
InitGreetings: created 257 entries.
InitTalks: created 20 entries.
Gauging: Aliases
Gauging: sound
Gauging: goods
Gauging: Storylines
Gauging: Profiles
Main_LogoVideo() 0
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() 1
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() 2
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() 3
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() 4
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 748
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 639 items.
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: towns
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: load options
InitSounds (English): created 59 entries.
InitMusic: created 43 entries.
InitGreetings: created 257 entries.
InitTalks: created 20 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
Init character names complete.
==> BuildSettings: New settings applied
InitSounds (English): created 59 entries.
InitMusic: created 43 entries.
InitGreetings: created 257 entries.
InitTalks: created 20 entries.
SETTING MUSIC: music_main_menu
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
InitSounds (English): created 59 entries.
InitMusic: created 43 entries.
InitGreetings: created 257 entries.
InitTalks: created 20 entries.
SETTING MUSIC: music_main_menu
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Init character names complete.
Gauging: start new game
Gauging: ng iface
Gauging: periods
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: start NPC init
Gauging: done NPC init
::Completing characters initialisation - CHARACTERS_QUANTITY = 1297::
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: wdmap
Gauging: islands
Number of locations: 755
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 626 items.
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: towns
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: load options
InitSounds (English): created 59 entries.
InitMusic: created 43 entries.
InitGreetings: created 257 entries.
InitTalks: created 20 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: ng initgame stop
Gauging: start reinit
Gauging: preprocessor
InitModels: Total number of models: 568
Gauging: Models
Gauging: nosave
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: load mch in first
!!! Reload to 187
** Whr: CreateWeatherEnvironment - iCurWeatherNum = -1, theDay = 105
** Whr: CreateWeatherEnvironment - iCurWeatherhour = -1, theHour = 10
!gWeatherInit Whr_Generator() - Initialized 
Bnd: 0, Vag: 1, Sk: 0, Mo: 0, Mu: 0
ItemLogic: On load location Douwesen_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\purse
Gauging: done load mch in first
LandInterface DoSetFlags: 0
procGetRiggingData: n=-2, chr.id=Blaze, ship.type=Barque4_47, nation=4, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=6, FlagType=E
procGetRiggingData: n=-2, chr.id=Blaze, ship.type=Barque4_47, nation=4, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=6, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=Blaze, ship.type=Barque4_47, nation=4, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=6, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-3, chr.id=Blaze, ship.type=Barque4_47, nation=4, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=4, ShipFlagsQuantity=6, FlagType=E
FlagType==FLAG_ENSIGN && n == SHIP_PENNANT
procGetRiggingData: n=-3, chr.id=Blaze, ship.type=Barque4_47, nation=4, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=5, ShipFlagsQuantity=6, FlagType=P
procGetRiggingData: n=-3, chr.id=Blaze, ship.type=Barque4_47, nation=4, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=6, ShipFlagsQuantity=6, FlagType=P
SETTING MUSIC: music_hol_town

SYSTEM

Code:
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 -1839641634 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Bad rope data for rope: (rope num = 56) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 53719204
Bad rope data for rope: (rope num = 86) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 139035884
Bad rope data for rope: (rope num = 59) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 139000076
Bad rope data for rope: (rope num = 66) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 139001988
Bad rope data for rope: (rope num = 67) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 139001988
Bad rope data for rope: (rope num = 64) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 139016940
Bad rope data for rope: (rope num = 65) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 139016940
Bad rope data for rope: (rope num = 13) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 139020996
Bad rope data for rope: (rope num = 87) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 139035884
Bad rope data for rope: (rope num = 80) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 139039620
Bad rope data for rope: (rope num = 81) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 139039620
Bad rope data for rope: (rope num = 14) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 139043668
Bad rope data for rope: (rope num = 16) (begin group=-1, end group=0)
Begin pointer = 139052380? end pointer = 0
Ship Boat doesn't have fire places
Can't load texture resource\textures\AMMO\CHECKER.TGA.tx
Can't load texture resource\textures\.tx
Unloading
System exit and cleanup:
Mem state: User memory: 0  MSSystem: 0  Blocks: 0
 
Sorry to seem useless right now, but my game has suddenly decided to CTD when loading the main menu! :shock
I had just finished sorting out some patch 4 files which had been renamed instead of replacing the older files (my mistake- pressed wrong button :facepalm ).
I noticed the CTD, then realised I forgot to run Rename.bat. Did that and no change. :modding

EDIT: Pieter, I've put the HSP code files in my FTP folder for you.
 
I put Experienced Captain's ships_init.c file in my game to try to confirm the problem, but didn't experience any crash.
If anything, I don't think the problem would be IN CharacterUtilite.c; it would be something in another file that triggers the error there.
That makes it rather hard to trace. :facepalm
 
In the PotC modding forum there is a thread where this problem is discussed. "build14 patch1" or some such. Anyhoo, this is what Captain Maggee had to say.

FIXED FIXED FIXED FIXED!!!!!!!!!

In PROGRAM/Storyline/Assassin/Characters/init/Tempquest.c there is an instant of a character with the ship "PO_Carvel50" which is of course is a CTD when the ship turns up in Beta 1 with fix so change it to "PO_Caravel50" for patch 1 and it will work (as there is no PO_Carvel50 in patch 1 it is trying to load a non-existant ship) :cheeky



The "PO_Caravel50" is in the last entry under Wilfred Larner.
 
Back
Top