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Sparrow Search

Short Jack Gold

Very ancient mariner
Storm Modeller
This is the place to post bugs for discussion of Sparrow Search after logging them.
or
played clear (no bugs encountered) to "point of quest" (first meeting with Governor or second meeting with Governor etc.)

in either case please indicate BuildSettings.h configuration used. (level. cheat on/off level etc.)
The Serious Build Bugfinding Effort thread gives the outline as to what is needed.
 
Build 13 Full, Phase 1
Standard start from Oxbay (tutorial) at standard levels.
Changes from default settings: FOOD off, WEAPONSMOD off, AMMOMOD off

I've played through to reporting back to the Redmond governor after destroying the French ammo ship at FDF. Also, I took on 4 trade missions and captured about 5 ships in sea battles. No CTDs. However, I did find a minor issue, which I think may have been fixed in the Build 13.3 update, so I did not add this to the bug tracker.

Ship Transfer Interface
Sometimes, the interface is messed up and doesn't have any arrows available to transfer goods.

<a href="http://www.picsaway.com/view/shiptransferinterface-d68cc78ba9.jpg" target="_blank"><img src="http://www.picsaway.com/thumbs/shiptransferinterface-d68cc78ba9.jpg" border="0" class="linked-image" /></a>


kevin
 
This is my start status on the testing:

a. All other PotcBuild versions are transferred on a different drive, so the C: is clean. This took a while!
b. Stock game has been installed from a Bethesda release. Clean
c. Build 13 full.exe has been installed from:
<a href="http://www.pafiles.com/build/" target="_blank">http://www.pafiles.com/build/</a>
at index: build13_full.exe 02-Sep-2007 23:00 368M
d. Optional changes from default in BuildSettings.h:
#define AUTOHIRECREW_ONCHANGESHIP 0
#define IT_RPG_STYLE 0
#define ENABLE_BROTHEL 1
#define PORT_FASTTRAVEL_MOD 0
#define NO_THEFT 28
#define LOCK_OPEN 31
#define SKELETON_CHANCE 0.0
#define MUMMY_CHANCE 0.0
e. Character option: James T. Hook, apprentice, nationality Pirate, ship choice Sloop, on tutorial at Quebrada Costillas. First save in the new game: Clean

... I hear a voice shouting "Why arn't I mooving! I distincly said: Cut off the anker!" ... No, the voice is not in the game, it's only in my head but I'll just follow it... <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />
 
there's one bug of which i'm not entirely sure wether or not it's in build 13 or 14, but if you have a lot of the same good and you try to sell one unit of it (having to decrease the amount with the arrows) the price may go into negatives! i think this has something to do with the adjusted price of the goods. too much of the price is substracted per unit, so when you substract a lot of units, too much money is substracted from the price, making it go into negatives. i have a screenshot of this bug. if nessesary, i'll put it up.

note: i still have to determine which goods are effected. categories are imports, exports, smuggled goods with the 'trustworthy lad' trait and regular goods. this was done with 1 commerce skill and no or few trading abilities.
 
Dagnabbit! I left my build settings notes at home! I will add them this evening. I have played through standard start including tutorial, level apprentice, to the first meeting with the governor, speaking to every character encountered in Oxbay, and a few on FdF. I encountered a few issues in the process, but I have a question. Are we just looking for functional issues, or are we also putting a spit polish on things that don't necessarily hinder the function of the game, but do detract from the experience? The only functional issue I ran into happened twice. First, leaving Oxbay the first time in 1st person mode, the keyboard partially froze. I say partially because the R and G keys still worked, as did the number keys (changing ammo type, etc.) None of the other keys did. No tab, ctrl, spacebar, enter, F# keys, WSAD, even the escape key did not function. Had to ctrl/alt/del out. This happened again at the Redmond shipyard. No error log was created for either event. I also encountered the ship transfer interface noted by KevinAtlanta, where the icons and quantities of the goods are not displayed in the transfer screen. Closing out of the transfer interface and going back in makes it show properly. Other observations from the spit polish category in no particular order are: the volume level of the French Invasion cut scene is so loud in comparison to the normal game sounds that you have to go scrambling for your volume control when it starts. In the Oxbay dungeon, when you encounter a Beatrice skinned adversary and kill her, her body remains standing, rather than dropping to the floor like the rest. When resting at the tavern, the scroll speed in the room you wake up in is ridiculously slow compared to the rest of the game. Also in the spit and polish category, it would be good if the headshot avatars of your officers/passengers in the various interface screens were all done to the same scale. I ran into one, a certain Ida Cropper, who was so out of scale with the stock characters that it was distracting in the various interface screens. Also, I noticed in several threads on this board that there was supposed to be a comment in the tutorial with Malcolm advising you to change flags before leaving port. There is no such dialog,and I read every word. Not sure how critical this is considering you start with your personal flag flying and seem to be able to leave unharassed under that.

I will continue through to the second meeting with the governor unless there are other aspects of this first phase you want me to try.
 
At start in QC I have encountered more like a designer issue then an actual bug.

Tutorial dialogs work fine.
Tutorial walk in QC town works fine, if tutor (Malcolm Hatcher) is leading the way.
Dialog has been looked into brilliantly, taking into account there are no street vendors.
He's actually saying this: "Since there are no street vendors...". The pirate town is peacefull and friendly alowing tutorial. No distractions!
On the other han if the tutor is dismissed the Nigel Blythe / Artois Voisey quest is triggered and the main character enters the very fight sequence when opening the gate.
Now considering that main character is still in the tutorial quest - at level 1 - the death from the hand of Nigel Blithe comes very swiftly, as he strikes right after the dialog screen, before main character can even draw. On the other hand, sympathising with Blythe gets also out of hand since main character doesn't even have the kind of money to hire him - not even at the second low special offer after repairing the ship.

I strongly recomend the addition of a quest condition to the Nigel Blythe/Artois Voisey quest - taking into account main character level.
My suggestion would be level 3 - since this should both allow the tutorial <b>and</b> allow the quest if main character arrives at the QC for the very first time from any other start option.
 
Just a quick note:
This is all good stuff coming in here. Spit and Polish is as welcome as Bugs.
(Can’t believe I just said that! Welcoming bugs indeed!! But you know what I mean.)

We have only been going for a day or two so I would like to wait a while longer for results from other players. Then we can do a resume’ of what you have all found.

Kevin Atlanta is also working as co-lead on this project (as well as testing – what a hero!) so he is also watching what is going on.

Should you get clear, please read other people’s posts and see if you can confirm their results. I am not suggesting that they are wrong of course. It would just be good to establish that the “issue” is in fact common to the game and not an anomaly of a particular player’s computer set up.

My time is limited for today and tomorrow. I have to talk very severely, using a sharp pointed stick, to some people. (What should have been cleared Monday is still dragging on causing me some considerable inconvenience ($$,$$$) to say the least. Nothing to do with POTC I hasten to add.)
 
Oops! Forgot a big one! I cannot save from the map screen- the bar is lit, but just flickers when I click on it. I also cannot save in Sea mode, but there the bar is greyed out. So basically, I have to be on land to save.
 
Short Jack Gold, you don´t have to apologize. RealLife™ is sacred and therefore (but only a bit..) above our beloved mod <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />

Rum Runner: Thats normal (isn´t it?)

Preferences:

buildsettings.h is default, except for:

#define ENABLE_BROTHEL 1
#define NO_THEFT 25
#define SKELETON_CHANCE 0.0
#define MUMMY_CHANCE 0.0
#define ONSEA_COMPASS 2
#define DISPLAY_SEA_TIME 1
#define SHIPHIT_PARTICLES 3

engine.ini is set to:

;screen_x = 768
;screen_y = 576
lockable_back_buffer = 0
screen_bpp = D3DFMT_X8R8G8B8
texture_degradation = 0
controls = pcs_controls
program_directory = PROGRAM
run = seadogs.c
show_fps = 1
safe_render = 1
texture_log = 1
geometry_log = 1
;offclass = soundservice
mem_profile = memory.mp //memory.mp deleted though
startFontIniFile = resource\ini\fonts.ini
font = interface_normal
numoftips = 0
tracefilesoff = 0
[script]
debuginfo = 1
codefiles = 0
runtimelog = 1

Install same as Julian - from scratch.

Start out settings:
Avatar option: Jack Aubrey, Lvl: Journeymanl, Nationality: Dutch, Ship:Ketch
 
you never could save at sea, but not being able to save on the worldmap is a known and real problem.
 
I noticed, a lot of people have complained about the screen going to black when the screensaver starts. Is this also considered a bug and should it be reported?

(It happens to me every time I load the game after having started the computer about 10 minutes into the game(but only once) although my screensaver is turned on)
 
i have screensaver turned off. i've never had problems with leaving the game to do something else and the screen going to stand-by. i simply moved the mouse and i could continue with the game as normal. it might be of some importance that i always did this when at sea. try turning your screensaver off. the last time i did this was in b14 a6.
 
I am new enough to the game that there isn't much I can qualify as "normal" yet, but from my reading of the threads here I knew that you are supposed to be able to save on the map, and it was a known issue. Just wanted to reiterate it here so it didn't get left behind in the hunt.
 
No I mistyped - it is off, of course <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I can confirm in KevinAtlanta´s missing arrows. A workaround is pressing [Esc] and try again, worked for me.
 
would somebody check on my goods bug? it seems like i'm the only one who has ever seen it, although i know for sure that it's not a personal bug due to miss-installment.
 
<!--quoteo(post=219620:date=Oct 31 2007, 03:35 PM:name=Rum Runner)--><div class='quotetop'>QUOTE(Rum Runner @ Oct 31 2007, 03:35 PM) [snapback]219620[/snapback]</div><div class='quotemain'><!--quotec-->Are we just looking for functional issues, or are we also putting a spit polish on things that don't necessarily hinder the function of the game, but do detract from the experience?<!--QuoteEnd--></div><!--QuoteEEnd-->I would request the following: Do write down all your spit-and-polish comments and save them in a file. For the moment all I am personally interested in are any MAJOR problems in Build 13 Full and Build 13 Final. I would want to perform the spit-and-polish housekeeping on the game in the first actual Sparrow Search update (including the new quests and stuff), but if you already have a list prepared for that, that could speed things up at that point. Also it will allow you to check if those issues are still there or if they have since been fixed.

<!--quoteo(post=219624:date=Oct 31 2007, 04:36 PM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Oct 31 2007, 04:36 PM) [snapback]219624[/snapback]</div><div class='quotemain'><!--quotec-->I strongly recomend the addition of a quest condition to the Nigel Blythe/Artois Voisey quest - taking into account main character level.
My suggestion would be level 3 - since this should both allow the tutorial <b>and</b> allow the quest if main character arrives at the QC for the very first time from any other start option.<!--QuoteEnd--></div><!--QuoteEEnd-->You don't NEED to hire Nigel straight away though. You can come back later when you do have the money. Also a beginning player could kill Nigel pretty easily if he managed to beat Malcolm in the tutorial. That being said, it could be a good idea to change that.

<!--quoteo(post=219627:date=Oct 31 2007, 06:33 PM:name=Rum Runner)--><div class='quotetop'>QUOTE(Rum Runner @ Oct 31 2007, 06:33 PM) [snapback]219627[/snapback]</div><div class='quotemain'><!--quotec-->Oops! Forgot a big one! I cannot save from the map screen- the bar is lit, but just flickers when I click on it. I also cannot save in Sea mode, but there the bar is greyed out. So basically, I have to be on land to save.<!--QuoteEnd--></div><!--QuoteEEnd-->No saving on the worldmap? That's odd. You should be able to. Saving in 3D sailing mode was never possible. Limitation in the game engine. I do recall Petros reporting trouble with saving on the worldmap in Build 13 as well. Petros reports that setting #define MAPSPEED to 1.0 in PROGRAM\WorldMap\worldmap.c fixes the issue. Can you please check that?
 
<!--quoteo(post=219570:date=Oct 30 2007, 06:33 PM:name=KevinAtlanta)--><div class='quotetop'>QUOTE(KevinAtlanta @ Oct 30 2007, 06:33 PM) [snapback]219570[/snapback]</div><div class='quotemain'><!--quotec-->Ship Transfer Interface
Sometimes, the interface is messed up and doesn't have any arrows available to transfer goods.<!--QuoteEnd--></div><!--QuoteEEnd-->

<!--quoteo(post=219620:date=Oct 31 2007, 09:35 AM:name=Rum Runner)--><div class='quotetop'>QUOTE(Rum Runner @ Oct 31 2007, 09:35 AM) [snapback]219620[/snapback]</div><div class='quotemain'><!--quotec-->I also encountered the ship transfer interface noted by KevinAtlanta, where the icons and quantities of the goods are not displayed in the transfer screen. Closing out of the transfer interface and going back in makes it show properly.<!--QuoteEnd--></div><!--QuoteEEnd-->

<!--quoteo(post=219650:date=Oct 31 2007, 01:27 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE(PeterWillemoes @ Oct 31 2007, 01:27 PM) [snapback]219650[/snapback]</div><div class='quotemain'><!--quotec-->I can confirm in KevinAtlanta´s missing arrows. A workaround is pressing [Esc] and try again, worked for me.<!--QuoteEnd--></div><!--QuoteEEnd-->

I too, can confirm this problem and the work-around.
 
Question to somebody using one of the Alpha versions: Do you also experience that missing arrows problem? I'd like to know if it is already fixed in a subsequent release.
 
<!--quoteo(post=219620:date=Oct 31 2007, 09:35 AM:name=Rum Runner)--><div class='quotetop'>QUOTE(Rum Runner @ Oct 31 2007, 09:35 AM) [snapback]219620[/snapback]</div><div class='quotemain'><!--quotec-->... In the Oxbay dungeon, when you encounter a Beatrice skinned adversary and kill her, her body remains standing, rather than dropping to the floor like the rest.<!--QuoteEnd--></div><!--QuoteEEnd-->

Both characters, Beatrice and Blaze Devlin are characters ported from AOP. As such they have different animations from the POTC characters.

Specifically, they don't fall.
They don't swim, or even walk properly, they do a glide walk.
I don't think they jump down either.
 
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