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Sparrow Search

In fact, thinking back at this bug there is something even more weird. Not about the crash itself : it's obvious it was because the ship was overloaded, and it did happen at a certain hour in the night.
But what I cannot understand is : how could Vigilia's ship could have been overloaded? What I haven't said in my first post is that even if it was asked by quest_reactions.c to load 500 of ebony and then 500 of linen, in the ship there were only 364 ebony and 6 linen. But that was still 3cwt bigger than the maximum capacity. So what the heck?... So there are some control somewhere to prevent the ship being overloaded, but either it's quite unperfect, either this might be linked to another problem.
I first thought about Seadogs - in Seadogs you are clearly told that the commerce capacity deals with the goods prices AND your knowledge on how to store them with maximum efficienty in the ship. Which means the better you are in commerce, the more goods you can actually put in the cargo - when you have a low skill there are always 3-4 cwt which should be empty but are not. Some tests in PotC seems to prove the Seadogs system is nowhere to be found, so it mustn't be that. (and if it was there, it should do the opposite - less goods for the same volume.)

So what happen to Vigilia Mendes? When he's joining you he have a pretty low level, and all skills to 1. So he's always gaining levels and free skill/ability points (in Build 13). Especially at the place where I run into the problem : FdF store, you gain some experience here as a reward for having excorted him to FdF. It was late in the evening, I talked to him and he earned a level. I gave him his new skills and a new ability. Then I saved, talked to the storeman, traded - and when the trading was more than 1 or 2 hour it crashed (as we had reach midnight). After loading back the game and the savegame again and again, during a while, I checked the cargo and noticed thoses strange 3 extra cwt for Vigilia Mendes ship, and corrected the whole thing via console.c as said before. I think the new ability I had given him was 'basic commerce' (or was it advanced? ) But I've checked all this and couldn't find a case in which your ship gets actually overloaded when the captain gains this ability - excepted when I played again this quest, Vigila Mendes did suddenly gain 1cwt more without doing any trading when he earned a level and when I had given him the basic commerce ability (I think...). But I wasn't able to recreate that afterwise.

Another strange point : you've seen that when goods are loaded in the ship via a line in quest_reaction.c there is this kind of control to avoid overloading. But when you try to use those same very lines in console.c there isn't. The ship can ends up with a negative value for the total volume of merchandise onboard, or on the opposite is extremly overloaded, depending in what you've written (-5000 ebony, +500 linen, etc).
 
oh, the nutty world of bugs. why not just try to lower the amount of goods brought on board to circumvent the bug for that specific quest?
 
Well, preventing the bug to appear in this perticular quest is a rather simple thing to do. My question was : how did that bug appear? How this system work ingame? etc, questions that could - maybe- lead to find if something isn't coded right somewhere.
 
of course. but fixing the quest would at least put the quest back in the game again. that's something. fixing the bug itself is of course better.
 
But if we just use a workaround for this particular instance of the bug, it could still occur in many other cases. As, in fact, it already did many times before. I think this one needs to actually be fixed proper.
 
Simple Question : When the modpack for Build 13 update 5 will be released ? <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
I have NO idea. Could Short Jack Gold and/or Kevin Atlanta please post a list of the final results of stage one of the tests? Can we proceed to stage 2: Build 13 Final/Build 13 + Update 3?
 
<!--quoteo(post=222516:date=Nov 21 2007, 10:28 AM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Nov 21 2007, 10:28 AM) [snapback]222516[/snapback]</div><div class='quotemain'><!--quotec-->..But this guy who just did the woman should in my opinion not be the "Captain".

[attachment=1367:Rapist2.jpg]

<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

You are sooo right, Julian!! A captain who did this is indeed no gentleman <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> (sorry, my premature teenage-humor just catched up with my older alter ego)

No, seriously, it´s nice to see so many bugs found and dealt with, although I really don´t have a clue what you´re all talking about in the hunt for what causes the bugs in the first place <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Anyway, I am still annoyed by an issue in 13 Full. I dont know if it is a bug or what:
I know, Rum is contraband on Douwesen, but is there an upper limit to, how much weed you can buy at the store? From the screen, the storekeeper has 850 units of weed left in his store and I have plenty of money - still, I cant buy more than a small amount of weed from him? Is that a bug?
 
I think I saw that as well in my game version. I have NO idea why that happens. Apparently not fixed in Build 14 Alpha 8 WIP 2 either. Very weird one. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
There is this bug with the ammo mod..some officers can carry a lot more than the maximum amount. Here is an example:

[attachment=1377:too_much..._bullets.JPG]

He has the gunpowder flask and the ammopouch, but still..How can it be, he can hold more than I can?
 
That's rather a lot. No idea why that happens. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
Yeah, I know its depriving. At the other hand, now that the first phase of Sparrows Search is announced to be over in a couple of days, I might also add how deliberating it has been to see how much stuff thats actually working. I find the weapons mod and ammo mod flawless - the blacksmiths are cool - the wave mod adds upgraded beauty and realism to the original game (can´t wait for the implentation of the AOP skies in later versions) - the "breaking mast mod" is cool etc etc etc.

In short: I still think this is worth it - although that is rather easy for me to say, since I am not the one who sit and sweat over some lines in the code or do re-modelling <img src="style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />

BTW, just to understand everything right: will there be a wait for a bug-fixing phase now (and a re-testing of the supposed fixed bugs for Build 13 Full) before we move on to 13 Final, or do we head straight to the 13 Final and the bugs are fixed adhoc?
 
I think we should continue straight away with the Build 13 Final testing as soon as KevinAtlanta or Short Jack Gold have started the thread for that. We first want to find out which bugs have been fixed in there. No point fixing bugs that have been fixed at a later point. As for the actual fixing of the bugs: I don't really know how we're going to achieve that. Both Maximus and Pirate_KK are pretty much busy already. But once we've got a comprehensive list of bugs, along with information on when they're introduced and when they were fixed, should help with the creation of the next update. Once the list is done, we can send it to Maximus and Pirate_KK, so they can have a look at it. Of course we can try to fix the simple bugs ourselves beforehand.
 
This is what I believe to be the consensus of bugs found.
I have ignored bugs not confirmed by more than one player

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->BUG SUMMARY – Build 13 Full

Key X – bug to be fixed        Y – Bug with known fix
The more characters (X or Y) the more reports of given bug

GOODS Transfer arrows missing    YYYYYYYYYYYYYYYYYYYY
      Quantity goes negative        X
CHARS      Bad/Poor Animation        XXXXXXXXXXXXXXXXXXXX
      View Blocked            XXX
      Missing Dialog (Coxon)    YYYYYYYYYYYYYYYYYYYY
      Officers – No Rank        XXXXXXXXXX
                   - No Swords    XX

SAVE GAME – Land after skin change    XXXXX
(Bad Save)    Land after sail change    XX
        Tattoo parlor        X
        World Map 2D        XX

QUESTS Nigel Blythe/Artios Voisey    XXXXXXXXXX
       Locked locator – Cayman Kai    YYYYYYYYYYYYYYYYYYYY
      (Oxbay-Redmond)
      Sandal goes missing        XX

Crash to Desktop (CTD)     after battle    X PW
             At sea Cuba    X J
            Phillipsburg    X PW
            At save        X J
Maltese Knight Abbey
OXBAY ABBEY        not talking    XX
            Money issue    XX
GREENFORD Access through dungeon        XX<!--c2--></div><!--ec2-->

Please feel free to add anything you think I have missed.
When we have final agreement, I think we will be ready to move on to the next stage.

My thoughts for that would be to look for any additional bugs we have not located here.

As ever, it is YOU guys who are doing the "slog work", for which you have everyone's THANKS, (especially mine),
so if you have views or comments on this proposal please add them.
 
<b>Bad/Poor Animation:</b> Is that for the AoP characters? Partly fixed in later game versions, can't be entirely fixed because of missing animations (jumping, swimming, etc).
<b>View Blocked:</b> What's that?
<b>Not Talking:</b> Only happens when accessing the Abbey through the Oxbay dungeon. "Solution": Remove this entrance.
<b>Money Issue:</b> Can't replicate. And I really did try. Works correct for me.
<b>Access through dungeon:</b> This causes the "Not Talking" issue somehow. "Solution": Remove this entrance.
 
you forgot to change the money issue to money goes negative. it's still quantity. anyway, i'll try again when the chance comes up. it usually happens when i have at least 300 of the good.
 
Pieter, I think the bad animation/poor animation issues relates to those of my earlier posts, like the sitting prisoners in the cargohold ("sitting with women was always a problem" - remember? <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> )
 
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