• 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!

Sparrow Search

Thomas the Terror

Mad Pirate
Storm Modder
Pirate Legend
Hello everyone, it seems that there are lots of bugs in the new Build update. These bugs are posted around the whole forum and this way it is very hard for the coders (who already seem very busy) to find them. Also Pieter asked on the forum if someone could put up a good list with bugs, since he is sailing himself, on the real High Seas.

<b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Known Bugs:<!--sizec--></span><!--/sizec--></b>
- Automatic skillup system doesn't work
- Midnight crash with full cargo hold
- No ticks in F2>Character menu for the quick-increasing character-type skills
- Skill modifying items no longer work
- There is no trader in Havana
- Merchantescort for 1.000.000 gold
- Musket and Musketoon have the interfacepicture of the clock and compass
- Can't trade goods on Point a Pitre
- New double boardingdecks don't work properly. (Enemies stuck under the deck) Maybe more locators?
- Advanced option menu seems broken. All land icons appear but you can't do nothing. The next game you start DOES work with the new changes you have made
- Not able to get to Redmond via the worldmap (WORKAROUND: outcomment Tjixi in Storyline/Standard/Characters/Officers.c
- Bartolomeu quest is screwed up, Emilio doesn't follow you, and the silk dissapears
- Streetvendors in Charlestown have no money
- Puerto Rico is noted as English in the trade book, while it is Spanish
- Puerto Rico Merchant seems to have much money, but if you have traded with him, he has no money at all.
- no side-steps in fighting mode
- deck fighting practise with your crewmembers : they doesn't attack you and your character freeze if you asked for the 3 to 1 fight.
- there is still the 'And now I need an outfit for going ashore.' from Build 12.
- Malcolm says strange things about him and your dad sailing in the East India Company (Jack Sparrow quest pre build 14 a8)
- The music playing in the Tutorial background is the Portuguese town one
- After a month direct-sailing mode, the crew doesn't ask for payment

If you have encountered more bugs, please post them here so we can keep track of them more easily.
 
Thomas here is my list.

You assumed that PR meant Port Royal, it didn't it meant Puerto Rico.


There is no trader in Havana

A merchant offered me over 1,000, 000 for an escort

Musket and Musketoon in the trader's item have pics of clock and compass

Blades in Alpha 8 are much less expensive than before

You can't trade goods in Point a Perte only personal items

Thomasina Picfurt's close up is Bartolomeu Portugees
Street Vendors in Charlestown have no money.

The trade book has Puerto Rico as an English colony and says there is no shop. When you go to Puerto Rico. it is Spanish, there is a shop, and the shopkeeper has 31, 778, 613 in gold you open up the cargo screen. When you try to trade loot he has 0 in gold.

Street vendors in Puerto Rico alos no gold to buy with.
 
adapted, and the costs of the blades isnt a bug, but we made it that way, since we want to downsize all prizes and your moneyincome.
 
- no side-steps in fighting mode
- deck fighting practise with your crewmembers : they doesn't attack you and your character freeze if you asked for the 3 to 1 fight.

Minor bugs & glinchs in Malcolm's tutorial :
- there is still the 'And now I need an outfit for going ashore.' from Build 12.
- Malcolm says strange things about him and your dad sailing in the East India Company (no way!) <img src="style_emoticons/<#EMO_DIR#>/mad.gif" style="vertical-align:middle" emoid=":c" border="0" alt="mad.gif" />
- The music playing in background is the Portuguese town one
 
Some comments:

- Automatic skillup system doesn't work
> It does work, but the skill increase speed is way too slow.
> Also turning it off doesn't work properly, because you can't update your skills manually then.

- Musket and Musketoon have the interfacepicture of the clock and compass
> WTF? HOW MANY TIMES DO I NEED TO FIX THAT???
> I have fixed the Musket and Musketoon interface pictures at least five times now! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

- Advanced option menu seems broken. All land icons appear but you can't do nothing. The next game you start DOES work with the new changes you have made
> WTF? I thought that was working now! <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />

- Not able to get to Redmond via the worldmap
> Works fine for me. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

- Puerto Rico traders
> Sounds like something's severly messed up at Puerto Rico. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
Hei Pieter, where did you install your build mod? Can it be that it can't install properly in some places?
 
<!--quoteo(post=276456:date=Sep 3 2008, 10:13 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Sep 3 2008, 10:13 AM) <a href="index.php?act=findpost&pid=276456"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- Advanced option menu seems broken. All land icons appear but you can't do nothing. The next game you start DOES work with the new changes you have made
> WTF? I thought that was working now! <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->I've got these problems when changing the music/sounds/dialog volume for example. If you do that before loading your game or starting a new one, it works - but during a game it causes this mess : all land icons become visible & don't work, characters portraits don't disappear when you launch a dialog, you cannot exit from this location. I've tried the same thing at sea and the result was a big crash.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->- Not able to get to Redmond via the worldmap
> Works fine for me. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" /><!--QuoteEnd--></div><!--QuoteEEnd--> Got this problem myself... I can't access to Redmond via the town either.


Other minor thing, that have been here for long and should be solved one day : CCC's random characters walking in town for stealing money via dialog... CCC made them play their dialog sounds as usual sounds and not dialog ones. So they are oftenly too loud, and in alpha 8 they even sounds bad.

EDIT : oh and another major issue : in the standart storyline Henry the beggar doesn't have his 'beggar' attribute! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
I thought I had added the .beggar attribute straight in the regular init files!
Apparently the Storyline version completely replaces the regular version though. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

Another problem: some dialog greetings are played TWICE now when you talk to a character.
This might explain why CCC's random characters sound bad now.

Did anyone make sure Pirate_KK knows about this thread yet?
 
AGH! I remembered another one that should be listed yesterday night, but forgot again. I'll post it as soon as I remember. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I thought I had added the .beggar attribute straight in the regular init files!
Apparently the Storyline version completely replaces the regular version though.<!--QuoteEnd--></div><!--QuoteEEnd-->The .beggar attribute is indeed here in the PROGRAM/Characters/Init/Redmond.c, but not in the 'standart' storyline.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Another problem: some dialog greetings are played TWICE now when you talk to a character.
This might explain why CCC's random characters sound bad now.<!--QuoteEnd--></div><!--QuoteEEnd-->I've noticed that as well... But it's not linked with CCC random characters, they are not using the usual dialog sound system at all. Another problem I have is that I can berely hear the dialog sounds now. I have to set the dialog sound volume twice higher than the two others for hearing them correctly...
Something good is that for normal characters the talking heads are working - well, let's say more or less. There are a surpriseling high amount of cannot-be-found heads... And many times the talking heads continue to talk when the dialog sound is over, during several seconds. I haven't check the code yet (I'm still on sunrise/sunset), but that will be third on my list.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Did anyone make sure Pirate_KK knows about this thread yet?<!--QuoteEnd--></div><!--QuoteEEnd-->Indeed, this is very important! <img src="style_emoticons/<#EMO_DIR#>/ohmy.gif" style="vertical-align:middle" emoid=":eek:" border="0" alt="ohmy.gif" />
 
I have been noticing a fair amount of CORRUPTED head GM/ANI files in my game.
That was quite mystifying. I fixed the ones I found.
Most of the missing heads can be fixed quite easily if we know on which model the character is based.
However, the AoP ones will, of course, remain headless.

Can you ask Pirate_KK to re-add the .beggar attribute to Henry in all Storylines?
 
Little question : Do you think it's possible to eliminate most of the bugs in Alpha 8 without testing the mods one by one ( as we talked about a few months ago) ?
By the way, is a simple virtual sailor working on Build 13 update 4 ?
 
Well Bartolomeu o Portuges... I was indeed working on this before leaving this summer. Being back, I've mostly focus myself on the sunrise/sunset mod and a big bunch of real life problems. But I will switch back on it soon - I hope. Just consider that I still haven't got a perfect idea on what should be added or not in this update, and that I plan to add some of my own mods & the unfinished French translation. So this is going to take time... About the Bartolomeu quests, the first one will be implemented, but I personnall think the others should be kept for Build 14 alpha.



Now Pieter, what do you mean by corrupted?!

I know that those heads seems not to like being edited with Inez' Tool, at all. The less you can have is the eyes rolling over and looking all dizy, but at worst the whole animation becomes just horrible, with the eyes poping out, the mouth going left and right... ugly.
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--><!--QuoteEnd--></div><!--QuoteEEnd-->- Not able to get to Redmond via the worldmap
> Works fine for me. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" /><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--><!--QuoteEnd--></div><!--QuoteEEnd-->

Pieter, I can't figure this out. I think I have the game is installed correctly but if you can get to Jamica and we can't we have clearly missed something.

<img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo(post=277534:date=Sep 8 2008, 05:32 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Sep 8 2008, 05:32 PM) <a href="index.php?act=findpost&pid=277534"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well Bartolomeu o Portuges... I was indeed working on this before leaving this summer. Being back, I've mostly focus myself on the sunrise/sunset mod and a big bunch of real life problems. But I will switch back on it soon - I hope. Just consider that I still haven't got a perfect idea on what should be added or not in this update, and that I plan to add some of my own mods & the unfinished French translation. So this is going to take time... About the Bartolomeu quests, the first one will be implemented, but I personnall think the others should be kept for Build 14 alpha.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for the information about the update 4. <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> .
And I hope it will be possible to debug Alpha 8 without testing the mods one by one because if not, this will be a looonnggg and painful work. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
I'm hoping Maximus and Pirate_KK can do some fixing work.
Apparently Maximus actually has some fixes; he just didn't manage to release them yet. :lev

As for the corrupted heads, I mean that <i>all</i> the files are present, but the game cannot load them anyway.
The same files used to work in the past.
Re-copying the GM and ANI files and re-HEX-editing them seems to solve it though.
 
Hello All

I debated with myself as to whether I am posting in the correct thread since my "issue" may be an installation one rather than a bug. However here goes.

I note that in Build 14Alpha8 all the harbours are empty apart from my own ship. This might be a deliberate part of Alpha8 but I doubt it since I always felt that of all the many wonderful things you people added to this game, the moored ships appearing in each harbour (based on traffic calculated for that area) was one of the best atmosphere additions for me.

Possibly it might have something to do with a series of error messages I got when I ran Runme.bat after installing 14Alpha8. What I got was something like "error, file XXXXXX not found, initialising copy....etc" over and over again. Sorry to be vague, I should have written it down at the time. I will reinstall if you need to know exactly what the error message was.

It occurred to me that I may have removed the wrong files as part of Pieter's apparently very clear instructions. So, when reading this line:

"2 - Remove the PROGRAM, RESOURCE\INI and RESOURCE\MODELS\Locations\decks folders"

I read that as meaning remove the folders "INI" and "DECKS" but not the rest of the directory structure (i.e. leave PROGRAM/RESOURCE and RESOURCE/MODELS/LOCATIONS alone. If I read that correctly then my installation should have been OK. (I am using the Final version of 13 followed by 14Alpha8). If I was being thick then please tell me :)

Of course it could be that "traffic" is turned off in the relevant build settings file, I should have checked before uninstalling and going back to Build 13 Final (which generally works fine for me by the way).

14Alpha8 is very unstable of course - as expected and warned about by yourselves, however I found that as long as I stayed away from actively following quests it kept running for the most part - and you might be interested to note that I could get to Redmond/Jamaica when not running the main quest, but crashed out whenever I was on said quest - mind you I have never been able to get to Redmond when using any of the Alpha 14 WIPs previously. I have encountered most of the bugs already entered to this thread so will not repeat them again, clearly all are already being investigated.

Thanks for your time.

Captain Monty
 
Back
Top