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Standard storyline 14.9 patch 1 and 2

I have not yet encountered a worldmap CTD. Do those happen ALL the time? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
every time i go to it and it passes a day and im now also having that proplem in directsail!!!

And this is in the compile log everytime to this is from a directsail CTD
IT dropped low quality weapon (pistol3) in favor of higher quality (pistol3+2)
IT Laurence Bannerman raised to level 4

or like it, its been Lawrence Bannerman all the time to me

and from the last chrash on NavMAp

IT dropped low quality weapon (blade11) in favor of higher quality (blade11+2)
IT dropped low quality weapon (blade28) in favor of higher quality (blade28+2)
IT dropped low quality weapon (blade12-1) in favor of higher quality (blade12+1)
IT dropped low quality weapon (pistol2) in favor of higher quality (pistol2+2)
IT dropped low quality weapon (pistol7-2) in favor of higher quality (pistol7+2)
IT dropped low quality weapon (pistol8-2) in favor of higher quality (pistol8)
IT Laurence Bannerman raised to level 4
IT dropped low quality weapon (blade12) in favor of higher quality (blade12+2)
IT dropped low quality weapon (pistol3-1) in favor of higher quality (pistol3+1)

Edit: gonna try making a new save and test it there i did not have this issue last night when i cruised around.
 
Tried making a new save no proplems in the start but i had none in the other in the begining of the other save i think it show up after a while when the traders have updates a couple of times.
 
If you still have the compile log file from that run, check to see how many days you were at sea. It should be near the line that says "*** updated all towns ***" and will say "Player ship was at sea for X days". It's probably more than one. The only place I could consistently get no more than one daily update was between St. Martin and Nevis.

Now, the trader daily update. I don't get anything like that in my game and I haven't seen anyone else mention it. Have any of the traders been changed lately that might cause an error? I know Estharios was working on those. I have to do some similar processing when your ship goes to port, so you should be getting errors there as well.

Do you have any extras downloaded, like the development resources stuff?

Hook
 
Estharos was only changing trader models; can't much go wrong with that. At least not to the point of CTDs.
 
<!--quoteo(post=312563:date=Apr 11 2009, 04:09 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 11 2009, 04:09 PM) <a href="index.php?act=findpost&pid=312563"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Estharos was only changing trader models; can't much go wrong with that. At least not to the point of CTDs.<!--QuoteEnd--></div><!--QuoteEEnd-->
I know, but any time files are changed there's a chance of messing something up. Ask me how I know this. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> Haven't there been some traders added lately?

Hook
 
I was one day out of jamica when it chrashed.

haven't been able to produce the error in the early start of a game but after a few months has passed it seems to happen again..

Can't really check on the qs with this one bugging me.

and no dev ressources Just build 13final, 14 alpha 9 and both patches.
 
Found a way around my chrah for now so i can see if it was a fluke last time with Miss Shaw q.

Original code from Worldmap_events - UpdateAllItemTraders(false); // NK itemtrade 05-04-02 do all trader update.

Change to code - UpdateAllItemTraders(2); // NK itemtrade 05-04-02 do all trader update.


Antigua

The agent victualier is missing his trade dialog

[attachment=2800:seadogs2_0006.jpg]

Edit removed pic
 
Calling that function with a 2 once per day should cause a long pause during the update. Otherwise it shouldn't hurt anything. It's likely that after it's run once, you can go back to the original code since the trader who made it crash will be updated properly.

If this happened right after you started a new game, did you close down the program and restart it before you started the new game? Things don't get initialized properly unless you do this.

Did you change any game options after that game was saved and before you started having the problem?

Hook
 
<!--quoteo(post=312639:date=Apr 12 2009, 05:29 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 12 2009, 05:29 AM) <a href="index.php?act=findpost&pid=312639"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Did you change any game options after that game was saved and before you started having the problem?<!--QuoteEnd--></div><!--QuoteEEnd-->You'd notice that soon enough; you can't leave your current location after you do that. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />

<!--quoteo(post=312640:date=Apr 12 2009, 06:01 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 12 2009, 06:01 AM) <a href="index.php?act=findpost&pid=312640"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I understand your definition of "forever" is something like 5 parries or thereabouts...
After every visit in the jungle or a dungeon my blade has decreased at least one lvl. This is no fun at all, IMHO.
Admittedly I seek combat<!--QuoteEnd--></div><!--QuoteEEnd-->It only takes 5 blocks to decrease a weapon's quality? That's interesting. I play with that mod off, because it filled my inventory with too much stuff and on every boarding, sometimes on every deck, I'd hear someone's sword break.

So, Pieter... is THIS the reason you want to limit blocking? If so, the problem isn't the blocking.

We only have two things we can do during a swordfight: hit and block. If we eliminate blocking by any method, we are left with an unsubtle bashing contest. There will be times you *have* to block. Megla, if you haven't seen one yet, trust me, you will.<!--QuoteEnd--></div><!--QuoteEEnd-->5 blocks? Impossible. The counter increases by 1 with every block and _base is set to 50, so you can do at least 50 blocks (give or take a couple).
The real reasons I'm against the "infinite block syndrome" are the ones I have already given you.

It could be that _base and _rand are not balanced the way they should; they were 100/100 before,
but with those values I never had my blade break once through a whole playing of the Bartolomeu main quest.
With 50/50, I had my blade break once during the part of the Assassin quest that is finished so far, so I reckon the values should be higher than 50/50.
Maybe try 75/75? In PROGRAM\InternalSettings.h set:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define BLADEDAMAGE_BASE                75        // INT - This increases the amount of strokes you can CERTAINLY do without your blade breaking.
#define BLADEDAMAGE_RAND                75        // INT - This increases the amount of strokes you MIGHT BE ABLE to do without your blade breaking.<!--c2--></div><!--ec2-->
I've got two counters in place to count the total amount of blocking you do during the game.
I'll restore the console log messages for those; then I'd be interested in the values people get after playing the game for a while.
That way, we might be able to decide upon better values by taking the total number of blocks during the game
and diviving it by a number that we'd consider reasonable for blade breaking.
So that eventually your blade might decrease in quality maybe 10 times during the straight playing of a main quest.
It takes 5 decreases in quality to break your blade, starting out from Excellent, so you would break you blade twice then during the main quest
if you'd use Excellent blades and never repair.
 
<!--quoteo(post=312591:date=Apr 11 2009, 06:00 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 11 2009, 06:00 PM) <a href="index.php?act=findpost&pid=312591"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=312563:date=Apr 11 2009, 04:09 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 11 2009, 04:09 PM) <a href="index.php?act=findpost&pid=312563"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Estharos was only changing trader models; can't much go wrong with that. At least not to the point of CTDs.<!--QuoteEnd--></div><!--QuoteEEnd-->
I know, but any time files are changed there's a chance of messing something up. Ask me how I know this. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> Haven't there been some traders added lately?

Hook
<!--QuoteEnd--></div><!--QuoteEEnd-->
As Pieter mention I only change the models of them and I regroup all the street merchant into a single file but I don't think it's the cause for the merchant, for not having goods for sale. I had the intention to look into it but my coding is limited and when Hook says that he will look into it when he get a chance I give up the task.

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=312646:date=Apr 12 2009, 02:50 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 12 2009, 02:50 AM) <a href="index.php?act=findpost&pid=312646"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=312639:date=Apr 12 2009, 05:29 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 12 2009, 05:29 AM) <a href="index.php?act=findpost&pid=312639"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Did you change any game options after that game was saved and before you started having the problem?<!--QuoteEnd--></div><!--QuoteEEnd-->You'd notice that soon enough; you can't leave your current location after you do that.<!--QuoteEnd--></div><!--QuoteEEnd-->
Here's the sequence:

1. save a game
2. change some options
3. load the game

I was asking if he'd done #2 in that list. There are going to be some options that will cause problems if turned on or off after a game has started. These options need to be saved on the main character, not just in an options file, so that they can't be changed after a new game has started.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->As Pieter mention I only change the models of them and I regroup all the street merchant into a single file but I don't think it's the cause for the merchant, for not having goods for sale. I had the intention to look into it but my coding is limited and when Hook says that he will look into it when he get a chance I give up the task.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not running the latest code, so I don't know where the problems might be.

A merchant not having goods for sale or money to buy stuff is unrelated to the CTD that happens during the trader update. That's the one I'm looking into. If no one else is having the CTD problems, then we need to figure out what's different in his game, which is why I asked the question above, and it's unlikely to be your code.

Hook
 
Ah; indeed. Turning mods on/off in mid-game might cause weirdness in some cases.
There's a Profiles system in the Development Resources that saves your settings for each of the games you start.
That should help. Really the Development Resources contain some incredible stuff and we'll really need to get them fixed and included for Alpha 10. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
i never change a game setting after having started a game then i change settings and make a new game instead since otherwise you never know what it will do of strange things.
 
I'm not sure if settings save in the save files. There might just be general setting. The Development Resources Profiles system would solve that though.
 
About the Governor shaw and find elizabeth q Baldewyn the corpse on the beach on saint martin won't talk to me.
 
Needs to be checked then. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
now im getting confused!! in this game Edward Attwood won't talk to me in the prison??..
 
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