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Strange problem.

Commodore John Paul Jones

Commodore in the Continental Navy
Storm Modder
My computer froze while I was in game. I had to hit the power switch to re-start my pc. (I couldn't use Ctrl+Alt+Delete.)
When I re-booted my pc and started the game, it brought me to the post-build 12 menu. (I had set it to the brown set of menus.) And when I clicked on New Game, my game freezes. I know it isn't my pc, because I can still hear the music and press the Ctrl+Alt+Delete and exit the program. Why is this happening?
 
Is there any <a href="http://forum.piratesahoy.net/index.php?showtopic=5424" target="_blank">error.log</a> file created? Have you got any additional stuff installed that might not be compatible with the Post Build 12 mods?
 
I don't think it has anything to do with any files I've got. I had just installed the new ensign pack and was playing the game, nothing was wrong. Then my pc froze. I was in Redmond's tavern. I hadn't tampered with any files and had already played with the flag pcak the day before. I think it had to do with the freeze...
 
Is there really no error.log created? Otherwise I'll have no clue what caused it. Do you think it was caused by the game? Or might it have been something wrong outside the game?
 
I'm just as clueless as you. Mabey I'll re-install it. Do all your downloaded files stay where they are when you uninstall/reinstall pirates? I've put so much into it and don't want to loose all of it! <img src="style_emoticons/<#EMO_DIR#>/mellow.gif" style="vertical-align:middle" emoid=":|" border="0" alt="mellow.gif" />
 
Have you still got the downloads themselves somewhere on your HD? I don't know what happens if you use the uninstall option for PotC. I would recommend removing all files and then installing it all over again using the downloaded files.
 
I tried to un/re-install the game and it won't let me... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> I think when my pc crashed, it jumbled up all the interface files, etc. The game went nuts...
 
In that case: Remove the game's folder completely and then run the setup file on your CD. Maybe that will work?
 
OK, finally got it to re-install. Put on the build 12, worked, put on the post b 12... got the "Abnormal Program Tremination" box when starting up the game. I still had all my extra flags, skins, and ships in my folder.

Uh, are we going to put ALL the new ships, flags, and characters into a pack and upload it to the ftp? I want to delete all my files to be able to run a clean installation, but then I'll have to dig around and find all the files I've got.
I had all the military/napoleonic ships, the jmv skins, the latest flag pack.

Mabey we could make a Post Build 12 Napoleonic Addon? Is's pb12 with all the skins and ships, then you can choose which flag set you want to install.
 
Eventually all additional stuff will be properly available for download. It'll be a while before it is so far though... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Ok, I deleted the Bethesda Softworks folder from my computer. Next, I re-installed the game, downloaded b12 and pb12. My game works perfectly once more!
Three cheers! HUZZAH!
All I have left to do is redownload all the files I got off the ftp. I'm having trouble connecting and loading the file directory. Is the ftp having problems or is it me? I'll try again later.

Thankee, Kapitein Boelen!
 
<img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

Ahoy thar Peiter, an Commodore...tis a grand day fer sailin. I was readin ere, and wondered about this ere problem.......when you take a download, any download...and drags another different download usin winrar, or winzip, on top of the other does it not copy the files over into the same directories an only copy over the stuff that is the same....I mean if it is different it adds it, but only changes if the files are the same...correct! So why can't Commodore J.P.J. drag his files that he be using for his Napoleonic downloads and combines them together fer one big zip or Winrar I prefer, and it would be like havin one big download instead of a whole bunch of seperate downloads...??? He would be creating sort of his own Post Build 12, Napoleonic Mod
I mean everytime we get a new update here, that is what we do, drag the one over your existing game and the files copy over the ones that were there already......so by him putting his together would be the same thing

P.S. But maybe that is only the way I see's it....but I know tellin an doin be two different things. Mind you I be liken tew use them skins as well, but I wants tew be addin them as extras, sew as not tew copy over the ones we got. I like variety, so if I wanted those military skins I would like them all to be used, maybe one English unit wearing this one, and then in another town they'll be wearing another uniform, that way we use all that modders have given us, may not be totally realistic but allows for the use of all the great stuff we collect here...anyway thought his idea of putting all his Napoleonic era stuff in one mod worthy of the idea...
 
I completely understand this consept, Sir.
If I could get all my files downloaded and installed, I could release a Post Build 12 Napoleonic Addon.
Does anyone here create new quests? The final touch to this addon would be missions in the Caribbean against Napoleon's French Navy as the Honorable Royal Navy or missions against the British Empire in the second war for independence... the War of 1812. Even the Quasi Wars could be added.
 
Ahoy thar Commodore, tis a grand idea, tew be sure......in another thread, CCC dropped the hint that quests be the easiest way to learn tew start modding.....Well now this sounds just fine, but doin and learnin be two different things, but if'n that be tew easy....maybe this ere idea will spread and take wings of it's own some time soon. Thar seems tew be alot of like minded fellers tew be agreein with ye...

P.S. how did yew add them thar English fellers and thar military skins into your build......seperate or copy over the original skins. What ye be thinkin of'n my idea tew use more than one skin for different units?? What did you do tew yer ships....new units or copy over?
 
The point with .zip and .rar files is that if you extract them, they completely overwrite the files that are already there. So if there was anything crucial in the files that were overwritten, but not in the files from the .zip or .rar, it will cause trouble with the game. That's why all additional downloads have to be made compatible with the latest modpack update. And, once a new version is released, it also has to be made compatible with the next update. Which is a bloody lot of annoying work. My idea it to add the code required for the additional downloads to the modpack updates with a toggle on it. Then people can download the additional download, which contains just the resource files and then the code should be toggled on. Saves a lot of trouble making stuff compatible.
 
I added completely new skins and ships, with the acception of the sloop-of-war, which overwrites the origional brig1.

Ok, I have a problem. I can't seem to connect to the ftp. I go through all the connection procedures, then it doesn't load the directory or list of files. I haven't toyed around with addresses, passwords, usernames, etc. Is the ftp down?
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
Hello thar Commodore....I've just been to the FTP site and everything is tickity boo.....works fine...

Just supposin guys that someone wanted to put one of the new ships, into his build, as a new unit....without desturbing the ones that are there, or copying over them, what would I do......

Also might like to add some skins for a Town say...change the English in Greeford to different units then what is in Redmand?
 
Wow!!! this is just awful.....I have never been this bogged down in my life.....every building I go into its just terrible the wait time....and sooner than later one will CTD, entering and leaving were never this slow before..

It's funny but this didnt play this way before today but still get the crashes. Anyway for what they are worth here are my logs....there sure are alot of "can'ts" in these

Well Shit, the forum will not allow me to place .txt files here as attachments....means I got to posts huge amounts of pictures or copy and paste...???

system.log

Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
ERROR: Techniques: Find duplicate technique name: bladeitem
Techniques: 9 shaders compiled.
Techniques: 181 techniques compiled.
Techniques: compiled by 1111500308 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\memory_service.cpp line 107
_X_NO_MEM
Invalid model: resource\models\Ammo\pistol9.gm
Can't load texture resource\textures\INTERFACES\CANNON.TGA.tx
Can't load texture resource\textures\INTERFACES\CANNON.TGA.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\memory_service.cpp line 107
_X_NO_MEM
Invalid model: resource\models\Ammo\pistol9.gm
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\memory_service.cpp line 107
_X_NO_MEM
Invalid model: resource\models\Ammo\pistol9.gm
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\memory_service.cpp line 107
_X_NO_MEM
Invalid model: resource\models\Ammo\pistol9.gm
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\memory_service.cpp line 107
_X_NO_MEM
Invalid model: resource\models\Ammo\pistol9.gm
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\memory_service.cpp line 107
_X_NO_MEM
Invalid model: resource\models\Ammo\pistol9.gm
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\memory_service.cpp line 107
_X_NO_MEM
Invalid model: resource\models\Ammo\pistol9.gm
Ship Boat doesn't have fire places
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\memory_service.cpp line 107
_X_NO_MEM
Invalid model: resource\models\Ammo\pistol9.gm
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\s_stack.cpp line 47
stack overflaw


compile.log

Gauging: StartGauging
Gauging: starting init
Gauging: nations
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
Gauging: islands
Init weathers complete. 320 weathers found.
Gauging: weather
Gauging: perks
InitModels: Total number of models: 306
Gauging: models
Gauging: goods
Gauging: ifaces
Main_LogoVideo() 0
PauseAllSounds
ResetSoundScheme
proc_break_video()
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 561
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: load options
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
ResetSoundScheme
Done loading
ResetSoundScheme
bool CreateParticleEntity()
!!! Reload to 95
LoadLocation(ref loc) Oxbay_shipyard
LocLoadShips: Can't find Location.locators.ships in location: Oxbay_shipyard
ItemLogic: On load location Oxbay_shipyard
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: shop
SETTING MUSIC: music_shop
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 95
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_shipyard
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
LocLoadShips: Can't find Location.locators.ships in location: Oxbay_town
Template <follow> -> path not found chr.id = Treas_Crewmember_1
Template <follow> -> path not found chr.id = Treas_Crewmember_2
Template <follow> -> path not found chr.id = Treas_Crewmember_3
Template <follow> -> path not found chr.id = Treas_Crewmember_4
Template <follow> -> path not found chr.id = Treas_Crewmember_5
Template <follow> -> path not found chr.id = Treas_Crewmember_6
Template <follow> -> path not found chr.id = Treas_Crewmember_7
Template <follow> -> path not found chr.id = Treas_Crewmember_8
Template <follow> -> path not found chr.id = Treas_Crewmember_9
Template <follow> -> path not found chr.id = Treas_Crewmember_10
Delete character <Ed Postle> , error teleportation by location: Oxbay_town on locator: merchant::merchant1
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade5
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
locator_name = reload9 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 102
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_HouseInsideR9
LocLoadShips: Can't find Location.locators.ships in location: Oxbay_HouseInsideR9
ItemLogic: On load location Oxbay_HouseInsideR9
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: shop
SETTING MUSIC: music_shop
locator_name = locator2 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 102
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_HouseInsideR9
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
LocLoadShips: Can't find Location.locators.ships in location: Oxbay_town
Template <follow> -> path not found chr.id = Treas_Crewmember_1
Template <follow> -> path not found chr.id = Treas_Crewmember_2
Template <follow> -> path not found chr.id = Treas_Crewmember_3
Template <follow> -> path not found chr.id = Treas_Crewmember_4
Template <follow> -> path not found chr.id = Treas_Crewmember_5
Template <follow> -> path not found chr.id = Treas_Crewmember_6
Template <follow> -> path not found chr.id = Treas_Crewmember_7
Template <follow> -> path not found chr.id = Treas_Crewmember_8
Template <follow> -> path not found chr.id = Treas_Crewmember_9
Template <follow> -> path not found chr.id = Treas_Crewmember_10
Delete character <Ed Postle> , error teleportation by location: Oxbay_town on locator: merchant::merchant1
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade5
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land_rain
SETTING MUSIC: music_gorod
CHANGE REP FOR PLAYER: 1 x2
locator_name = reload15 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 96
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_Store
LocLoadShips: Can't find Location.locators.ships in location: Oxbay_Store
ItemLogic: On load location Oxbay_Store
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: shop
SETTING MUSIC: music_shop
ch Thomas O'Reily has no items tree
IT for Thomas O'Reily, quality now 5
ch Brian Prew has no items tree
IT for Brian Prew, quality now 0
locator_name = locator2 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 96
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_Store
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
LocLoadShips: Can't find Location.locators.ships in location: Oxbay_town
Template <follow> -> path not found chr.id = Treas_Crewmember_1
Template <follow> -> path not found chr.id = Treas_Crewmember_2
Template <follow> -> path not found chr.id = Treas_Crewmember_3
Template <follow> -> path not found chr.id = Treas_Crewmember_4
Template <follow> -> path not found chr.id = Treas_Crewmember_5
Template <follow> -> path not found chr.id = Treas_Crewmember_6
Template <follow> -> path not found chr.id = Treas_Crewmember_7
Template <follow> -> path not found chr.id = Treas_Crewmember_8
Template <follow> -> path not found chr.id = Treas_Crewmember_9
Template <follow> -> path not found chr.id = Treas_Crewmember_10
Delete character <Ed Postle> , error teleportation by location: Oxbay_town on locator: merchant::merchant1
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade5
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 92
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_port
Template <follow> -> path not found chr.id = Treas_Crewmember_1
Template <follow> -> path not found chr.id = Treas_Crewmember_2
Template <follow> -> path not found chr.id = Treas_Crewmember_3
Template <follow> -> path not found chr.id = Treas_Crewmember_4
Template <follow> -> path not found chr.id = Treas_Crewmember_5
Template <follow> -> path not found chr.id = Treas_Crewmember_6
Template <follow> -> path not found chr.id = Treas_Crewmember_7
Template <follow> -> path not found chr.id = Treas_Crewmember_8
Template <follow> -> path not found chr.id = Treas_Crewmember_9
Template <follow> -> path not found chr.id = Treas_Crewmember_10
LAi_CreateFantomCharacter -> many logined characters in location (>32)
Template <follow> -> path not found chr.id = Location fantom character <17>
LAi_CreateFantomCharacter -> many logined characters in location (>32)
Template <follow> -> path not found chr.id = Location fantom character <18>
LAi_CreateFantomCharacter -> many logined characters in location (>32)
Template <follow> -> path not found chr.id = Location fantom character <19>
LAi_CreateFantomCharacter -> many logined characters in location (>32)
LAi_CreateFantomCharacter -> many logined characters in location (>32)
LAi_CreateFantomCharacter -> many logined characters in location (>32)
LAi_CreateFantomCharacter -> many logined characters in location (>32)
LAi_CreateFantomCharacter -> many logined characters in location (>32)
LAi_CreateFantomCharacter -> many logined characters in location (>32)
LAi_CreateFantomCharacter -> many logined characters in location (>32)
ItemLogic: On load location Oxbay_port
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: port
AddSoundScheme: land_day
AddSoundScheme: seashore_weather
SETTING MUSIC: music_gorod

error.log

COMPILE ERROR - file: interface\kam_selectsails.c; line: 427
duplicate label: default
COMPILE ERROR - file: interface\kam_selectsails.c; line: 449
duplicate label: default
RUNTIME ERROR - file: dialogs\Enc_Officer_dialog.c; line: 616
missed attribute: foodused
RUNTIME ERROR - file: dialogs\Enc_Officer_dialog.c; line: 616
no rAP data
RUNTIME ERROR - file: dialogs\Enc_Officer_dialog.c; line: 616
missed attribute: rumused
RUNTIME ERROR - file: dialogs\Enc_Officer_dialog.c; line: 616
no rAP data
RUNTIME ERROR - file: dialogs\Enc_Officer_dialog.c; line: 17
Invalid range


hope these help Pieter
 
You can add new ships by adding the required files to the RESOURCE\MODELS\Ships and RESOURCE\Textures\Ships folders. You then need to add new entries to PROGRAM\Ships\ships_init.c.

As for the crashes and long loading time: That has indeed been reported before. I have been trying to figure out what causes the crashes for weeks now, but still didn't have any luck. I keep searching though until they're fixed. The 5 March version works properly, everything released after 5 March doesn't work properly.
 
<img src="style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" />

Okies Pieter, do those logs help or point to anything at all. Any clues? to you want me to continue or restart.....uninstall and try again.....?
 
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