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Thorough Testing Needed

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
Hello all,

It seems that at the moment we keep finding new bugs. And new bugs keep being introduced. To be able to fix the bugs again, we'd need to find out in which version exactly the bugs are introduced. So I would like to ask the beta-testers for quite a large favor: Please reinstall PotC completely and then install up until the Pre Build 13 Base version only. Test that version and see if the bugs that are experienced at the moment were already in there. If not, proceed to the next version available from my site (Sunday 10 September 2006) and see if any of those bugs ARE in there. If not, proceed to the next version again. Doing this should make it clear in which version each bug is introduced, which should make it much easier to actually fix these bugs again.
 
Already on that case Pieter <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

After yesterday finding the 'locked out' bug in beta1 - i had tested just 12.1(full) for quite a while to see it wasn't in that version.

Today is the step you mentioned - 12.1(full)+prebuild13(base), to see if that issue in particular(and others) are present.

As you say we need to narrow down on some of these new bugs - and maybe look at the code changes/mods that might be causeing the current issues. Its a shame really - i had had the feeling build13 was very close, then it all exploded a little bit.
Still its definately worth the effort to get to the bottom of - too many great new ideas have been introduced for build13 to not sort it out imho <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />

build12.1(full), altough awesome compared to stock PotC, does feel a bit of a step back compared to the current promise of build13. The new interface makes the whole game that much more enjoyable to play for one.

I am available for extensive playtesting(heh! dont know how that makes people feel - as i have recently been the one digging up many of the current nasty issues) and monkey-see/monkey-do jobs that you experienced guys can throw my way(text changes/file version comparisons with winmerge etc) <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter,

Alas, I am sorry that I don't have the time to do that kind of testing. As an alternative or to speed things up we might try to assemble a list of current bugs and see if people have sense of when they came in. For example, I am sure the two big problems I am seeing now:

CTD on Oxbay with fast travel and rooms in taverns and ship to ship interface are new in Beta 5.


I always plean stormy start and am not testing the main quest or the side quests. I focus on different aspects of game play. Maybe another way to structure testing is for different testers to concentrate on different areas to test.

If this makes sense I would committ to test all the islands and game play.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Black Bart,
I for one really appreciate all the work you've put into bugtesting. I was doing my best there for a while, but things at home have gotten super hectic. My wife and I just had a baby, and as anyone with experience in that department will tell you, all free time seems to disappear. I hope that in a few months I will be able to get back in to the swing of things, but by then I'm sure the Build 13 will be released. Everyone's job is important, from the modders to the betatesters, everyone's contributions have made this game the best pirate game ever. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Quick update:

12.1(full)+prebuild13(base):

We DONT have the "double char spawning" bug in this version - i did a lot of save/reloading while cheat...ahem playing dice for money in Oxbay tavern - none of the walking npcs or sitting officers spawned during this test.

Also i didn't see the "decimal numbers" issue on officers money when in the exchange screen, although this may have been more due to the fact that out of the 20 odd officers i recruited only 2 had over 1000 personal gold on them, and i think that issues used to effect officers with lots of gold mostly(but not always).

Thats all so far in terms of bugs that we have seen in the betas. Of course this build has plenty of its own issues, like CTD when a pirate ship closes to engage in the mini-map sailing mode, and weird graphic glitches when killing the char models of Blaze or the female sidekick from AoP in random encounters(i guess we dont have 'dead' animations for those chars).
Also way too many goods in stores. But you will all know this stuff, as many of these things are not present/issues in the betas.

Hey Pieter should we have another thread specificaly for testing this stage of the process(in terms of working out where the later bugs were introduced)? Or can i just put it all here?
 
<!--quoteo(post=168411:date=Oct 21 2006, 07:35 PM:name=Doober)--><div class='quotetop'>QUOTE(Doober @ Oct 21 2006, 07:35 PM) [snapback]168411[/snapback]</div><div class='quotemain'><!--quotec-->
My wife and I just had a baby,
<!--QuoteEnd--></div><!--QuoteEEnd-->

Hey, congratulations <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />

And you are right, testers like Bart (and you) are the real heroes of modding <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />:
 
Doober: Congrats on the new little pirate. Always good to know a scalawag has a new fellow to teach the trade to. **smiles**

Cap'n Drow
 
<!--quoteo(post=168410:date=Oct 21 2006, 07:33 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Oct 21 2006, 07:33 PM) [snapback]168410[/snapback]</div><div class='quotemain'><!--quotec-->
....
CTD on ... rooms in taverns ....
<!--QuoteEnd--></div><!--QuoteEEnd-->
Is this similar to this bug that someone had introduced into the dialog of the random innkeepers ?
<a href="http://swankyplace.com/potcbugs/view.php?id=187" target="_blank">Bugtracker CTD in inn</a>

Has anyone changed the dialogs of the REGULAR tavernkeepers as well ?
 
First of all: Major thanks to all the bugtesters! I'm pretty sure that without you, we'd definitely never ever get anywhere.

I don't really care how te testing is done, as long as it's done in some sort of structured way. Testing all previous versions would give us the knowledge of where the bugs are introduced, which would narrow things down as far as causes are concerned. But thorough testing of the current version is also quite important. So it's good if Black Bart does the first and Jason does the second type of testing. That way we get both.

I think eventually we should try to make a list of most important bugs in the current version, along with notes on where the bugs were introduced and why they got caused. As soon as we get that list done, it should be much easier to narrow these bugs down and deal with them accordingly.

I'll write up some notes on the bugs reported:

<b>CTD on Oxbay with fast travel</b>
Pirate_KK recently changed the fast travel code a bit to add new locations such a churches, tailor's shops, blacksmiths, etc. into the mix. However, this code was part of a larger pack of mods that he made and part of that modpack is not intended for inclusion in Build 13. So I had to seperate the code that is meant to be included from the code that is not meant to be included. It could be that problems got introduced by doing so.

<b>CTD on Oxbay with rooms in taverns</b>
This could have something to do with what CouchcaptainCharles suggests. Maximus added 24-hour wait times to the inns and taverns. However, he did that a long time ago and I haven't heard about problems with this until now. Are you quite sure that this only happens on Oxbay? That would be quite odd; I have no idea why this bug would be limited to just Oxbay. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

<b>CTD on ship to ship interface</b>
Just for clarity's sake: Is this actually a CTD or do you simply mean that the ship-to-ship interface isn't working properly? Which ship-to-ship interface do you mean exactly? The one you see after capturing an enemy ship? Or the one you can open through the F2 menu? I know there's something wrong with that interface and I'm pretty sure I know which code causes it as well. Maximus changed something there to prevent a bug he had encountered, but apparently his fix doesn't work properly either. He has sent me another fix for it, but I haven't tested that yet. If you want to test it, please put <a href="http://www.s31clan.com/pietersmods/ransack_main.zip" target="_blank">this</a> file in PROGRAM\INTERFACE.

<b>Double character generation bug on loading a savegame</b>
This bug was introduced in Beta 2 and fixed in Beta 5. It had to do with the MAX_CHARACTERS and TOTAL_CHARACTERS values. These were not set right, but Hook solved that.

<b>CTD when a pirate ship closes to engage in the mini-map sailing mode</b>
I remember that bug and I know how it got caused: One tiny interface file was missing. This is fixed in the subsequent update. In the meantime you can prevent this from happening by changing your interface: Enable animations or use the old blue interface look instead. Both interfaces do work. It's just the new brown interface with animations off that doesn't work.

<b>Weird graphic glitches when killing the char models of Blaze or the female sidekick from AoP</b>
Was this ever fixed? Or do these characters really lack the dying animation? Yet another weird thing from AoP: Main characters don't die properly. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<b>Also way too many goods in stores</b>
Do you mean goods in the stores or items at the item traders? We never changed the amount of goods, but IncredibleHat did do some major changes to the items available.
 
<!--quoteo(post=168448:date=Oct 22 2006, 07:32 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Oct 22 2006, 07:32 AM) [snapback]168448[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=168411:date=Oct 21 2006, 07:35 PM:name=Doober)--><div class='quotetop'>QUOTE(Doober @ Oct 21 2006, 07:35 PM) [snapback]168411[/snapback]</div><div class='quotemain'><!--quotec-->
My wife and I just had a baby,
<!--QuoteEnd--></div><!--QuoteEEnd-->

Hey, congratulations <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />

<!--QuoteEnd--></div><!--QuoteEEnd-->

Wow! i missed that part of your post Doober(well it didnt sink in anyway!) - sorry mate! And a warm congrats from me on the new 'little-Doober' in both your lives <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

Pre-build13(base) bug test update(22/10/06):

Ok these things are almost certainly confirmed in this version:

BUGS NOT PRESENT:

1. NO double char bug

2. NO decimal money bug - but with the caveat that the new officers that have more money might not be in this version?

3. NO starvation bug - but i think it handles the rations as a combined lot, rather than in Hooks fix where it kept each ships rations seperate(i think!?).

4. NO "locked out" bug - i tested the sail to greenford to destroy the Osieau, and it worked as it should(as in stock PotC, and in 12.1(full) version) [INTRODUCED: in beta(1), then in all later beta versions]


So these issues are introduced later in the betas. As i test more and can confirm results i'll add which version i think the bugs appear to be introduced.

BUGS PRESENT(AND SEEN IN LATER BETAS):

1. "Party Officers dissapear" bug in Falaise de fleur and transition from extended greenford to normal greenford.


GENERAL OBSERVATIONS(OF PREBUILD13):

1. Dialogues with passing npcs in towns have a much better english structure to them in the pre-build. specificaly at some point in the betas(not sure which one) the opening dialogue for when a passer by interputs the player(rather than when the player initiates the conversation), the english just doesnt make sense. At some point i'm going to look over all the game dialogues to clear out as many mistakes as possible. Still its not a huge issue as the game is still understandable and playable, if a little odd at times in this respect <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

2. I've noticed party officers actualy use up there ammo+gunpowder when using pistols etc. I'm not 100% sure this isn't the case in later betas(i'll need to test that more) - but in this version its the first time i ever saw officers fire and just get the flash(out of ammo) rather than the pistol shot. And when checking their inventory they had no ammo/gunpowder. In later games they always seem to keep what you first equiped them with? need to test more.

3. Ship boarding while capturing a ship surrenderd to a fort seems to work. Previous experience of trying this in the betas(not sure which ones- more testing needed) would have the fort fire on my newly captured ship when i went back into 3D sailing mode, as if it retained its old flag status(like pirate etc) rather than take on my one.
[NOTE: not sure if this is actualy a good thing(capturing surrenderd to fort ships) - its a very easy(too easy) way to get new ships, even if they are mostly shot-to-hell]

4. REF previous CTD when encountering pirate ships at sea: This seems to happen with all pirate engagements in the mini-map mode, all of the time - still it was fixed in the betas.
 
<!--quoteo(post=168457:date=Oct 22 2006, 11:09 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 22 2006, 11:09 AM) [snapback]168457[/snapback]</div><div class='quotemain'><!--quotec-->

<b>CTD on Oxbay with fast travel</b>
Pirate_KK recently changed the fast travel code a bit to add new locations such a churches, tailor's shops, blacksmiths, etc. into the mix. However, this code was part of a larger pack of mods that he made and part of that modpack is not intended for inclusion in Build 13. So I had to seperate the code that is meant to be included from the code that is not meant to be included. It could be that problems got introduced by doing so.

<b>CTD on Oxbay with rooms in taverns</b>
This could have something to do with what CouchcaptainCharles suggests. Maximus added 24-hour wait times to the inns and taverns. However, he did that a long time ago and I haven't heard about problems with this until now. Are you quite sure that this only happens on Oxbay? That would be quite odd; I have no idea why this bug would be limited to just Oxbay. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

<b>CTD on ship to ship interface</b>
Just for clarity's sake: Is this actually a CTD or do you simply mean that the ship-to-ship interface isn't working properly? Which ship-to-ship interface do you mean exactly? The one you see after capturing an enemy ship? Or the one you can open through the F2 menu? I know there's something wrong with that interface and I'm pretty sure I know which code causes it as well. Maximus changed something there to prevent a bug he had encountered, but apparently his fix doesn't work properly either. He has sent me another fix for it, but I haven't tested that yet. If you want to test it, please put <a href="http://www.s31clan.com/pietersmods/ransack_main.zip" target="_blank">this</a> file in PROGRAM\INTERFACE.

<!--QuoteEnd--></div><!--QuoteEEnd-->

Well all these CTDs in the betas i've yet to see - but then i dont use fast travel often(if at all), and have not done much to add ships to my fleet. Once i get back on the betas i'll look out for these.

<!--quoteo(post=168457:date=Oct 22 2006, 11:09 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 22 2006, 11:09 AM) [snapback]168457[/snapback]</div><div class='quotemain'><!--quotec-->

<b>Double character generation bug on loading a savegame</b>
This bug was introduced in Beta 2 and fixed in Beta 5. It had to do with the MAX_CHARACTERS and TOTAL_CHARACTERS values. These were not set right, but Hook solved that.
<!--QuoteEnd--></div><!--QuoteEEnd-->

ok cool, atleast you know where it came in, and Hook fixed it <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo(post=168457:date=Oct 22 2006, 11:09 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 22 2006, 11:09 AM) [snapback]168457[/snapback]</div><div class='quotemain'><!--quotec-->

<b>CTD when a pirate ship closes to engage in the mini-map sailing mode</b>
I remember that bug and I know how it got caused: One tiny interface file was missing. This is fixed in the subsequent update. In the meantime you can prevent this from happening by changing your interface: Enable animations or use the old blue interface look instead. Both interfaces do work. It's just the new brown interface with animations off that doesn't work.

<!--QuoteEnd--></div><!--QuoteEEnd-->

Yeah that sounds like the one - i use the new interface with animations off(what is animations ON for - i thought it might be to do with the new look trade items?) - i put if off as a safety measure, heh that will teach me!

<!--quoteo(post=168457:date=Oct 22 2006, 11:09 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 22 2006, 11:09 AM) [snapback]168457[/snapback]</div><div class='quotemain'><!--quotec-->

<b>Weird graphic glitches when killing the char models of Blaze or the female sidekick from AoP</b>
Was this ever fixed? Or do these characters really lack the dying animation? Yet another weird thing from AoP: Main characters don't die properly. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<!--QuoteEnd--></div><!--QuoteEEnd-->

Well i've never encountered either char as an enemy before in the betas(i was in the cave system in oxbay when it happend in the pre-build13)?

<!--quoteo(post=168457:date=Oct 22 2006, 11:09 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 22 2006, 11:09 AM) [snapback]168457[/snapback]</div><div class='quotemain'><!--quotec-->

<b>Also way too many goods in stores</b>
Do you mean goods in the stores or items at the item traders? We never changed the amount of goods, but IncredibleHat did do some major changes to the items available.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Items in stores/at trader stands - goods(in stores) are fine in all versions. Yes it was quite a surprise to find 'Needles' upto fine quality in a little outdoor market stall as a level 1 player - lots of scrolling horizontaly through the items! IncredibleHats work certainly makes the betas better in that respect <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Oh and something else that caught my attention in Beta5 - remember i mentioned about finding too many of the good weapons in the random loot pickups(like Atwood f100's etc)?

Well did you(or anyone) change that chance for the Beta5? It was the first time that i got to level 6 without finding even 1 of these weapons in a random pick-up. I think i had found a Flamingera? but overall that side of Beta5 was looking good(if anything was changed) - now to make them special items to save up for in the stores items list?

If there are other bugs you want me to look for the introduction stage, then give me a list - i've found the main ones i had been concerned with(or atleast i've NOT found them in the pre-build). I think i can go ahead and try beta(1) again now? Or what do you suggest/want me to look at?
 
<!--quoteo(post=168466:date=Oct 22 2006, 12:40 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 22 2006, 12:40 PM) [snapback]168466[/snapback]</div><div class='quotemain'><!--quotec-->
Yeah that sounds like the one - i use the new interface with animations off(what is animations ON for - i thought it might be to do with the new look trade items?) - i put if off as a safety measure, heh that will teach me!
<!--QuoteEnd--></div><!--QuoteEEnd-->
The animations are the animated backgrounds in some of the interface screens. For example in the "sail ho" interface screen there is a French ship sailing int he background. It is this very interface screen that causes the problem. The animations can be turned off for those with performance issues or for those who don't like it. However, the non-animated version of that interface screen was missing from the Pre Build 13 Base version. The entire file was missing, because Maximus hadn't atually sent it to me yet. However, this should all be fixed in sebsequent updates.

Please continue testing with the next update that is in line. I don't know what the previous update is that you tested, but just continue with the next. Have you tried all "Old Pre Build 13 Updates" yet? You could try skipping some of them, but please do try the 21 August one or the 10 September one. But the 10 September one was bugged as far as boarding was concerned, so you don't need to test boardings in that version. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

BTW: Yes, the chances for finding very good weapons have been decreased. Below a certain rarity, they won't ever be available from stores at all you will have to find them.
 
<!--quoteo(post=168460:date=Oct 22 2006, 12:15 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 22 2006, 12:15 PM) [snapback]168460[/snapback]</div><div class='quotemain'><!--quotec-->
1. Dialogues with passing npcs in towns have a much better english structure to them in the pre-build. specificaly at some point in the betas(not sure which one) the opening dialogue for when a passer by interputs the player(rather than when the player initiates the conversation), the english just doesnt make sense. At some point i'm going to look over all the game dialogues to clear out as many mistakes as possible. Still its not a huge issue as the game is still understandable and playable, if a little odd at times in this respect <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh no, not AGAIN. I thought things had improved since spring? We need to find a procedure that prevents those frequent dialog mess ups. Sorry, I don't want to spoil the party or attack anyone in person, but we won't get anywhere if the same issues cause problems again and again.
 
Uh? I haven't had any problems at all with strange dialog texts recently. Could you give an example of the strangeness you encounter?

I might recompile the current Beta 5 and remove all code that is not a bugfix. Perhaps the game <i>will</i> work well that way. The game won't be perfect that way, but it should work better than it does now. Perhaps it would be such a stable version that we could release it as Build 13, imperfect as it might be. Then all things that are in Beta 5 and are not bugfixes per-se can be left for Build 13.1. Otherwise we might indeed never get anywhere. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
<!--quoteo(post=168468:date=Oct 22 2006, 11:50 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 22 2006, 11:50 AM) [snapback]168468[/snapback]</div><div class='quotemain'><!--quotec-->

Please continue testing with the next update that is in line. I don't know what the previous update is that you tested, but just continue with the next. Have you tried all "Old Pre Build 13 Updates" yet? You could try skipping some of them, but please do try the 21 August one or the 10 September one. But the 10 September one was bugged as far as boarding was concerned, so you don't need to test boardings in that version. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

BTW: Yes, the chances for finding very good weapons have been decreased. Below a certain rarity, they won't ever be available from stores at all you will have to find them.
<!--QuoteEnd--></div><!--QuoteEEnd-->

ok well i definately prefer not finding the best weapons at the begining of the game - others might not like this, so the eventual shop buying method(hmmm maybe even the Blacksmith?) would be the compromise for those that want the best items from the begining?

Ok i'll go to the pre-beta files - those updates(i think i already have the ones you mention) and check for the main bugs as i've listed above.

Ref the bad english of npcs:

It was something i noticed in the betas quite recently(might have been an issue in beta5/4 maybe 3?) - i'm not going to be able to test this for a while, as i'm at the other end of the testing line(pre-build side of things).

The conversations that i noticed(due to the oddness) was stuff like this:

[Players walks around town(say Oxbay) gets interupted by a passer by]:

Passerby: "Do you often walk around here with no pressing business?" as opening conversation(something like that).

That doesnt make sense imho - especialy in reguards to some of the players responses. You just wouldn't say that - people would look at you oddly. stuff like that.

The standard "Hello whats your name/are you from around here?" type stuff in the pre-build makes more sense in terms of what people would say to strangers in an encounter imho. These are not exact examples(of the top of my head) - but overall the npc conversations in the pre-build just seem more 'ordinary'? As i said, dont worry about it too much, compared to the real bugs in the betas i think this is a minor issue(if annoying if its been gone over again and again as CCC suggests). And its something i do plan to completely review and change/test as needed.
 
It's the Enc_walker_dialog.c you're talking about. To be specific, the line: "Good day. You are walking here without any pressing business?" This has not been changed since Build 12. This is part of the vice city mod by CouchcaptainCharles. In the original game there were just the townsfolk with the ever-the-same dialogs and there was really no point talking to them. But with CCC's mod there are also random characters in towns who tell you different things, can give you experience, who you can steal things from, who can sell you things, etc. Makes the game much more interesting.
 
lol - well now that i've embarrassed myself totaly, dont worry about it!! Sorry CCC - you were the most upset person over my report of an alleged problem, and that 'problem' is your own work, working as it should! I do apologise sir - please relax over the non-issue and we can get on with the much more important beta testing/bug hunting.

<img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

If punishment is needed i can give myself ten lashes for being a dork <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />

"ouch" (penace served).
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Is this similar to this bug that someone had introduced into the dialog of the random innkeepers <!--QuoteEnd--></div><!--QuoteEEnd-->

It sounds like it, but I have only gotten it on Oxbay in both the Greenford and Oxbay taverns.

Also, I took the Santo Domingo fort by land, which is something I have never done before. I then conquered the town for the English. When I went to the store and the shipyard I was told to "get out before I call the guards"like they were hostile to me. I just don't know if this is what is supposed to happen or not. Then I got two CTDS when I tried to sail away.


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I might recompile the current Beta 5 and remove all code that is not a bugfix. Perhaps the game will work well that way<!--QuoteEnd--></div><!--QuoteEEnd-->.

I think beta 5 is the most unstable build we have had in a while so I think this is a good idea. I also think a list of known issues would be good to look over before we go forward. The only big one I am aware of is the ammomod.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--> I haven't had any problems at all with strange dialog texts recently. Could you give an example of the strangeness you encounter?<!--QuoteEnd--></div><!--QuoteEEnd-->

Neither have I and I think the new font is fine.
 
Could you tell me which one you consider to be the last stable Pre Build 13 version?
 
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