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    Maelstrom New Horizons


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Build 14 Alpha 8.5

just a random thought here, but what if the 'firing guns' yell doesn't lag, but is started for every single gun?
 
<!--quoteo(post=305854:date=Mar 10 2009, 12:17 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 10 2009, 12:17 PM) <a href="index.php?act=findpost&pid=305854"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What sounds do you miss?<!--QuoteEnd--></div><!--QuoteEEnd-->
For instance, I haven't heard the mast fall since Build 13.

Hook
 
I think the problem with the problem with the sounds that the new system was supposed to fix was this: If you add too many entries in the sound INI files, the game starts "forgetting" about sounds that are in there. The same goes for the music files. Right, Morgan?

The intent with the new sound system is to make a system that doesn't forget which sounds it has. Upon first implementation, this made the cannon fire sounds disappear though. On second investigation, the sounds were still there, but very faint. And we got the lag. So then we moved the cannon fire sounds back to the INI folder and got the proper volume back. But still with the lag.

What happens if we do direct calls to the WAV files, rather than referring to INI entries or using the PROGRAM\sound\ALIAS files?
The INI entries have the advantage that you can establish additional settings for the sounds, such as volume and distances though. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

Somehow we'd need to figure out a way to be able to use as many sounds as we want without them being forgotten, but also played at the right volume and not causing lag. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
How about we use direct calls for those sounds where the volume is right anyway and distances don't really matter? Then make two different sound play function calls, one which uses the old quick INI code for cases where we need quick response (cannon fire) and one that uses the new alias system for cases where the performance isn't so important (eg. character greetings).

BTW: Judging by the code posted on the preious page, Morgan's suggestion that the gunner cough sound could be playing for each cannon looks like it might be true.
 
Edited:
Hooks changes against sound lag seems stabil, and stutterfree with my tests!


2:

Huh. I realized, that I cant play further, as I cant fix the stucked first quest, and now almost all merchants are empty, my savegames wont receive thumbnails, and reinit (f11) wont change these, and I owe more and more to my men.

So, I decided to start a new game. But yet I achieved some progress in skills, and ship, so I want to start tweaked,
as a lv6 guy with fast schooner, and 20.000 gold.

At a standard storyline.
I found where can I change the ship, and name of course ^^
But how can I give myself the <b>skills</b> I need, <b>attribute</b> points, <b>money</b> at the start, etc.

As watching the files of Jack Aubrey line, I tried to modify the files of the standard storyline,
but resulted in that when I clicked to start a new game, a CTD occured. And when I restarted the game, (no matter that I restarted my PC) there a CTD occured after the first loading screen, BEFORE i could see the first menu, after that.
had to replace my PROGRAM folder, and recode today's chanegs in the code ^^
To make it work.

So its better if I ask YOU, how can I do this? <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I think the problem with the problem with the sounds that the new system was supposed to fix was this: If you add too many entries in the sound INI files, the game starts "forgetting" about sounds that are in there. The same goes for the music files. Right, Morgan?<!--QuoteEnd--></div><!--QuoteEEnd-->
Did this happen at the beginning of a game or would it start happening later, possibly even in a saved game?

I've noticed that some sounds can get turned on, but never turned off. Like the rain sound when you're on the sea. I finally had it stop raining once but the rain sound didn't stop. I'm looking into fixing that. The game may have a limit on how many sounds it can play, which is what I suspect the real problem is.

It's possible that some sounds that play at too low a volume are caused by previous sounds having their volume set low and that setting somehow gets used for the new sound. The reason it doesn't happen when you go through the ini file is that the volume is always set in the call to the game engine and the ini files seem to reset the volume properly.

I think we can bypass the entire new sound system by having Sound_GetName() "return name;" as the first line in that file. Since we seem to be missing even more sounds now, that might not be such a bad idea. At least it allows a toggle on the new sound system.

Another sound I'm missing is the collisions. Whether between ships or your ship and the shore. If it's being played at low volume, it's *really* low volume because, like the mast fall, I can't hear it at all.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->my savegames wont receive thumbnails<!--QuoteEnd--></div><!--QuoteEEnd-->
That happens to me as well. I find that it always goes back to normal after rebooting my computer. Graphics card is GeForce 8800 GT. I'm guessing the video RAM gets fragmented and a reboot fixes it.

Hook
 
There is, of course, the cheatmode (enable at the bottom of PROGRAM\InternalSettings.h); you can then use the Numpad buttons to get money and level ups and such. Check buildinfo\Default Key Assignments.txt for the keys you can use. That still won't give you the skills with the Auto Skill System though. For that I usually use the console. In PROGRAM\console.c, below "ref pchar = GetMainCharacter();", add:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    PChar.skill.Leadership = "5";
    PChar.skill.Fencing = "5";
    PChar.skill.Sailing = "5";
    PChar.skill.Accuracy = "5";
    PChar.skill.Cannons = "5";
    PChar.skill.Grappling = "5";
    PChar.skill.Repair = "5";
    PChar.skill.Defence = "5";
    PChar.skill.Commerce = "5";
    PChar.skill.Sneak = "5";<!--c2--></div><!--ec2-->
Of course you can pick your own values.
 
the game indeed forgets about music files, but this is because there are simply too many. it starts to happen as soon as that one file too many is added, regardless of savegame or point in a game. however, i suspect it's also related to the combined size of the files, since shorter soundtracks, although the same amount, fix the problem. i've also had different soundtracks working each time i played the game. sometimes certain music worked, sometimes others. i've also seen battle music that's normally never played suddenly start working after you've gotten past the swordfighting stage of a boarding deck, and the swordfight music stops.

this is, by the way, related to a bug where you would get the location music that was playing before the swordfight back after you stopped fighting. it's been like that since the stock game. i've had sea music play in a port, for example, because i met some thugs when i entered port. i landed, the sf music started, the fight ended, and sea music started playing again. i would get normal land music as soon as i walked into another location.

i've seen the bug with the rain sound not stopping quite a few times. it's noted in my logbook twice. i've noticed that this problem tends to stop after you've left the sea. it starts when you end up in rain at sea, and then doesn't stop anymore. however, i think it stopped as soon as the sea was reloaded as i met a convoy, or reached a new island, but i'm not 100% sure.
 
<!--quoteo(post=305957:date=Mar 10 2009, 04:02 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE (Morgan Terror @ Mar 10 2009, 04:02 PM) <a href="index.php?act=findpost&pid=305957"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i've also seen battle music that's normally never played suddenly start working after you've gotten past the swordfighting stage of a boarding deck, and the swordfight music stops.<!--QuoteEnd--></div><!--QuoteEEnd-->
I recently implemented the abordage music. That's probably what you're hearing there. I had this working in my Build 13 game but I don't think I ever uploaded it. It was as simple as making sure "abordage" was spelled correctly (was "abordaz). Someone had part of the code already in place for Build 14, but I don't think it ever played.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->this is, by the way, related to a bug where you would get the location music that was playing before the swordfight back after you stopped fighting. it's been like that since the stock game. i've had sea music play in a port, for example, because i met some thugs when i entered port. i landed, the sf music started, the fight ended, and sea music started playing again. i would get normal land music as soon as i walked into another location.<!--QuoteEnd--></div><!--QuoteEEnd-->
I've seen that one a few times. The night sailing music sounds pretty good at the port at night. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> We might be able to fix it by putting a delay on setting the alarm so that the normal music scheme can be loaded. Have you ever gotten tavern sounds in town? I haven't. If it's only at the port, it may not be a problem.

When a new sound scheme is loaded the rain sounds stop properly. Usually.

Hook
 
Do I understand correctly that this code works properly to fix the lag?<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->string Sound_GetName(string name)
{
    if (strRight(name,4) == ".wav") return name;    // LDH 10Mar09
    if (strLeft(name,11) == "cannon_fire" || name == "gunner_cough") return name;  // LDH 10Mar09

    aref SoundsRef;<!--c2--></div><!--ec2-->If so, I'll make sure I have it added to Alpha 9. Of course I'll also add any other fixes that are posted before Saturday. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

<!--quoteo(post=306005:date=Mar 10 2009, 11:59 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 10 2009, 11:59 PM) <a href="index.php?act=findpost&pid=306005"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I recently implemented the abordage music. That's probably what you're hearing there. I had this working in my Build 13 game but I don't think I ever uploaded it. It was as simple as making sure "abordage" was spelled correctly (was "abordaz). Someone had part of the code already in place for Build 14, but I don't think it ever played.<!--QuoteEnd--></div><!--QuoteEEnd-->I don't think Morgan used any Build 14 Alpha recenty.
 
Ooops, I found that cheatmode in InternalSettings.h is ON by default...
Is it supposed to be like that?

Oh, by the way: can I ruin the default storyline, if I change starting year in standard.c to 1709 instead of 1690?
^^
 
Indeed the cheatmode IS on by default because I have it on all the time for testing purposes.
Perhaps better turn it off for other people though. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

Changing the year shouldn't really ruin anything. You'll still remain in the "Golden Age of Piracy" period anyway. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Restarted game. CTD at the end of talking with Silehard about french attack.
I try to recreate it, but maybe it wont present againt.
 
WTF? That one should've been fixed ages ago. Or at least several weeks! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
<!--quoteo(post=306053:date=Mar 11 2009, 08:05 AM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 11 2009, 08:05 AM) <a href="index.php?act=findpost&pid=306053"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh, by the way: can I ruin the default storyline, if I change starting year in standard.c to 1709 instead of 1690?<!--QuoteEnd--></div><!--QuoteEEnd-->
Why 1709 in perticular? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
In stock PotC year was 1630 anyway. It was changed to 1690, but that choice still can be discussed.
 
<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><i><b>Alpha 8.5 Patch 2 plus Experimental Mods</b></i><!--sizec--></span><!--/sizec-->
Patch 2 includes more fixes and improvements.
Hopefully this release allows us to do some further testing and fixing before releasing Alpha 9 in the weekend.
<b>Note:</b> If you already have a correct installation of Build 14 Alpha 8.5 Patch 1, you can suffice with just installing Patch 2 Light (see below)


<b>Patch 2 Features and Fixes:</b>
- Support for governor actors by a simple virtual sailor
- Cuba and Hispaniola character updates by Bartolomeu o Portugues
<i>Including add Tortuga governor</i>
- Location updates by Bartolomeu o Portugues
<i>Including use Redmond port model for Havana and add Tortuga townhall and prison</i>
- New character and ship models by Bartolomeu o Portugues and Thomas the Terror
<i>Navy_Portugal, Navy_Portugal2, GypsyCaptn_6, Roche, Mansveldt, Juan_Esteban, giant and Gherarde_De_Jongh</i>
- Many updates and fixes to Bartolomeu o Portugues main quest
- Relative bearings on DirectSail encounters by Hook
- Fixed GiveShip2Character function by Hook
- Skip pay salary screen if pay is 0 by Hook
- Fix for ship surrender: no more surrenders if no enemty near by Hook
- Fix for lag upon firing cannons by Hook and Captain Dan Wolf
- Standard storyline Thomas O'Reily ammo replinishment option fixed by Estharos
- Further Realistic Weather updates by Hook
<i>Including new SetNextWind function</i>
- Thicker ropes on ships by Petros
- Books aren't sold as per Hook's suggestion


<b>Experimental Mods Features:</b>
- Alternate initItems weapon values by Ron Losey
- Block damage depends on difficulty level by Captain Dan Wolf
- BLOCKDAMAGE mod removed by Pieter Boelen
- Old soldier skins by Thomas the Terror for use as unique quest characters
- DirectSail relative bearing in points by Pieter Boelen


<b>Patch 2 Full Installation Instructions:</b>
1 - Install Build 13 Final
2 - Remove the RESOURCE\MODELS\Locations\decks folder
3 - Install Build 14 Alpha 8
4 - Extract the <i>Build 14 Alpha 8.5 Update</i> file on top of your game (if you haven't done so already)
5 - Allow it to overwrite all files it wants to
6 - After completion, run RunMe.bat
7 - Remove the PROGRAM and RESOURCE\INI folders
8 - Extract the <i>Build 14 Alpha 8.5 Patch 2</i> file on top of your game
9 - OPTIONAL: Install the Experimental mods and any music packs you want to use
10 - Start the game and reset the controls to default in the Options menu
11 - Tweak the controls and the game's settings to your liking in the Options menu
12 - Start a new game, select a storyline and ENJOY! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />


<b>Patch 2 Light Installation Instructions:</b>
1 - Remove the PROGRAM and RESOURCE\INI folders
2 - Extract the <i>Build 14 Alpha 8.5 Patch 2 Light</i> file on top of your game
3 - OPTIONAL: Install the Experimental mods and any music packs you want to use
4 - Start the game and reset the controls to default in the Options menu
5 - Tweak the controls and the game's settings to your liking in the Options menu
6 - Start a new game, select a storyline and ENJOY! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />


<b>Download:</b>
<a href="http://www.piratesahoy.net/build/b14_alpha8-5_patch2.exe" target="_blank">Patch 2 Full</a> [63,3 MB]
<a href="http://www.piratesahoy.net/build/b14_alpha8-5_patch2_light.exe" target="_blank">Patch 2 Light</a> [7,44 MB]
<a href="http://www.piratesahoy.net/build/b14_alpha8-5_patch2_experimental.exe" target="_blank">Experimental Mods</a> [780 KB]
 
All downloads are available now! Please let me know if it works right and nothing is corrupted or mis-compiled or anything. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I'm going to test this Patch 2 light. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
I figured you might opt for the Light version. I made it especially for you. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
Should work as well as the full version does, provided you have the correct previous installation.
 
I will also test this experimental mods. <img src="style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

Don't worry, if I have to make some fixes I will send you them before Saturday. <img src="style_emoticons/<#EMO_DIR#>/guns.gif" style="vertical-align:middle" emoid=":2guns" border="0" alt="guns.gif" />
 
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