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    Maelstrom New Horizons


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French Oxbay & pre-loaded cannons.

Yup, all is good. Pirate KK did some pretty good work. I think it was just a fluke on the tutorial problem or something.

I actually can't wait till his code for wandering the ship is put in! That looks to be some awesome stuff he did.
 
<!--quoteo(post=169873:date=Nov 4 2006, 10:12 AM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 4 2006, 10:12 AM) [snapback]169873[/snapback]</div><div class='quotemain'><!--quotec-->
Yup, all is good. Pirate KK did some pretty good work. I think it was just a fluke on the tutorial problem or something.

I actually can't wait till his code for wandering the ship is put in! That looks to be some awesome stuff he did.
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I played with an early version of that. It is seriously cool.

Hook
 
<!--quoteo(post=169873:date=Nov 4 2006, 05:12 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 4 2006, 05:12 PM) [snapback]169873[/snapback]</div><div class='quotemain'><!--quotec-->
Yup, all is good. Pirate KK did some pretty good work. I think it was just a fluke on the tutorial problem or something.
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I think so too. It probably got caused by my separating half of Pirate_KK's code for inclusion in Build 13 while keeping out the rest. Thanfully you got it fixed now. So major thanks! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

<!--quoteo(post=169873:date=Nov 4 2006, 05:12 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 4 2006, 05:12 PM) [snapback]169873[/snapback]</div><div class='quotemain'><!--quotec-->
I actually can't wait till his code for wandering the ship is put in! That looks to be some awesome stuff he did.
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I tested it as well and apart from one gamestopping bug that can easily be avoided, it is working quite well indeed.

I can hardly wait until we can release the final Build 13. I have a Post Build 13 WIP pack here including a lot of new mods. Most of these do work quite fine and the only reason I'm not putting them into Build 13 is "just in case". But as soon as Build 13 is released, I can start work on releasing a Post Build 13 pack including all new mods. Perhaps I should make that Post Build 13 pack in phases though. First phase: Include all mods I am pretty sure work properly and then add some new mods with each next update to make sure we know it when bugs are introduced and so that we can fix them.
 
<!--quoteo(post=170000:date=Nov 5 2006, 11:36 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 5 2006, 11:36 AM) [snapback]170000[/snapback]</div><div class='quotemain'><!--quotec-->
..........

I can hardly wait until we can release the final Build 13. I have a Post Build 13 WIP pack here including a lot of new mods. Most of these do work quite fine and the only reason I'm not putting them into Build 13 is "just in case". But as soon as Build 13 is released, I can start work on releasing a Post Build 13 pack including all new mods. Perhaps I should make that Post Build 13 pack in phases though. First phase: Include all mods I am pretty sure work properly and then add some new mods with each next update to make sure we know it when bugs are introduced and so that we can fix them.
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Sounds like a good plan - does this mean i'll be a 'beta tester' for ever!! <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
Actually, start with the ship travel mod only =) Thats the only one I am really interested in seeing first off. Hehehe.

Black Bart: Actually, Hook and I have a big task for you <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> We need to find the cause of the frequent CTD's during major ship battles. We need to find a good idea of when it occurs. It could also be helpful to know when this problem cropped up, like between which two updates. However testing to find this bug is difficult. Maybe if you can first find out how to get it to happen fairly quickly, then you would know what to sort of do to test prior updates ?

My guess is somewhere in sailing code (AIShip, AISea, AICannon... maybe even the hourly updater) there is a "DeleteAttribute" on an attribute that has had an aref made to it, for which the code tries to use the aref AFTER the DeleteAttribute.

That sort of action (and easily done when not watching what youre doing) causes an instant CTD with no error log report of any kind. Hook and I cleared out a couple already in item traders code when they were updated daily. So, they do exist... just how many more. Problem is its not something you can simply 'search' for lol. Its a three step process to cause a CTD in that manner.
 
<!--quoteo(post=170038:date=Nov 5 2006, 03:28 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 5 2006, 03:28 PM) [snapback]170038[/snapback]</div><div class='quotemain'><!--quotec-->
Actually, start with the ship travel mod only =) Thats the only one I am really interested in seeing first off. Hehehe.

Black Bart: Actually, Hook and I have a big task for you <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> We need to find the cause of the frequent CTD's during major ship battles. We need to find a good idea of when it occurs. It could also be helpful to know when this problem cropped up, like between which two updates. However testing to find this bug is difficult. Maybe if you can first find out how to get it to happen fairly quickly, then you would know what to sort of do to test prior updates ?

My guess is somewhere in sailing code (AIShip, AISea, AICannon... maybe even the hourly updater) there is a "DeleteAttribute" on an attribute that has had an aref made to it, for which the code tries to use the aref AFTER the DeleteAttribute.

That sort of action (and easily done when not watching what youre doing) causes an instant CTD with no error log report of any kind. Hook and I cleared out a couple already in item traders code when they were updated daily. So, they do exist... just how many more. Problem is its not something you can simply 'search' for lol. Its a three step process to cause a CTD in that manner.
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Do you know what - i've never seen this bug! What classes as a 'major ship battle' in this case do you think? I've got through the seige of oxbay for example(5-6 ships involved), i stick with the 3D sailing mode until i get clear. Does the player have to take part in the battle or can you just watch an engagement?

I'll check it out anyways in my current game <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=170042:date=Nov 5 2006, 08:38 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 5 2006, 08:38 AM) [snapback]170042[/snapback]</div><div class='quotemain'><!--quotec-->Do you know what - i've never seen this bug! What classes as a 'major ship battle' in this case do you think? I've got through the seige of oxbay for example(5-6 ships involved), i stick with the 3D sailing mode until i get clear. Does the player have to take part in the battle or can you just watch an engagement?<!--QuoteEnd--></div><!--QuoteEEnd-->
I can get it to happen almost at will by attacking the 3 French ships guarding Oxbay. It always happens at the top of the hour, and it seems to be related to someone surrendering or about to surrender. I've seen it occasionally outside Oxbay, but very seldom.

This will be a lot easier when Pieter puts my time display in, so you can always tell when it's coming.

Hook
 
Well thats good news - as its possible to see near game start that makes it much easier to test all the different versions and see when it becomes a problem in the builds/betas <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

So as long as i engage the french ships - on the hourly change i should get the bug. Easy <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

And ref your remarks on the surrender thing - i have noticed(via the log update on screen top left) that we get lots of info on surrenders, most of which happen 'of screen', or atleast not within the range of the 'radar'. Do you think its to do with these not involved ships or the actual ships in your engagement? I'll see what i can see anyway.

And ref the time display - could it be made into a 'timepiece' item you can buy in the game sometime in a later build? I think they would have been available in this time period, and often i find myself wondering exactly what time/date it is in the game.
 
This bug occurs when you press F1 (or F2) during a major ship battle, right? If you don't open a menu, it doesn't occur, right?

I could add Hook's time code in. I will put it in Beta 8. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Pieter, I've had a CTD when opening F1 or F2 menus. But the top of the hour crash happens whether you open a menu or not. The game doesn't crash at the top of every hour, but when it does crash it's usually at the top of the hour when it does.

Hook
 
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