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J Sparrow Jocard Side Quest Blank Screen

Talisman

Smuggler
Storm Modder
Duplicate of Bug tracker post - since I could not attach files in Bug tracker. ( How do you do that ) <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Near the end of the Jocard quest. I go to the plantation with Bosun and kill the slavers. The slaves then escape to freedom. Then I think I am supposed to be transported onto the Ranger ( Gombo/Gentleman Jocard's ship).

All I get is the Sea loading screen then a blank screen.
The game is still running , since I can press F2 and get the details screens, or press F1 and reload and save etc.

Error logs attached
 
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->resource\models\locations\decks\deckBig\..\..\..\locations\town_Douwesen\port\DouPort_landscapee.gm:<!--c2--></div><!--ec2-->That'd give a black screen.
In the PROGRAM\NK.c file find the SetDeckPortBackground() function. Replace it with:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void SetDeckPortBackground()
{
    ref PChar = GetMainCharacter();
    ref deck = &Locations[FindLocation(GetCharacterShipQDeck(PChar))];
    string loc_id = deck.reload.l4.go;
// KK -->
    int i = 0;
    int j = 0;
    int inum = 0;
    int jnum = 0;
    int locidx = FindLocation(loc_id);
    if (locidx < 0) return;
    if (!CheckAttribute(&Locations[locidx], "models.always.l1")) return;
    if (CheckAttribute(deck, "models.always.port1")) DeleteAttribute(deck,"models.always.port1");
    if (CheckAttribute(deck, "models.always.port2")) DeleteAttribute(deck,"models.always.port2");
    if (FindFile("RESOURCE\MODELS\\" + Locations[locidx].filespath.models, "*_landscape.gm", Locations[locidx].models.always.l1 + "_landscape.gm") != "") {
        aref arLandscapes = GetFiles("RESOURCE\MODELS\" + Locations[locidx].filespath.models, "*_landscape.gm");
        inum = GetAttributesNum(arLandscapes);
        for (i = 0; i < inum; i++) {
            string gmfile = GetAttributeValue(GetAttributeN(arLandscapes, i));
            gmfile = strcut(gmfile, 0, strlen(gmfile) - 4);
            string sLandscape = Locations[locidx].filespath.models + "\" + gmfile;
            string port = "port" + (i + 1);
            deck.models.always.(port) = "..\..\..\" + sLandscape;
        }
    }
    string island = Locations[locidx].island;
    ref rIsland = GetIslandByID(island);
    if (CheckAttribute(deck, "locators.ships_other")) DeleteAttribute(deck, "locators.ships_other");
    deck.locators.ships_other = "";
    aref dships; makearef(dships, deck.locators.ships_other);
    aref arIslandReload; makearef(arIslandReload, rIsland.reload);
    int num = GetAttributesNum(arIslandReload);
    for (i = 0; i < num; i++) {
        aref curReload = GetAttributeN(arIslandReload, i);
        if (curReload.go == loc_id) {
            aref iships; makearef(iships, curReload.ships);
            jnum = GetAttributesNum(iships);
            for (j = 0; j < jnum; j++) {
                aref ariship = GetAttributeN(iships, j);
                string l = GetAttributeName(ariship);
                dships.(l) = "";
                aref ardship; makearef(ardship, dships.(l));
                CopyAttributes(ardship, ariship);
            }
        }
    }
// <-- KK
}<!--c2--></div><!--ec2-->That should solve this problem upon starting a new game.

To fix your savegame, do this through console:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void ExecuteConsole()
{
    ref pchar = GetMainCharacter();
    if (!bSeaActive) ref lcn = &Locations[FindLocation(pchar.location)];
    ref ch;
    int i;
    int limit;

    if (CheckAttribute(&Locations[FindLocation("Jocard_Deck2")], "models.always.back1")) DeleteAttribute(&Locations[FindLocation("Jocard_Deck2")],"models.always.back1");
    if (CheckAttribute(&Locations[FindLocation("Jocard_Deck2")], "models.always.back2")) DeleteAttribute(&Locations[FindLocation("Jocard_Deck2")],"models.always.back2");<!--c2--></div><!--ec2-->Load your savegame, press F12, then continue play. Hopefully it will work now.

<!--quoteo(post=337965:date=Jul 18 2009, 12:02 PM:name=Talisman)--><div class='quotetop'>QUOTE (Talisman @ Jul 18 2009, 12:02 PM) <a href="index.php?act=findpost&pid=337965"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Duplicate of Bug tracker post - since I could not attach files in Bug tracker. ( How do you do that ) <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->We can't attach files to the bug tracker posts at the moment, unfortunately.
Once Keith is done with the FTPs, I'll ask him again if he can look into that.
 
Thanks for your help. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Have done what Pieter said - still get a blank screen. Tried exiting to desktop reloading game and using earlier save - still blank screen. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

Error Logs attached

Is it just because I am using an existing saved game ( so if I start again from beginning it should be ok ). Or is it something else?
 
I am not really experienced in the technical part but the blank screen 'thing' happend to me twice.
Once in the New Horizons and once in the Jack Sparrow storyline...
I <i></i>think it does not have to do with when.. It can happen any time and in any location....

I tried to do everything but i think it can be resolved only by starting a new game..
 
I started a new game and used the Random Drunk to take me to the Storm / Davy jones scene.

I then managed to play the Jocard/Gombo sidequest successfully right through to the end. :onya

Previous problems must have been due to using an old save.

Thanks for all your help :)

Attached is consol.c
 
I started a new game and used the Random Drunk to take me to the Storm / Davy jones scene.

I then managed to play the Jocard/Gombo sidequest successfully right through to the end. :onya

Previous problems must have been due to using an old save.

Thanks for all your help :)
Just so you know there is six possible directions for Jocard's quest ;)

NOTE: One option is not available though cause I stuffed up something in the Sao Feng quest
 
SIX :shock are you sure you are not getting carried away here xD:
ONE - Main line
TWO - Hung
THREE - Bashed
FOUR - Kill Both
FIVE - Wrong line and get scared infront of a Pirate Lord
SIX - MY SECRET xD: (doesn't work yet)

I don't think I'm getting that carried away ;)
 
Ok

Done 1 & 5 successfuly to end.

Now I'll go and try 2,3, & 4. :sail
You did the main 2 then ;)

Option 2 is a game over xD:
Option 3 costs money
Option 4 just is a very quick end

if you like I can send you a PM of what to do to get option six to work ;)
 
Ok then mate :D

Did you enjoy this quest as well ;)


Yes, It has interesting variations. :yes

Only small problem; - After you hire either Gombo or Solvo or Aruba - can't see anything in the dialogue or quest book saying where you are supposed to go next or indicating the possible choices ( e.g. Bonaire or Eleuthera ):mm

I ended up cheating and looking up the files
 
The console fix didn't work? Ah... that's too bad.
I had rather hoped that'd allow you to continue a savegame. :(
 
You did the main 2 then ;)

Option 2 is a game over xD:
Option 3 costs money
Option 4 just is a very quick end

:gday
Is 2 or 3 anything to do with the Two soldiers who walk up to you on Govenors Harbour jetty. They talk to you but there is no dialogue displayed in the boxes and they do not appear to affect anything. :?

What I have been able to do is - after collecting the treasure from the Bonaire Wreck, Sail to Govenors Harbour, Eleuthera, walk into tavern through the front door which updates quest book, then turn round and walk out and go to the plantation and free slaves. :wp

What I think I should have been doing is - collect treasure from the Bonaire Wreck, sail to Alice Town, Eleuthera, go through jungle to cave and through cavern and tunnels :ixi to Govenors Harbour Tavern and then go to plantation to free slaves.
 
Yes, It has interesting variations. :yes

Only small problem; - After you hire either Gombo or Solvo or Aruba - can't see anything in the dialogue or quest book saying where you are supposed to go next or indicating the possible choices ( e.g. Bonaire or Eleuthera ) :mm

I ended up cheating and looking up the files
It isn't supposed to tell you where to go ;)
You have to do some searching to find out where to go from Aruba :D
:gday
Is 2 or 3 anything to do with the Two soldiers who walk up to you on Govenors Harbour jetty. They talk to you but there is no dialogue displayed in the boxes and they do not appear to affect anything. :?

What I have been able to do is - after collecting the treasure from the Bonaire Wreck, Sail to Govenors Harbour, Eleuthera, walk into tavern through the front door which updates quest book, then turn round and walk out and go to the plantation and free slaves. :wp

What I think I should have been doing is - collect treasure from the Bonaire Wreck, sail to Alice Town, Eleuthera, go through jungle to cave and through cavern and tunnels :ixi to Govenors Harbour Tavern and then go to plantation to free slaves.
Yep 2 is, this should effect a lot though :facepalm
FIXED! (set wrong currentnode)

Yep that is supposed to be what you DO do ;)
 
Thanks for solving 2 :onya

I still can't work out how to play 3 :mm

Could you give me a clue please :)
 
Thanks for solving 2 :onya

I still can't work out how to play 3 :mm

Could you give me a clue please :)
Sail to Alice Town but stay away from the cave ;)

If you want to solve 2 yourself just change in case "Wrong_Eleuthera1"
Code:
characters[GetCharacterIndex("sol_Slave1")].dialog.currentnode = "knock out";
to
Code:
characters[GetCharacterIndex("sol_Slave1")].dialog.currentnode = "hang";
:D
 
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