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Post build 12 Mods: 21 November 2005 Release

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
The old 21 November 2005 version of the Post Build 12 mods is now available from <a href="http://pieter.piratesahoy.org/downloads/post_b12_21-11-2005.zip" target="_blank">here</a> (121 MB). It appears that this version is less buggy than the newer versions, so we might be able to use this version as a base version for the Pre Build 13. Please note: No fixes made after 21 November 2005 are implemented in this version. But the same goes for bugs added after 21 November.

Anyone who wants to test this version, instead of the newest version: Feel free. Any modder who wants to implement his/her work with this version: Feel free. I am still a bit fed up with compiling, so I won't be merging this version with the newest version yet. I will be away from home the next couple of days anyway. When I return, I hope this version has been tested a bit. Over the next couple of weeks, I will try to make a Pre Build 13 version based on this version. I think it might be best to NOT add in new features, but to only fix the bugs. Then, once this version works more-or-less fine, we can release it as Pre Build 13 and add the new features as additional download. As you know, I would hate to have less features in my game than are available. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

Please note: I am not exactly sure about what is and isn't in this version... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=140266:date=Feb 21 2006, 02:52 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Feb 21 2006, 02:52 PM) [snapback]140266[/snapback]</div><div class='quotemain'><!--quotec-->
The old 21 November 2005 version of the Post Build 12 mods is now available from <a href="http://pieter.piratesahoy.org/downloads/post_b12_21-11-2005.zip" target="_blank">here</a> (121 MB). It appears that this version is less buggy than the newer versions, so we might be able to use this version as a base version for the Pre Build 13. Please note: No fixes made after 21 November 2005 are implemented in this version. But the same goes for bugs added after 21 November.

Anyone who wants to test this version, instead of the newest version: Feel free. Any modder who wants to implement his/her work with this version: Feel free. I am still a bit fed up with compiling, so I won't be merging this version with the newest version yet. I will be away from home the next couple of days anyway. When I return, I hope this version has been tested a bit. Over the next couple of weeks, I will try to make a Pre Build 13 version based on this version. I think it might be best to NOT add in new features, but to only fix the bugs. Then, once this version works more-or-less fine, we can release it as Pre Build 13 and add the new features as additional download. As you know, I would hate to have less features in my game than are available. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

Please note: I am not exactly sure about what is and isn't in this version... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

Why this? <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />

I'm playing with the last 05/02/06 + Updates Modpack and still now I didn't encounter serious bug (but I didn't play the main story too deeply Oxbay is still in French hands).

Just Yesterday Screwface released a great update for the last version, and today Pirate_kk released another one.

Now I'm a little in mess <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye,bye,
Giuliootto
 
There are several errors in dialogs in the latest released that cause trouble in quests. There are also some other very weird things going on. For example with the transfer interface between officers. According to CCC, the November release was more stable. So I am going to try and add in all latest stuff into that older version in the hope that that will work better. I will be leaving out the translation mod, because that is the main suspect about the cause of the troubles.

I would like some people testing this old version, so that we can discover if this older version really is more stable. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Don't worry: You won't lose any mods. I will make sure that all mods will remain used in the modpack. And I will make sure Screwface's and Pirate_KK's mods will be in there as well. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=140274:date=Feb 21 2006, 06:12 PM:name=giuliootto)--><div class='quotetop'>QUOTE(giuliootto @ Feb 21 2006, 06:12 PM) [snapback]140274[/snapback]</div><div class='quotemain'><!--quotec-->
Why this? <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />

I'm playing with the last 05/02/06 + Updates Modpack and still now I didn't encounter serious bug (but I didn't play the main story too deeply Oxbay is still in French hands).

Just Yesterday Screwface released a great update for the last version, and today Pirate_kk released another one.

Now I'm a little in mess <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, if the latest version works fine for you, so much the better, stick to it. I don't think anyone wants to abandon the modpack. On the contrary, I am very grateful to Pieter that his modpack gives every modder the chance to present his work to the public, integrated into the game. Without Pieter's compiling work PotC modding would probably long be dead. But the modpack is, by design and intention, a permanent construction site: a collection of individual experimental mods, constantly changing and expanding.

A Build13 is supposed to be something different: a finished program, tested and bugfixed (as far as possible), ready for publishing to players. And if you want to make a finished product you must at some point finish adding new things, or you will toil on and on endlessly, messing up already finished work with new changes.

Therefore I PROPOSED to take one of the late December packs as basis for a Build, cause IIRC we made a lot of bugfixes but not so much new stuff in December. But November21 can serve as well, I think I have most buxfixing posts from Dec stored somewhere, and I have just found Pieter's updates from Dec01 and Dec31, so most fixes are availlable. (Pieter, are you interested in those updates?)

Pieter, I can understand that you are sick of compiling, it is probably a hell lot of ungrateful work. Take a break from it until you are really happy with it again, no point in doing it if your heart isn't fully into it. I hope I haven't pushed you to do something <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=140378:date=Feb 22 2006, 07:11 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Feb 22 2006, 07:11 PM) [snapback]140378[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=140274:date=Feb 21 2006, 06:12 PM:name=giuliootto)--><div class='quotetop'>QUOTE(giuliootto @ Feb 21 2006, 06:12 PM) [snapback]140274[/snapback]</div><div class='quotemain'><!--quotec-->
Why this? <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />

I'm playing with the last 05/02/06 + Updates Modpack and still now I didn't encounter serious bug (but I didn't play the main story too deeply Oxbay is still in French hands).

Just Yesterday Screwface released a great update for the last version, and today Pirate_kk released another one.

Now I'm a little in mess <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, if the latest version works fine for you, so much the better, stick to it. I don't think anyone wants to abandon the modpack. On the contrary, I am very grateful to Pieter that his modpack gives every modder the chance to present his work to the public, integrated into the game. Without Pieter's compiling work PotC modding would probably long be dead. But the modpack is, by design and intention, a permanent construction site: a collection of individual experimental mods, constantly changing and expanding.

A Build13 is supposed to be something different: a finished program, tested and bugfixed (as far as possible), ready for publishing to players. And if you want to make a finished product you must at some point finish adding new things, or you will toil on and on endlessly, messing up already finished work with new changes.

Therefore I PROPOSED to take one of the late December packs as basis for a Build, cause IIRC we made a lot of bugfixes but not so much new stuff in December. But November21 can serve as well, I think I have most buxfixing posts from Dec stored somewhere, and I have just found Pieter's updates from Dec01 and Dec31, so most fixes are availlable. (Pieter, are you interested in those updates?)

Pieter, I can understand that you are sick of compiling, it is probably a hell lot of ungrateful work. Take a break from it until you are really happy with it again, no point in doing it if your heart isn't fully into it. I hope I haven't pushed you to do something <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

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

Happy to hear your confidence that all works from november to now can be restore, I looking foward to see the next Build13 <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

Until then I will continue to enjoy with the last ModPack version <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Bye,bye,
Giuliootto
 
Once I get home again, I will try to work on making an update for the November release with all the recent stuff, for as far as it works fine. I don't have any December versions anymore though, but I don't recall much being changed in December.

I really hope some people can test this old version for a bit. I want to know if it really is more stable than the current version.

I hope we can get a proper Build 13 done some time soon. With a bit of luck, using the November release will get us further.
 
<!--quoteo(post=140411:date=Feb 23 2006, 12:55 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Feb 23 2006, 12:55 AM) [snapback]140411[/snapback]</div><div class='quotemain'><!--quotec-->
Once I get home again, I will try to work on making an update for the November release with all the recent stuff, for as far as it works fine. I don't have any December versions anymore though, but I don't recall much being changed in December.

I really hope some people can test this old version for a bit. I want to know if it really is more stable than the current version.

I hope we can get a proper Build 13 done some time soon. With a bit of luck, using the November release will get us further.
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
I have downloaded November release + ihave 31.12 update. no new islands. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
will play and keep an eye open for bugs. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Bye CapHawk <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#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />
PS will test if governor mission bug is there or not = neutral flags empty ships etc.
 
I recently downloaded the newset mod. It looks great ,but I was wondering if there was a way to start at Oxbay WITHOUT getting slaughtered !! I had to cheat and put it in godmode and then disable cheats after I left . Another thing I noticed some of the shop keepers on the new island towns don,t work .I don't know if you know about that as I haven't kept up the past few months .Other than that it is amasing what you all have acomplished.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter
I did quick test and it looks as governor "indeed" mission bug is there <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
was not able to board ship put neutral flag was there. and once when i had boarding hook bitmap
on . and tried to board there was only message "you have allready boarded".
So that old bug is still there. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
Maybe you have to disable it for build 13. <img src="style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" />
Bye CapHawk <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
EDIT here is error.log as error.txt[attachmentid=324]
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
I have started to play main quest and now my position in game is when you
go to "pirates island" first time to look Reims. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
So far the problem is that mods do not work well with main quest.
If you go to Oxbay tavern to talk to Topias and there is tavern fight before you can talk to Topias
and Topias is left standing after fight, you can not talk to him. Remedy "save and load".
I think it is the only thing that you can do because changing all mods to work well with main quest
is too much work. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> On "pirates island" same thing. Here is pic of problem. remedy? = SAVE/LOAD.
Sorry no pic "attachment" do not work ok. it is empty dialog no text have to reboot.
Bye CapHawk <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#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Edit: Ihave now payed to storm when you loose you ship and start on dowesen shore.
No major playstopper bugs only that mods do not work wery well with main guest ,so you
need to save often. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
I think that ccc was right about using december modback for build 13. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
But i also think that it is too much work to make all mods to work well with main quest. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
I say that build 12 is good for playing main quest and build 13 will be good for playing
all these new mods ,with new islands and all . <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />
 
I am going to try and add some bugfixes made after 21 November into this version, which hopefully make it mroe stable. I will not add any new features in there at all. Then once it's tested for a bit, I hope it'll be working OK.

I do want all quests working properly in Build 13 though. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
Hello ALL
I have downloaded November release + ihave 31.12 update. no new islands
I have tested my new ship White-Waller Frigate with this build.
and it has this wrong cabins bug, pinnace has small ship cabins when it should be midsize cabin.
I have played with BOAL_Cabin.c from point of view of adding "new" ships to build .
What if for example for White-Waller Frigate i like to have large ship cabin.
or for small ship like "galeoth1" i like to have midsize cabin?
So i have changed BOAL_Cabin.c, a little.

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->

    int shipcab = 3; //default
                      If (GetCharacterShipClass(mchr) > 3)
            {
                shipcab=3;    
                switch(mchr.ship.type)
                {
                    case "Galeoth1" : shipcab=2;break;
                    
                }
                                
            }
        If (GetCharacterShipClass(mchr) == 3)
        {
            shipcab=2;    
            switch(mchr.ship.type)
            {
                case "Fleut1" : shipcab=2;break;
                case "Fleut2" : shipcab=2;break;
                case "Fleut3_44" : shipcab=2;break;
                case "GaleonW" : shipcab=2;break;
                case "Galeon1" : shipcab=2;break;
                case "Galeon2" : shipcab=2;break;
                case "Pinnace1" : shipcab=2;break;
                case "Pinnace2" : shipcab=2;break;
                case "Pinnace3_50" : shipcab=2;break;
                                case "WhiteWallerFrig" : shipcab=1;break;
            }
        } <!--c2--></div><!--ec2-->
As you can see, now in case statement you can have different cabins for your new ships.
Also now pinnace etc have proper cabins
bye CapHawk <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" /> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
here is my modified BOAL_Cabin.c as BOAL_Cabin.c.txt so ican upload it[attachmentid=327]
If you have same buid as i maybe you like to have a look at it.
Bye CapHawk <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" /> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
EDIT: If you like to use it inyour build change "case "Galeoth1" : shipcab=2;break;" to
case "Galeoth1" : shipcab=3;break; there are 3 case statements like this to change.
case "WhiteWallerFrig" : shipcab=1;break; you can leave to large cabin "shipcab=1" if
you like.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
After Stormstart in oxbay jungles. Sorry no error.log <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
<img src="http://www.pix8.net/pro/pic/22671f80ce/808622.jpg" border="0" alt="IPB Image" />
Bye CapHawk <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" /> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Uh? What the ***??? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
Today i reinstalled 21 11 05 build + 5,3,6 update, put error loggin on, started new game.
In Oxbay town dialog window freeze like in my previous post. But now i have error log. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Code:
RUNTIME ERROR - file: dialogs\Enc_Walker.c; line: 178
invalid index 279 [size:279]
RUNTIME ERROR - file: dialogs\Enc_Walker.c; line: 178
invalid array index
RUNTIME ERROR - file: dialogs\Enc_Walker.c; line: 178
Unknown data type
RUNTIME ERROR - file: dialogs\Enc_Walker.c; line: 179
invalid index 280 [size:279]
RUNTIME ERROR - file: dialogs\Enc_Walker.c; line: 179
invalid array index
RUNTIME ERROR - file: dialogs\Enc_Walker.c; line: 179
Unknown data type
RUNTIME ERROR - file: dialogs\Enc_Walker.c; line: 181
invalid index 281 [size:279]
RUNTIME ERROR - file: dialogs\Enc_Walker.c; line: 181
invalid array index
RUNTIME ERROR - file: dialogs\Enc_Walker.c; line: 181
Unknown data type
[code]
Hope this helps CapHawk <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />  <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cat" border="0" alt="par-ty.gif" />
EDIT To me it looks like "Enc_Walker.c" and Enc_Walker.h are different versions
Enc_Walker.h = 8.11 05 and  Enc_Walker.c = 20.11.05 ?? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":ohh" border="0" alt="piratesing.gif" />
 
Uh? That's weird? There is no Enc_Walker_dialog.c file at all in the update, so that's not how that bug got caused. You can try changing <i>string DLG_TEXT[279] = {</i> into <i>string DLG_TEXT[<b>182</b>] = {</i> in Enc_Walker_dialog.h and see if that fixes the dialog. Looks like that should fix it. Beats me why it isn't like that in the first place. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
<!--quoteo(post=141331:date=Mar 6 2006, 09:24 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Mar 6 2006, 09:24 PM) [snapback]141331[/snapback]</div><div class='quotemain'><!--quotec-->
Uh? That's weird? There is no Enc_Walker_dialog.c file at all in the update, so that's not how that bug got caused. You can try changing <i>string DLG_TEXT[279] = {</i> into <i>string DLG_TEXT[<b>182</b>] = {</i> in Enc_Walker_dialog.h and see if that fixes the dialog. Looks like that should fix it. Beats me why it isn't like that in the first place. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
Sorry "you can try changing <i>string DLG_TEXT[279] = {</i> into string DLG_TEXT[<b>182</b>]"
did not work for me as i tested it <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
Here is how i tested it
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
if(NPchar.sex == "man") {PlaySound("VOICE\Eng_m_c_006.wav")}    //ccc
            else {PlaySound("VOICE\Dut_f_a_001.wav")}            //ccc

             switch(12)  //switch(Rand(12))
<!--c2--></div><!--ec2-->
As you can see i changed "switch(Rand(12))" to "switch(12) " so that it allways points to
case 12. where error log points to.
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case 12:
                    d.text = DLG_TEXT[279];
                    link.l1 = DLG_TEXT[280];
                    link.l1.go = "why";
                    link.l2 = DLG_TEXT[281];
                    link.l2.go = "exit_out";
                break;
<!--c2--></div><!--ec2-->
Now "link.l1.go = "why";" problem is there are not "case "why"" in this file and it is making this bug.
I looked at latest normal build beta for "case "why" and found this. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->

        //SCREWFACE : RANDOM TREASURE QUEST GENERATOR---------------------------------------
        case "why":
            d.text = DLG_TEXT[282];
            link.l1 = DLG_TEXT[283];
            link.l1.go = "why_2";
        break;
<!--c2--></div><!--ec2-->
Looks like we are missing screwfaces random treasure quest generator ?? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
Hope this helps CapHawk <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" /> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Ah. That would explain a lot. I will add that in the next update. Stupid. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

I must've made that mistake all the way back in November and fixed it in the next update. But I forgot to add that fix in this time. I think I will have time enough tomorrow to make a new update version, this time including dialog files as well. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
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