<!--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.
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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.
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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="

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<!--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.
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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="

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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.
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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="

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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?