NEW: Bugs and Fixes 2019-2020 (current)
Private: Welcome to the Reef! › Forums › GOF Eras Module 2 download & discussion board › NEW: Bugs and Fixes 2019-2020 (current)
Tagged: Tricorn Hat Bug Morgan
- This topic has 77 replies, 12 voices, and was last updated 1 month, 1 week ago by modernknight1.
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November 20, 2019 at 2:28 pm #7863modernknight1Keymaster
WARNING: DO NOT PUT YOUR DOWNLOAD ON TOP OF ANY OTHER GAME VERSION. IT IS STAND ALONE AND ONCE DL’d AND PUT INTO A NEWLY CREATED EMPTY GAME FOLDER OF YOUR CHOICE THAT YOU HAVE NAMED YOURSELF ON YOUR DESKTOP – ALL THAT IS REQUIRED IS TO OPEN THE FOLDER AND PRESS START If you put your download on top of another game or mod, it will mess everything up and you will have to delete everything and start again. MK
Please read the “read me” file in GOF ERAs to get an idea of the bugs that are already there.
This is a place to post new bugs, problems, or if you have the fix for something to share. Jeffrey still continues to find the odd bug here and there in our continuing game play and testing. Some of this has to do with old things left over which were never properly (or badly) implemented. There also are the occasional new bugs generated from all of the new capabilities and changes we’ve made to our favorite game. Jeff has fixed several bugs just this week alone based on my own game-play and saves.
Remember if you have a bug it is helpful to turn on logging in your config file. That is now an option. Simply click the box. Also ensure you have a save from where it is occurring to send to Jeffrey so that he can track it down.
I created this new forum page because the old page had 1079 posts to it on a single page and was becoming ungainly to load with members complaining they could not see it or it took forever to come up. There is still no way to page divide segments within forum pages on Word Press. So we are stuck with this for the present time.
I have still not been able to get our new website going. It exists but the last webmaster/builder we had took my money and ran and never finished what he started. So I have been reticent to keep going and with members of the game team now also losing interest and abandoning ship we may be in our final days.
The game in its present form will stay available on Itch.io, but not much more will be added going into the new year. I have a LOT of new content almost ready to go and Jeff and I will be able to finish the DLCs (Famous Pirate Battles) without Orazio’s new map.
If DLC sales are robust enough I will pay the $4,000 dollars to get a new website professionally built by an actual web design company. I also plan to migrate our forum over to BB board in the near future because Go Daddy wants me to pay for all of this again and it comes to almost 500 bucks a year for everything and I am sick of it. If DLC sales are not robust enough – 2020 will be the final year of Buccaneer’s Reef. We had a good run.
MK
LINK TO OLD BUGS AND FIXES Forum https://buccaneersreef.com/forums/topic/bugs-and-fixes/
- This topic was modified 5 years, 1 month ago by modernknight1.
- This topic was modified 5 years, 1 month ago by modernknight1.
- This topic was modified 5 years, 1 month ago by modernknight1.
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November 20, 2019 at 3:57 pm #7869modernknight1Keymaster
Latest bug I ran into was that Edward England’s name changed to Kuriko Fraga after I rescued him from being captured by an enemy captain when I attacked a treasure fleet. His ship was sunk and he was captured. One of my many new ideas that Jeffrey was able to implement was allowing there to be a high percentage chance that your captains will be captured rather than die when an enemy sails over their life boat. I tried to get to him before the enemy but they got there first. Just like in the quests where you rescue someone’s wife or husband who has been captured by pirates, now you can rescue your captain the same way.
In the next fight, Edward England died and I was unable to determine whether or not his name changed during the rescue or when I resurrected him with the Jade skull. Jeffrey has the save and is working on it. Here’s a screenshot.
MK
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December 20, 2019 at 12:18 pm #7924OldtimerParticipant
Against all flags, pirates inclusive…
I
m a pirate, flying the Jolly Roger. While in pirate havens I
m accosted as if I were an enemy, while at sea common pirates attack me. If thats by design it
s the next worst design flaw I`ve met in pirate games.Rgds, Oldtimer
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December 23, 2019 at 9:13 pm #7926JeffreyKeymaster
When you say you are “accosted” in pirate havens, do you mean they attack you? Or do they simply stop you periodically to tell you to “watch yourself?” If they attack, there is some error somewhere in your relations that might need attention/fixing. If they just stop to tell you stuff all the time, that is normal and has always been that way since COAS, unchanged.
Also, even if you are a pirate, pirate ships at sea will attack and that has always been that way, since COAS, and unchanged from the original game.
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December 23, 2019 at 9:29 pm #7928OldtimerParticipant
Mr. Jeffrey,
why I wrote abt. this is that in my playthroughs as pirate hitherto I was not told to “watch myself” as long as I flew Jolly Roger. Neither was I attacked at sea by common pirates, only GoF:s and now “Bold Privateers”. But here is something I saw recently, same playthrough:
– I changed from Jolly Roger to English and was “recognized as a….”. My flag changed to Jolly Roger. After a while I was attacked by an Englishman, but his flag had a GREEN border to it. Ally, right? After a while he “recognized” me too, BUT the green border was still there. Interesting, right? So I believe that although my flag is Jolly Roger other actors still think I am English…
THX for your attn. and Seasons Greetings to you and all other devs.,
Oldtimer
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February 8, 2020 at 5:28 pm #7952OldtimerParticipant
Hi all,
after updating both today I get the message “failed to create program…”.
I have made some minor changes earlier and the game was playable until updated.
Rgds, Oldtimer
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March 4, 2020 at 11:32 pm #7958PetiteFrigateParticipant
Hello, I’ve been getting this odd stuttering on the map. Weirdly, if I enable recording my framerate increases and the stuttering goes away. This happens even if fraps is not running. Here is video
https://youtu.be/A9cZwrgocSU
I also noticed an AI ship accidentally ram its counterpart, and its mast fell off. I knew falling masts were removed so I assume this is unintentional-
March 6, 2020 at 5:38 am #7959JeffreyKeymaster
Through some experimentation, I was finally able to replicate the stuttering ship on the world map; the only way I could cause that was by using fullscreen and VSynch at the same time. I do not yet know what to do about that. All other configurations (e.g. windowed + VSynch, without VSynch, etc.) seem to not produce that problem for me on my machine.
Falling masts have been enabled for several years in ERAS. However, the Storm engine was rather notorious for poor predictive skills for AI ships and running into one another. I took some time today and attempted to make it a little more sophisticated in that area (I’ve done a little in the past for this as well). I need to test it. However, I am reluctant to make huge changes, because that can often cause bad side-effects. It’s also rather tricky because there are quite a number of factors that come into play (e.g. braking vs. inertia, turning vs. inertia, ship stats, wind, etc.). I’ve tweaked some and we’ll see if perhaps they play a little smarter when navigating around each other.
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March 14, 2020 at 9:22 pm #7962PetiteFrigateParticipant
Good afternoon, I encountered another strange thing. This reticule is shaped like a T rather than the horizontal line I’ve seen. I cannot figure out what caused this. Has anyone ever seen this happen or know a way to avoid it? If I load an older save it is the normal reticule, but I cannot figure out what happened
Thanks!
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March 14, 2020 at 9:39 pm #7963JeffreyKeymaster
It is a feature of some of the Gunner bonus items; if you or your gunner have one of these items, the reticle changes to indicate that different shape and now you aim it directly at the ship that you want to fire, instead of needing to aim the upward trajectory to account for gravity. Now, you aim straight at the target and the guns will automatically calculate the needed trajectory to hit the target, accounting for gravity/distance/velocity of fire.
Here is a short demonstration: https://www.youtube.com/watch?v=QUsThQwZ8Ek
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March 14, 2020 at 10:13 pm #7964PetiteFrigateParticipant
Aye, checked and I did get a Gunner’s Quadrant from one of the captains I defeated. Thank you for the explanation I was confused for a bit
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March 27, 2020 at 9:04 pm #7966JeffreyKeymaster
Maelstrom Update
Change navigation AI…rewrite
Fix *DATA array copy
Data AttributesClass fixes
FastArrayFind function added
Screen resolution change for Xinterface
STRCOLLECTION fixup
Memory leak…headgear check
Fix possible dupe of music call, was also cause of heap corruption within FMOD
Fix occasional battle music mixup after fight resolution
Always do revolve music start at beginning, setOGG begin
Publish ship position when ExitFromWorldMap event published
Sea EndThread case
Avoid rare access violation for some cases in AIBalls destruction
ERAS II Update
Address_Form.Por need to add
Set companions also enemy if FireAction by main char, using SetCharacterRelationBoth
Surrender modifications
AI Ship looting changes to restock ammo/necessities and prioritize better
Surrendered with companion prisoner fix
Fix board repel from surrendered ships
Swap Companion Positions feature
Need CitizenNotBlade cases for some dialogs
PlayTime on save/load screen not using hours deducting #days
Fix LSC Map for trader
Monster parent for crypt/skeleton problem
No map error log fix
Curacao crypt emerge problem fix
Fix Cuba1/2 and Hispaniola1/2 for priest quests
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April 15, 2020 at 7:43 pm #7968PasqualeParticipant
During some uploads the game crashes, I was wondering how to best configure Maelstrom, both the mod and maelstrom I installed it from the client and therefore always updated
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April 16, 2020 at 8:53 pm #7971JeffreyKeymaster
I’m unclear what you mean by “some uploads” crash? I do know there was a recent mistake, with some crashes in Maelstrom a couple weeks ago, but that was fixed. If you are still having crashes, can you describe when or how? Is it a particular save game? If so, can you send me the save file and describe how to reproduce the crash?
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April 16, 2020 at 11:00 pm #7972PasqualeParticipant
it happened to me while I was using the fast city trip…
then I wondered if in the maelstrom configuration you had to modify some parameters to better enjoy the game for example VSyng, how did you set the Maelstrom?
sorry my english-
April 17, 2020 at 4:19 pm #7974JeffreyKeymaster
I have tried the fast travel in some cities, but did not crash. Maybe it is only certain locations, so if you get a crash in a certain place using fast travel, can you send me a save file for me to try?
The various options should not affect or prevent crashes, but can change the visual experience and some people might find them preferable.
VSync will limit the framerate to your monitor’s refresh rate. VSync is supposed to prevent “tearing” where fast pans of the camera can create horizontal splits that you can see because the repainted display it trying to catch up, creating the effect, but in DirectX 8 or 9, the only way for VSync to fully prevent the tearing effect is to use it in combination with Fullscreen mode. So Fullscreen+VSync will prevent tearing.
Fullscreen in DirectX 8/9 will also allow the Gamma sliders in the Options screen of the game too. The Gamma options are not adjustable in DirectX 8/9 in windowed mode.
Post-Processing doesn’t really do anything and I should remove it, but have failed to do so yet.
Antialising is only the simple Full Scene provided in DirectX, not as sophisticated as some newer AA methods. Also, based on other user reports, it sometimes conflicts with Antialising features of newer video cards, so if you already have AA set for your card, probably best to leave it disabled in the Maelstrom config.
It all just depends on your preferences. I just leave them all off myself (except for the Enhanced sound…we added the FMOD reverb effect for locations and I like that sound), but my machine it old and I’m used to the older/poorer graphics of the COAS-style games.
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April 17, 2020 at 5:12 pm #7975PasqualeParticipant
I thank you for this information, the crash occurred in the city of abandoned ships, if you tell me how to send you the files I am happy to do it. Thanks again for everything.
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April 18, 2020 at 5:07 pm #7977JeffreyKeymaster
You can send them to my email: [email protected]
The priority changes the CPU priority of the process and you can see this if you launch the Windows Task Manager to display the processes running on your computer. It simply means that the CPU will devote more of its computing resources to the game if it is set higher.
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April 17, 2020 at 5:23 pm #7976PasqualeParticipant
the priority at the top right I set it to real time, does this do anything?
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April 19, 2020 at 6:15 pm #7978PasqualeParticipant
I just proceeded to send it thanks again for all the work done
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April 19, 2020 at 9:17 pm #7979JeffreyKeymaster
I loaded every save from City of Abandoned Ships location (your files dated 4/13/2020) and I am able to fast travel to all locations: store, tavern, money lender, residence. I did not crash in 32 bit or 64 bit. If you load those same saves and try to fast travel, do you still crash?
If you do crash, maybe there was another bug that I have fixed, but still need to upload and update for Itch. Let me know.
Real time priority is an option, but not recommended because it can cause the mouse and keyboard to become unresponsive. Here is a discussion: https://stackoverflow.com/questions/1663993/what-is-the-realtime-process-priority-setting-for
Priority High, Above Normal, or even just Normal is usually good enough, but if you want, setting to real-time, understanding the possible problems, I wanted to provide an option. A user can also set these same priorities using the Windows Task Manager, after starting the game, but the Config just provides a way to launch it, without the need to later use the Task Manager.
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June 14, 2020 at 5:08 pm #8082OldtimerParticipant
Skill items.
Some no longer conform to their description, like:
– Effective Stances give skill increase 10, not 20,
– Grappling gun, same,
– Powder flask, same.
I suspect there is more of this.
Rgds, Oldtimer
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June 15, 2020 at 11:48 am #8083FilipeParticipant
I suspect that you have the – Less powerful skill books on in the mod options, this option reduces the majority of the skill books bonuses to 10. If that is not it then idk, I don’t remember any changes that altered said bonuses.
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June 15, 2020 at 6:31 pm #8084JeffreyKeymaster
Filipe is correct. If Less Powerful Skill books option is enabled, then all bonus items are limited to bonus 10, instead of 10, 20, 30. There is currently no way to alter the desciption of the items if that option is on to reflect the change because the descriptions are hardcoded in a separate RESOURCE file.
That option was something the GOF modders added in order to limit bonus stacking to a point that some people thought was ridiculously easy, so they offered the new option and ERAS inherited it.
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June 16, 2020 at 9:00 am #8092OldtimerParticipant
@Filipe, Jeffrey
Yes, that`s it. But the problem originates in Mod Options settings.If set only at the starting screen it has no effect on playthroughs going on. The settings must be adjusted in Mod Options for any individual playthrough. A bit of a hassle actually.
THX for your attn.,
Oldtimer
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August 27, 2020 at 7:05 pm #8155pieshowerParticipant
Hello everyone! I notice that some of the rigging on the ships are missing and was wondering if there was any way of fixing it? Specifically on the armed english merchant. And I’m experiencing some fps slow downs. I have a decent pc, well decent enough to be able to run this game, and was wondering if there was any way to fix this or help it.
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August 28, 2020 at 12:41 am #8156pieshowerParticipant
Not the Armed English merchantman but the Armed english trader. Its missing some of the rigging.
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August 29, 2020 at 3:04 am #8157JeffreyKeymaster
I can make a note of that ship, but I won’t be able to fix it because I don’t know modeling and we seem to have lost our only ship modeller a short time ago. But I will record the problem and if anyone ever comes along with an ability for that type of work, they can take a look at it.
As for performance, there are some periods of slowness when many of the moddable scripts run, which is for just about everything from cannon firing to character movements and decisions. I have profiled the game using VS dev tools, and I believe the slowest parts of the game are when it needs to parse and perform the moddable, script parts. I don’t think there is much I can do about that, since that is a core design feature to allow the flexibility of easily changing/modding the mechanics. A complete redesign would be needed to properly optimize.
Keep in mind that this engine design was not originally written by us, and much of that design had to remain as-is in order to remain compatible with these old games.
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August 30, 2020 at 8:21 pm #8159MaltacusParticipant
There was an error before with the Fast Armed English Merchantman I think, the mercantile clone of the English scout frigate, that was related to rigging textures missing. It might be the same case here, worth to check out at least.
What’s the ship called in the ships_init.c?
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August 30, 2020 at 9:14 am #8158OldtimerParticipant
Enemy recognition, again.
Sailing for Spain I join a battle between Portugal-Pirates. Portuguese flag is neutral, Pirates hostile. I decide to help the Portuguese.
While manouvering to a good attack position I come close to the Portuguese and they open fire upon me. Why? They are flagged neutral all the time.Rgds, Oldtimer
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October 19, 2020 at 4:17 pm #19648OldtimerParticipant
Game freezes.
When hiring a room in Puerto Principe pirate tavern the loading screen freezes and task manager shows nothing afterwards, i e game had exited. Looks like it is a new feature as the loading screen seems to hint that PC has been imprisoned. Suppose it is a bug.
Rgds, Oldtimer
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October 19, 2020 at 7:17 pm #19649OldtimerParticipant
So,
pertaining to the above. What happens is that when renting a room in a ordinary and/or pirate tavern you get a loading screen depicting ship cabin which you can exit by task manager only and the game exits by itself. So no being hi-jacked as I suspected.
Rgds, Oldtimer
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October 20, 2020 at 4:25 am #19650JeffreyKeymaster
Myth gave me many potential updates, and within his package he offered some changes for the Tavern overnight that I did not yet intend to adopt, but I accidentally copied some of his code that applied to that feature into a file. I fixed this problem and it is uploading to Itch right now. It should be fixed as soon as it completes its upload and Itch publishes the update.
Sorry.
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October 21, 2020 at 9:32 am #19659OldtimerParticipant
Mr. Jeffrey,
THX for your attn.
There are also problems with 3-D sailing:
– when sailing with an overloaded ship from Lighthouse of Tortuga to Port au Prince I cannot moor there. I have the World Map icon top right but Moor icon top left does not appear. Others do.
– also when mooring and then immediately going back on board and mooring again the ship is thrown out to another place close by. Sail To icon appears but does not work. You have to go to the open sea first and then it works. This happens with a ship that is not overloaded.
Rgds, Oldtimer
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October 21, 2020 at 4:48 pm #19660OldtimerParticipant
So,
I did some more testing:
– sailed overloaded from Lighthouse of Tortuga to Port Tortuga and could moor there. Mind that the Moor icon never changed to World Map during this very short voyage.
– sailed overloaded from Lighthouse to Port au Prince, took a prize along the way and moored at Gonaive. Sailed from Gonaive to Port au Prince and could moor there.
In one word, CONFUSION.
Rgds, Oldtimer
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October 21, 2020 at 6:42 pm #19661SamirParticipant
This is not a bug. I was just wondering how to increase the font size in dialogues, F2 menu etc? It seems that on higher resolutions, everything looks smaller (which is normal of course).
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October 22, 2020 at 4:07 pm #19663JeffreyKeymaster
It’s not just one place. There would be many edits in the following files:
battle_interface\BattleInterface.c
battle_interface\LandInterface.c
battle_interface\LogInterface.c
battle_interface\WmInterface.cThe easiest way would be to open each file and search for the word “scale” (without quotes). Sometimes it will be .fontScale, sometimes it is .scale, but is preceded by .font, which will usually mean it applies to the scale size of the font. They were inconsistent with the attribute name, and which scale setting name is used to adjust the font, but if you search for them all, you can experiment by changing the number to a larger size.
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October 21, 2020 at 7:48 pm #19662SamirParticipant
How to fix this lines, the fonts are too way on the right side? This is GoF 1.2 on Maelstrom engine.
[img]https://i.imgur.com/b6j9CMS.png[/img]
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October 22, 2020 at 4:21 pm #19664JeffreyKeymaster
Change INTERFACE\NationRelation.c. Go to line 114 and adjust the 700 number. Given your screenshot, I am changing it to 680 for the next update:
CreateString(true,”EngH”,””,”INTERFACE_ULTRASMALL”,COLOR_NORMAL,680,134,SCRIPT_ALIGN_CENTER,1.0);
CreateString(true,”FraH”,””,”INTERFACE_ULTRASMALL”,COLOR_NORMAL,680,190,SCRIPT_ALIGN_CENTER,1.0);
CreateString(true,”SpaH”,””,”INTERFACE_ULTRASMALL”,COLOR_NORMAL,680,246,SCRIPT_ALIGN_CENTER,1.0);
CreateString(true,”HolH”,””,”INTERFACE_ULTRASMALL”,COLOR_NORMAL,680,302,SCRIPT_ALIGN_CENTER,1.0);
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October 22, 2020 at 7:35 pm #19665SamirParticipant
Thanks Jeffrey! I tried editing the values, found a good one for my 1600×900 resolution.
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October 23, 2020 at 4:51 pm #19667SamirParticipant
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October 23, 2020 at 5:13 pm #19668SamirParticipant
Ok, I found it. I had to add some strings in Program/INTERFACE
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February 3, 2021 at 12:40 pm #20712OldtimerParticipant
Mooring annoyance.
I reported earlier that after boarding my ship from a shore location I was thrown to a mooring place nearby. This seems to have been addressed with one exception:
– when sleeping onboard my ship after waking up and going to sea I have to enter world map and sail to whereever before I can moor.
Rgds, Oldtimer
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February 4, 2021 at 12:19 am #20713modernknight1Keymaster
I have been having the same issue as well. There are several other serious problems when getting to advanced level and playing multiple national questlines (PANQL). I also have a Flying Dutchman that keeps spawning after I kill it and sell the ship. It comes back even after making it vulnerable and taking the ship – it doesn’t want to die. LOL
I’ve already brought the spawning issue where you go to cabin and sleep overnight and suddenly you are at a different nearby shore. Jeffrey is aware and I’ve sent him some saves so hopefully he is working on it. He has become very busy with his work recently so is probably not going to be available so much.
MK
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February 6, 2021 at 2:23 am #20718Rafael AntinoParticipant
Hey! hello to everyone here, well the thing is, i am having an issue with the itch.io download, it restars every time even with a percent dowloaded, and it is so annoying taking in count that i have a shitty internet (also with a stable connection the download restart), and take a lot of time to download these problem can be resolved here or i need to discuss in the itch forums?
Thanks in advance
Regards rafa -
February 28, 2021 at 1:23 pm #20731MaltacusParticipant
The common brigantine (SHIP_BRIGANTINE), beautiful and nimble little vessel, has 16 cannons and 7 cannons on the side when you look at it but is incorrectly coded to have only 14 and 6 on the side in ships_init.c.
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March 9, 2021 at 10:01 pm #20741OldtimerParticipant
Cannon Control.
Bought 2 culverins to replace lost ones on my zabra. When I try to install them they stay in the hold and cannon layout changes to 6 per broadside and 4 stern.
Rgds, Oldtimer
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March 25, 2021 at 1:11 pm #20748OldtimerParticipant
Passenger destination.
As of now only one passenger is shown with his destination in the logbook. Other passengers present onboard lack this info and do not show in the logbook at all.
Rgds, Oldtimer
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March 27, 2021 at 11:06 am #20750OldtimerParticipant
Hi all,
started a new playthrough and atm it WAD:s. Older playthroughs did not rectify themselves though. Your passengers will, however, complain abt. late arrival(thus you will know their destination) so it`s not game-destroying but annoying as you know what…
Rgds, Oldtimer
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March 28, 2021 at 6:34 pm #20756JeffreyKeymaster
Your post comes at a coincidental time, as MK recently notified me of character problems in his game. He sent me a save and I eventually discovered a flaw from the original COAS handling of quest passengers and quest merchant escorts; the characters for those two never dissolve from the “character array” held in the game, even if you decline their quest, or complete their quest. Those characters stay “active” in the game, forever. So over a long course of gameplay, the character array becomes too full and things start to go wrong, because the character array is a hardcoded size and can’t be enlarged.
I think your problem is related to that, because it sounds like you take these missions often and over time, you would run into the same problem. I found a way to retroactively sift through the character array for an existing game and remove the old characters, as well as adding what I think might prevent the problem in the first place, by also removing these characters from the array if you refuse, or complete the mission.
I also added the fix to GOF and COAS.
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March 26, 2021 at 7:33 pm #20749DraiksParticipant
I have an issue in the new update. The game crash after a while. Anyone having this issue or knows how to fix it?
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March 27, 2021 at 11:25 pm #20751
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March 29, 2021 at 10:27 am #20758OldtimerParticipant
@Jeffrey post 20756
Good to know.
Rgds, Oldtimer
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April 11, 2021 at 8:12 pm #20762OldtimerParticipant
Hi all,
sailing for England I encounter 4 Spaniards. I paid off 3, they became neutral. 4-th was out of speaking range so remained hostile.
Anyway, the 3 “neutrals” continued chasing and shooting at me. My standing with Spain is neutral. B-d-y annoying if you ask me.Rgds, Oldtimer
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April 15, 2021 at 4:27 pm #20764OldtimerParticipant
Game stops responding,
abt. once/30 min. after latest update. Screen freezes and exit is only by task manager.
I see a slow but steady decrease in stability of the game.
Worrisome.Rgds, Oldtimer
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April 17, 2021 at 12:39 am #20765JeffreyKeymaster
A slow and steady decrease in stability? Whatever…it runs faster and without any trouble on my machine and has been perfectly fine for me for a long time.
Since I have no problems, I can only guess at what might be causing your issue. I just uploaded another version. If that still causes you an issue, add this to the top of your start.ini file:
cncLevel = 0
That will probably help, but will also mean it won’t be doing the latest performance enhancement I added for at sea.
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April 18, 2021 at 8:16 am #20766OldtimerParticipant
Mr. Jeffrey,
after posting my freezing problem I played a session of more than 2 hrs without any frozen screens. And just for the record:
– game froze on changing cell and when I restarted there was a save from the cell I was going to…
I updated as per your post above and have not had this problem as of yet.
THX for your attn.,
Oldtimer
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April 19, 2021 at 8:25 am #20777OldtimerParticipant
Sail to Bridgetown? Why?
Sail to function does not work around Barbados, only ships show up but no shore locations.
Rgds, Oldtimer
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June 13, 2021 at 7:30 am #20787OldtimerParticipant
Location names missing.
Hi all,
when approaching an island first time the names of possible mooring locations do not appear above the icons top left. After mooring once, sometimes more times at one such unnamed location names start appearing.
Rgds, Oldtimer
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June 13, 2021 at 4:20 pm #20788JeffreyKeymaster
This might only happen in specific locations, because I have been unable to reproduce the problem on my own when I try random locations. Can you send me a save where this occurs?
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June 16, 2021 at 10:08 pm #20789JeffreyKeymaster
Sail-to label problem should be fixed now with latest update.
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July 12, 2021 at 6:16 am #20793AnothernameParticipant
Morgan Addams decided to be the charming comedic relief of my gang:
While a characteristic that IMO somewhat fitting to a character played by Gina Davis I think its not intended here 😉
Also now I think I know why my character does not even have her hat shown to begin with (I prefer her looks without anyway even if it would shown properly 🙂 ).
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July 12, 2021 at 8:02 am #20794JeffreyKeymaster
The hats need positions defined for every model and unfortunately, that is a manual, trial and error process, so not all models are yet defined. That is why they don’t get placed on some characters. As for Morgan, her model is “beatrise” and I confused the positioning for that one with the “beatrice” model. They are clearly not the same LOL.
I spent some time and figured out the correct placement for beatrise model and I will send an ERAS update to Itch sometime this week so that will be fixed.
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July 12, 2021 at 3:09 pm #20795AnothernameParticipant
To imagine how wonderful gaming would be if the big figureheads of the gaming industry had even only 1/10 of your guys dedication…
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July 12, 2021 at 9:42 pm #20796JeffreyKeymaster
Itch has been updated with the Morgan hat position fix.
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July 13, 2021 at 1:59 pm #20797AnothernameParticipant
Yeay, that was fast 🙂
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October 2, 2024 at 8:59 am #20996OldtimerParticipant
Hi all,
Galleon Ligero hull lacks planking in several places. Walking on deck and in
3D-view I see sharks frolicking in the hold…Rgds,
Oldtimer
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by modernknight1