PiratesAhoy! is a community for all fans of pirates and the Age of Sail, centred around games, books, and movies. We are best known for our popular mod projects, including 'New Horizons' for PotC, and 'Gentlemen of Fortune' for AoP2:CoAS.

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Testing for GOF (Company : PiratesAhoy! Community : Forum : CoAS Gameplay Experience : Testing for GOF) Locked
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May 28 2011, 10:51pm Anchor

Gents, Lets keep our testing for GOF going here. We can share and upload/download files on some other services. I have memberships to a couple. I am still working on the 01 May version, because I haven't been able to find Luke's exe on the FTP. BTW the old FTP seems to still be working.

I found a bug with the Heacy Xebec. It has no cargo hold numbers set, so wont shoot and when you take the ship there's no way to put food on board or anything else. Will change in the ships init file.

MK

Miklkit
Miklkit curmudgeon
May 29 2011, 9:31am Anchor

Ah.  There you are.  Keep up the good work.

May 29 2011, 10:28am Anchor

So I've done loads of testing, tho I've quit, due to the beeping finally driving me nuts....do you know how hard it is to type with a straight jacket? lol

....but seriously, the beeping, its got to stop.

Pieter_Boelen
Pieter_Boelen Third Officer
May 29 2011, 11:38am Anchor

You need to find out which ships cause the beeping, then not include the recent modifications because that must've been what caused the problem. We've had it with PotC also. Sometimes the TOOL messes up, especially with certain ships. Seems random though.

--

Pirates of the Caribbean: New Horizons News and Downloads
Latest Stable Release: Build 13 Final
Latest Playable Beta: Build 14 Beta 1 Patch 5

May 29 2011, 7:36pm Anchor

This is the problem though, i think it will be around 50% of the ships that now beep.

Pieter_Boelen
Pieter_Boelen Third Officer
May 29 2011, 7:47pm Anchor

That is... not good. You might want to consider restoring all those ships to their previous unmodified versions.

--

Pirates of the Caribbean: New Horizons News and Downloads
Latest Stable Release: Build 13 Final
Latest Playable Beta: Build 14 Beta 1 Patch 5

May 29 2011, 8:00pm Anchor

Ok guy's i don't know if you ever saw this but not long after been added to the modding group on PA i started a forum up to back up things, for personal use. I never expected that i would be posting a link to the site because of the problems we have had. But for those who want to get anything like walkthroughs etc then feel free to go to this site and get the info you need. Thepiratestavern.zaphod3.myfastforum.org

Edited by: Luke159

May 29 2011, 11:30pm Anchor

I only started getting the beeping when I got the 32 Gun Frigate.  After I got a different ship it went away.  So there's one ship issue that's known...out of like what 100?

May 30 2011, 1:52am Anchor

Luke, Can you please reload part one of your three part GOF upload to Megaupload. There is apparently a corruption problem with Part 1.

Thanks

MK

May 30 2011, 6:10am Anchor

Hey MK, i downloaded all the parts after uploading them and had no problems, sometimes though (more so on large files) they get currupt when downloading so i suggest downloading the part again bud and that should fix the problem.

May 30 2011, 8:43am Anchor

Here is the list of all the 'beeping' ships. Not only do they beep when you are the captain of the affected vessel, but also when it appears in combat, or part of your fleet.

Note: This list is not quite complete. 10 ships or so have not been checked.
The list of all ships checked, and all errors and glitches on all ships.

Class 6
-------------
Galleon

Class 5
---------------
Heavy Schooner
CARAVEL

Class 4
-------------
BATTLEFRIGATE
Heavy Galleon
ColonialFrigate
Boussole
Heavy Galleon
Frigate
Indiaman

Class 3
-------------
Amsterdam

Class 2
-----------
Battleship
Light Battleship

May 30 2011, 9:22am Anchor

Here is the link to part one of the GOF 1.0 upload Megaupload.com

Does is work for anyone else? I have tried for two days to download it with no luck. Is there a better link. I'm at a loss and so want to play???

MK

I'm outa the picture until someone gives me a downloadable exe

There is an error (error 503) in part one of Luke's Megaupload files. It is not downloadable.

Peace out. Have fun. Would have been a great day to test GOF. Oh well, I'll be on Steam in the PA community there playing the Floris mod for Mount and Blade if anyone wants me. I'll check back in a few days.

MK

Pieter_Boelen
Pieter_Boelen Third Officer
May 30 2011, 6:46pm Anchor

For your information, Keith is working on getting the PA! site sorted out.
I have asked him again if he can also look into the HTTP link FTP issue so you can actually release GoF 1.0 .

I've been reading through the forum and would like to mention that I doubt it makes much of a difference whether we're trying to do a PotC Build release or a CoAS modpack release. Keith has always been very interested in moving forward and although my main focus is on the PotC Build, you should know by now I HAVE tried to support CoAS also.

Additionally, I added the main CoAS modders to my PM conversation with Keith so you can see what I have tried and also pitch in yourself. Feel free to do so.

--

Pirates of the Caribbean: New Horizons News and Downloads
Latest Stable Release: Build 13 Final
Latest Playable Beta: Build 14 Beta 1 Patch 5

May 30 2011, 8:58pm Anchor

@ MK
Ok looks like their is something wrong with that link. I will reupload it for you, if you don't want to wait you can use the FTP command program to download it. Go to my folder GOF and look for GOF1.0.exe and double click on it, it will start to download to your desktop.

@ Pieter
Thanks bud, i have noticed your interest in how COAS has been going and pitching in when ever you can, your help has been a big factor on getting some key things sorted out like the consol command and more recently the nations ships code to work.

May 31 2011, 5:33am Anchor

Its pugwash21 here form piratesahoy forum I have a GOF preview video shall I upload
it to here or youtube ,nice to see that everybody is still around.

May 31 2011, 8:37am Anchor

Hi Luke, Everyone.

Jonathan A here.

Luke sent me a copy of the recent GOF version, and I've spent a couple of weeks in a small frenzy of fixing and modding.

But, I haven't got the pirates ahoy ftp account details any more.  Can someone post em here? or email em to me at pirates(at)tarsiercomputing(dot)com

Anyway here the list of changes I've made:

Fixes:
- Added missing map to my Map interface.
- Put in a fix for clicking on islands on the excellent paper map.  With the new excellent map texture, the islands were in different positions.
- Fixed mislabelled Spanish sailor models, which was causing you to sometimes not be able to complete a boarding action. (You couldn't go to the cabin after fighting the crew)
- Fixed spelling of "Gentlemen Of Furtune" to "Gentlemen Of Fortune"
- Moved the "ship class text" on the "scroll" down slightly on ship interface, so it looks better.
- Fixed error in rats code.
- fixed error where it was missing one of the weathers.
- Fixed the bug with rum not being used.  Now there is a minimum of 1 rum per day
- Fixed dialogue issue where a female player would call governors female titles when getting missions
- Fixed a couple of places where the new class 1 ships where never shown/spawned/considered.
- Fixed a bug when creating random encounters, where it would sometimes failed to create ships.
- Cleaned up how realistic spy glasses are handled. (no real play difference)
New stuff:
- Added Powder remaining to the battle interface
- Modified the wind speed calculations, so now when using realistic weather, you still get the occasional complete calm, but it is much more likely to give you a decent wind.
- Added back old tavern and store textures to some locations to increase variety.
- Added an option to reduce how much bonuses you get from the rare skill books. (I thought having them stack up to +60% was too much)
- You can get different coloured sails for your ships from the pirate shipyard now (currently only black red and blue, but that can be changed easily)
- Added option to allow the Tree of Life and Dynamo perk to add their bonuses retroactively. (toggle-able)
- Added character names to the character images on the trade items interface
- Redid the officer resurrection for the Jade Skull so it brings the officer back right to where you are with all the stuff that was on the body (with a bang!) Still only once per day though.
- Added an togglable option so fencing with one weapon type, also gives you 1/3 of that experience in the other fencing types, representing general fighting knowledge.
- Added an option, so that encountering ships near islands from the world map, you are no longer put right next to them, but rather at a distance proportional to that on the world map.  Needs testing as it can make the other ships appear right up against the shore.
- Added a middle level of Cannon damage, between COAS default and the RTBL setting.  I found that using the full RTBL setting, I was seeing that a number of ships would run out of balls/powder before actually sinking anything, and then just sit there sailing in circles.

- And the big one:
-     Created a new interface panel off the main options screen to control all the mod options that used to be in _mod_on_off.h, so they can be changed during play if desired.

Pieter_Boelen
Pieter_Boelen Third Officer
May 31 2011, 8:44am Anchor

That sounds great, mate! Would you, by any chance, be able to look at my "national ship" code as well and work your magic on that?

Please see your ModDB PMs for the FTP login details.

--

Pirates of the Caribbean: New Horizons News and Downloads
Latest Stable Release: Build 13 Final
Latest Playable Beta: Build 14 Beta 1 Patch 5

May 31 2011, 9:10am Anchor

Sure Pieter,  Though what and where is the national ship code?

Pieter_Boelen
Pieter_Boelen Third Officer
May 31 2011, 9:12am Anchor

See my posts here: Forum.piratesahoy.net

It's also included in the file I just uploaded to the CoAS FTP in Luke159's folder named "coas_mainmenu.exe" .

--

Pirates of the Caribbean: New Horizons News and Downloads
Latest Stable Release: Build 13 Final
Latest Playable Beta: Build 14 Beta 1 Patch 5

May 31 2011, 9:13am Anchor

Ok, the changes are up on the COAS ftp site.  File:
  JonathanA/AOP COAS GOF changes - JA - v1.0.zip
It hasn't had all that much testing, so get back to me with any issues if you use it.
edit: get ver 1.1b from the same place instead.
This is based on GOF v1.0 with Lukes updates v1.7

I'm still getting "Board down" from the piratesahoy,net link, so I can't see the details.  but I'll have a look at that file.

Edited by: belthorne

Pieter_Boelen
Pieter_Boelen Third Officer
May 31 2011, 9:36am Anchor

Too bad on the board link; strangely enough, it sort-of works for me. Anyway, using WinMerge on my file should give you a pretty good idea of what it is.

--

Pirates of the Caribbean: New Horizons News and Downloads
Latest Stable Release: Build 13 Final
Latest Playable Beta: Build 14 Beta 1 Patch 5

May 31 2011, 3:09pm Anchor

Ok, I've put in a couple of little fixes to my new option code.  I've also included code passed to me by Pieter.
 Latest version is on the piratesahoy  COAS ftp site:
   JonathanA/AOP COAS GOF changes - JA - v1.1b.zip

Pieter, your Nation dependent code looks ok to me.  There was a bug with the new ship "Derfflinger" where it was missing it's entry in ships.h.
I note though that only 2 or three ships in Ships_init.c have nation restrictions on them.  Someone who knows what ships were from what nation should go through that file and update all the "refShip.england = 1.0;" etc. stuff.

Edited by: belthorne

Pieter_Boelen
Pieter_Boelen Third Officer
May 31 2011, 3:27pm Anchor

Very true. We're also going to have to put a failsafe in there, to take care of when the code cannot find a ship type quick enough. In PotC, until I rewrote it today, it would select the player ship after a hundred tries, for example.

--

Pirates of the Caribbean: New Horizons News and Downloads
Latest Stable Release: Build 13 Final
Latest Playable Beta: Build 14 Beta 1 Patch 5

May 31 2011, 3:34pm Anchor

That shouldn't be a problem with this code I don't think.
It first builds a list of all valid ships (class and nation) then just picks a random ship from that list.  So as long as there is one valid ship of the desired class and nation, it will get it first time.

Pieter_Boelen
Pieter_Boelen Third Officer
May 31 2011, 3:42pm Anchor

You're sure? At least with the PotC edition of the code, sometimes no ship is found.
That's the reason we sometimes got Black Pearls in encounters when the player ship was the Black Pearl.
Well, in any case, I'm not going to suggest we do more work than need be.
We'll find out soon enough.

--

Pirates of the Caribbean: New Horizons News and Downloads
Latest Stable Release: Build 13 Final
Latest Playable Beta: Build 14 Beta 1 Patch 5

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