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CTD when in world map

A topic by Bassford created May 10, 2022 Views: 154 Replies: 5
Viewing posts 1 to 6

Dont know if you will be able to reproduce it, but, im starting as a spanish, spawn in Portobello, simply go to the port, then sea, then world map, and then, go straight north, in less than a minute CTD.

Tested with two different characters.

This is the compile.txt:

Init encounters complete.

Num islands = 26

Init weathers complete. 35 weathers found.

Num islands = 26

Locations count = 768

Item object StartCount 273

Total Number of items = 593

All NPCs in the game (static) = 254

Version =  #2 ver 2 . 8 . 24  The Golden Age X32_9  DEV

Num islands = 26

Locations count = 768

Item object StartCount 273

Total Number of items = 593

All NPCs in the game (static) = 254

Version =  #2 ver 2 . 8 . 24  The Golden Age X32_9  DEV

Hero Quantity 146

LocLoadShips: Can't find Location.locators.ships in location: Ship_deck_Low

LocLoadShips: Can't find Location.locators.ships_other in location: Ship_deck_Low

Template 111 <goto> -> path not found chr.id = Carrier_494

Template 111 <goto> -> path not found chr.id = Carrier_495

Template 111 <goto> -> path not found chr.id = Carrier_496

Load from location to sea sLoc = l1, x = 1054.85,z = -285.272

Ship_Add2Sea, iCharacterIndex:1, sFantomType:, iNumShips:0

Ship_Add2Sea, iCharacterIndex:459, sFantomType:, iNumShips:1

Ship_Add2Sea, iCharacterIndex:460, sFantomType:, iNumShips:2

Ship_Add2Sea, iCharacterIndex:498, sFantomType:, iNumShips:3

Ship_Add2Sea, iCharacterIndex:499, sFantomType:, iNumShips:4

Ship_Add2Sea, iCharacterIndex:500, sFantomType:, iNumShips:5

Ship_Add2Sea, iCharacterIndex:501, sFantomType:, iNumShips:6

Ship_Add2Sea, iCharacterIndex:502, sFantomType:, iNumShips:7

Ship_Add2Sea, iCharacterIndex:503, sFantomType:, iNumShips:8

Ship_Add2Sea, iCharacterIndex:504, sFantomType:, iNumShips:9

Ship 153, has invalid cannons on bort. cannonl 16, but need: 15

Ship 153, has invalid cannons on bort. cannonr 16, but need: 15

It appears that it only crashes when you select a character and change his/her nationality, if you for example choose an english character and selec spanish, you spawn in Portobello and then when you sail in world for a few secs, then crashes

Well, I tried that method, starting a new game, choose a default English character, switch to Spain and spawn in Portobelo (I had to do this several times until I got a Portobelo spawn), go to sea, worldmap, but no crash; I made it all the way to Cuba.

Can you reproduce if you save at port, load the save, and does it still crash?  If so, send me that save along with your save folder options.  

the thing is, that maybe I messed the exe.

But I don't know if it Makes sense, because I don't know anything about programming and or debugging.

Let me explain:

-I use itch.io app to download the engine and the mod, so this way I keep up to date always.

-Of course, I used "C:\Maelstrom" for the engine and "C:\Maelstrom\Game" for the mod.

-I noticed that inside the engine folder there is various exes, so, until today I was using the maelstrom era 2 exe and the maelstrom config example exe.

-Today, was messing around with the new characters and profiles a lot, trying to decide which character to choose, and starting new games, then without exiting the game, creating another new game etc (by the way I noticed that doing that, the first script when you appears in your ship and somebody comes as soon as you move to start the tutorial, didn't work, thus ending in a soft lock in which you cannot travel fast and the guy never comes.) So, maybe, I screwed up starting a few times new games.

-in an attempt to "Fix" it , I searched those exes and realised that uses dx9 32bits so, I changed to dx9 64bits.

So, I tried to reproduce that ctd without messing too much (starting a new game, and if wanted to change character or start another new game, first I exited the game.) Aaaand no ctds, I can sail in world map without ctds.

Sorry if I'm vaguely helping you debugging. And thanks a lot for your fast response.

Actually that was helpful.  I was using 64 bit.  I was eventually able to reproduce the problem in a 32 bit version.  It is now corrected for 32 bit.  However, this problem does not and did not exist in 64 bit.  You should not encounter this same problem in either version now.