Freelancer Community Network
Reminder: Internet Explorer 6 or below are NOT supported.
HomeHome
ForumForum
WikiWiki
DownloadsDownloads
ForgeForge
Multiplayer Connection Tutorial
Collapse/Expand Random Image
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Who's Online
67 user(s) are online (31 user(s) are browsing Forum)

Members: 0
Guests: 67

more...
Collapse/Expand Donations
Monthly costs: -30€
Income (ads): +5€
Donations (last month): +10€

Current balance: -300€
(last updated 11/2017)

Please make a donation if you want to help keeping The-Starport online:

Bitcoin address:
Thanks!
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 98 users playing Freelancer on 34 servers.
November. 22, 2017

Browsing this Thread:   1 Anonymous Users



 Bottom   Previous Topic   Next Topic  Register To Post



Path crashes

Joined:
3/1 17:22
From Bavaria
Group:
Registered Users
Posts: 26
Offline
Greetings,

I am having trouble with the patrol paths in the system I built, it all started when I changed the reputation of one base from fc_lh_grp to fc_c_grp.

Since then, all patrol paths in my system crash at Content.dll 000c458f and I can't seem to find the bug.

Sample Path:
Code:
[Zone]
nickname = Iw07_path_Werft_Rh04
pos = -3000, 0, 2100
rotate = -256, -57, 0
shape = CYLINDER
size = 800, 6000
sort = 99
toughness = 17
density = 9
repop_time = 30
max_battle_size = 10
pop_type = trade_path
relief_time = 20
path_label = co_khc_01, 2
usage = trade
mission_eligible = false
faction_weight = rh_n_grp, 10
faction_weight = co_rs_grp, 3
faction_weight = co_khc_grp, 3
encounter = area_trade_trader, 17, 0.0400000
faction = co_rs_grp, 0.500000
faction = co_khc_grp, 0.500000
encounter = patrolp_gov_patrol, 17, 0.0400000
faction = rh_n_grp, 1.000000


I've been digging the forum for solutions, but I was unsuccessful/did not find an explanation where to serach for the bug.

Relevant Threads/Posts I found:
Forum1
Forum2

Since I have only have this system I would prefer to fix the problem, rather than change reputations or hack around it, but I don't know what to fix.

Posted on: 8/20 17:52
Top
Re: Path crashes
Just can't stay away
Joined:
2010/8/9 17:45
Group:
Registered Users
FLServer Admins
Posts: 310
Offline
Maybe I´m totally wrong here, but there is only thing that comes to my mind:
So IIRC the paths need to have a starting and a endpoint "close" to a base or jumpgate/hole where (especially when bases are path-start/endpoints) the base-faction (in Mbases.ini) has to be at least neutral to the patrol-faction (in order to grant docking for the incomming patrol-NPCs).

But these are just my two cents...

Greetings
J.R.


EDIT: Just realized that this was allready covered by your own investigations... Sorry !

Posted on: 8/20 20:34
ENIGMA V.4 ATG HOMEPAGE/FORUM
Top
Re: Path crashes
Home away from home
Joined:
2008/5/21 19:32
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 865
Offline
Just for interest, try running the mod through FLErrorChecker and FLScan.

Also, do you have any paths that are labeled identically? Or nicknamed identically?

Finally, do the encounters exist in the system ini and in the ENCOUNTERS folder? Also, are the encounters themselves formatted properly?

Thought of something else...
Are you sure the only change you made was to the base reputation? Is the base populated by the faction that you changed the reputation to?

Also, go back to a working version of the mod and then change a section. Then test before you move on to the next section.

Sometimes it's something as simple as an accidental keystroke that changed something important.

Posted on: 8/23 0:09

Edited by robocop on 2017/8/23 0:15:19
Gun control is like fighting drunk driving by making it harder for sober people to buy a car...
Top
Re: Path crashes

Joined:
3/1 17:22
From Bavaria
Group:
Registered Users
Posts: 26
Offline
Quote:

robocop wrote:
Just for interest, try running the mod through FLErrorChecker and FLScan.

The only thing FlscanII finds are four duplicate encounters, because I spawn the same encounter with different difficulties in the same zone.
Quote:

Also, do you have any paths that are labeled identically? Or nicknamed identically?

The nicknames are unique, some labels are the same because the path has two parts, but the numbers differ of course.
Quote:

Finally, do the encounters exist in the system ini and in the ENCOUNTERS folder? Also, are the encounters themselves formatted properly?

All encounters on the patrol paths are from vanilla and are referenced on top of the system.
Quote:

Thought of something else...
Are you sure the only change you made was to the base reputation? Is the base populated by the faction that you changed the reputation to?

Also, go back to a working version of the mod and then change a section. Then test before you move on to the next section.

Sometimes it's something as simple as an accidental keystroke that changed something important.


I changed the whole [MBase] entry when I swapped the faction. The new entry is a copy of a vanilla base with custom ID-strings. I don't want to change it back though.

Posted on: 8/25 8:44
Top
Re: Path crashes
Home away from home
Joined:
2008/5/21 19:32
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 865
Offline
Quote:

Cpt_Rei_Fukai wrote:
Quote:

robocop wrote:
Just for interest, try running the mod through FLErrorChecker and FLScan.

The only thing FlscanII finds are four duplicate encounters, because I spawn the same encounter with different difficulties in the same zone.


Well, let's start with this then. On the server, remark out the duplicate entries leaving just one.

Run the server for a while with the one entry and see if the problem still persists. If it does we know that's not the problem.

If it doesn't then we'll have to figure out how to accomplish what you're trying to do.

Posted on: 8/25 13:30
Gun control is like fighting drunk driving by making it harder for sober people to buy a car...
Top
Re: Path crashes

Joined:
3/1 17:22
From Bavaria
Group:
Registered Users
Posts: 26
Offline
I commented them out, but it still crashes at the same offset.

Since my 'mod' will be open source anyway I attached a zip with code excerpts. I hope I got everything relevant. The system file is of course not complete, but it works and still crashes the server at the same offset.

Attach file:


zip Iw07.zip Size: 10.28 KB; Hits: 33

Posted on: 8/28 20:49
Top
Re: Path crashes

Joined:
3/1 17:22
From Bavaria
Group:
Registered Users
Posts: 26
Offline
In the mean time, I found two other errors regarding this(one in MBases.ini and one in IW07.ini), but fixing them didn't solve my crash issues. So I tried out adoxas tool, which was kinda helpful, but I don't know what to make of the result.

Code:
2017-09-16 18:46:58.905: addr = 00000000, index = 0, count = 0
path = 2717801546 / lanehackers_01 (Hash)
dock = 2190817028 / Iw07_to_Iw06_gate (Hash)
dock = 2962190277 / Iw07_02_dock_ring (Hash)
dock = 2716942538 / Iw07_02_docking_fixture (Hash)
dock = 2385093322 / Iw07_03 (Hash)
dock = 2385074890 / Iw07_05 (Hash)
dock = 2921932490 / Iw07_06 (Hash)

2017-09-16 19:02:22.638: addr = 00000000, index = 0, count = 0
path = 2173775757 / co_khc_01 (Hash)
dock = 2709540928 / Iw07_to_Rh04_gate (Hash)
dock = 2962190277 / Iw07_02_dock_ring (Hash)
dock = 2716942538 / Iw07_02_docking_fixture (Hash)
dock = 2385093322 / Iw07_03 (Hash)
dock = 2921932490 / Iw07_06 (Hash)
dock = 2921922250 / Iw07_08 (Hash)

2017-09-16 19:15:49.936: addr = 00000000, index = 0, count = 0
path = 2168529806 / blood_dragons_01 (Hash)
dock = 2385103562 / Iw07_01 (Hash)
dock = 2962190277 / Iw07_02_dock_ring (Hash)
dock = 2716942538 / Iw07_02_docking_fixture (Hash)
dock = 2921932490 / Iw07_06 (Hash)


What doesn't make sense is that I get those crashes even if the factions are not hostile towards each other.

Attach file:


zip Iw07_2017_09_30.zip Size: 10.32 KB; Hits: 13

Posted on: 9/30 12:56
Top
Re: Path crashes
Home away from home
Joined:
2008/5/13 15:48
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 660
Offline
Maybe remove all those encounters
and then add them one by one.

This should atleast telly ya, which of those is crashing your stuff.

Posted on: 10/1 8:27
Open in new window
Top
Re: Path crashes

Joined:
3/1 17:22
From Bavaria
Group:
Registered Users
Posts: 26
Offline
Quote:

F!R wrote:
This should atleast telly ya, which of those is crashing your stuff.

Thats the nice part of adoxas tool, if you hook in the dll it prevents the crash and logs the path that would have crashed. Which is why I know that those three are the 'bad' ones.

What I don't know yet, is why they crash. I've looked over the code many times and found nothing wrong or different from the others that don't crash.

Posted on: 10/1 9:56
Top
Re: Path crashes

Joined:
3/1 17:22
From Bavaria
Group:
Registered Users
Posts: 26
Offline
So I'm pretty sure I found the solution in the old posts, thanks go to foxunit01. Contrary to my initial belief, it has got nothing to do with hostility of the spawned ships and the station.

As a rule of thumb, each faction that patrols to or from any base should be mentioned in the [MBase] entry of the station like this:
Code:
[BaseFaction]
faction = uv_xyz_grp
weight = 1
offers_missions = false


That sould stop the crashes. If you still get them, the tools from adoxa can help you find the culprit.

Posted on: 10/2 20:05
Top