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

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Who's Online
126 user(s) are online (89 user(s) are browsing Forum)

Members: 0
Guests: 126

more...
Collapse/Expand Donations
Monthly costs: -30€
Income (ads): +5€
Donations (last month): +0€

Current balance: 55€
(last updated 04/2021)

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

Thanks!
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 88 users playing Freelancer on 46 servers.
June. 9, 2023

Browsing this Thread:   1 Anonymous Users



 Bottom   Previous Topic   Next Topic  Register To Post



Patrol Routes Causing Crash? (Solved)
Not too shy to talk
Joined:
2020/5/29 17:34
Group:
Registered Users
Posts: 64
Offline
I've been gradually implementing patrol routes into the star system i'm building to get used to modding, but i've run into an error, specifically a recurring crash, that I can't see a specific cause for on either FLSpew or FLScanII.

This is my system:
Open in new window
































Whenever I get close to the planet in the middle left of the system, the game flickers to a black screen then closes, which i've seen before when the game's run into certain errors (usually when it couldn't find something).

I'm pretty sure it's being caused by the vertical route passing behind the planet, as the diagonal route above it (where the player icon currently is on the screenshot) had patrols along it fine before the vertical was added in, as were the other patrol routes and everything else in the system as I far as I could tell.

I can't find anything in the zone block for the vertical that makes it that different from the others (and i'll share all of them if people ask to take a look), or any patrol encounter references that would seem to be alluding to archetypes that aren't there, so i'm kind of stumped.

Posted on: 2020/6/5 14:04
Top
Re: Patrol Routes Causing Crash?
Home away from home
Joined:
2010/2/17 20:45
From Germany
Group:
Registered Users
Senior Members
Posts: 512
Offline
Is this running on a server or singleplayer?
Patrol routes do need the following conditions met:
- Each end point must be a dockable location NPCs can spawn or disappear to.
- If the endpoint is a base, the mbase factions must contain the patrolling NPC faction.
Make sure if jumpholes or gates are the endpoints that the NPC faction is allowed to dock at them.

Posted on: 2020/6/5 22:41
How to create .SUR files - Tutorial
Top
Re: Patrol Routes Causing Crash?
Not too shy to talk
Joined:
2020/5/29 17:34
Group:
Registered Users
Posts: 64
Offline
Quote:

Skotty. wrote:
Is this running on a server or singleplayer?
Patrol routes do need the following conditions met:
- Each end point must be a dockable location NPCs can spawn or disappear to.
- If the endpoint is a base, the mbase factions must contain the patrolling NPC faction.
Make sure if jumpholes or gates are the endpoints that the NPC faction is allowed to dock at them.

This might be the problem, then. The end of the route currently ends on open space.

If I implemented the rest of my patrol route objects, which as far as i'm aware has all ends either intersecting with a base, hole or another route object, would that likely stop the crash?

Posted on: 2020/6/6 1:29
Top
Re: Patrol Routes Causing Crash?
Home away from home
Joined:
2010/2/17 20:45
From Germany
Group:
Registered Users
Senior Members
Posts: 512
Offline
Yes. The game has a set range of I think 1 or 2 k at the end of the routes that a dockable object must be within range. Otherwise it will crash.

Posted on: 2020/6/6 1:32
How to create .SUR files - Tutorial
Top
Re: Patrol Routes Causing Crash?
Not too shy to talk
Joined:
2020/5/29 17:34
Group:
Registered Users
Posts: 64
Offline
Still having a crash problem, though now that i'm examining it again I think it might also be being caused by my labeling patrol paths incorrectly (hadn't realized it wasn't arbitrary and they're actually grouped for a reason, which was stupid of me).

Thank you, though. This was definitely one half of the problem.

Posted on: 2020/6/6 11:41
Top
Re: Patrol Routes Causing Crash?
Home away from home
Joined:
2008/5/21 19:32
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 965
Offline
Might also be the encounters themselves. If they're not set up properly that can cause what you describe. Create the patrol path but leave out the encounters, then add in each encounter until the crashes resume. If the crashes resume after adding the first encounter it's either the patrol path itself (see advice in above posts) or the encounter. If the crashes don't resume until a later encounter is added it may be that last added encounter.

Posted on: 2020/6/6 15:05
Gun control is like fighting drunk driving by making it harder for sober people to buy a car...
Top
Re: Patrol Routes Causing Crash?
Not too shy to talk
Joined:
2020/5/29 17:34
Group:
Registered Users
Posts: 64
Offline
Quote:

robocop wrote:
Might also be the encounters themselves. If they're not set up properly that can cause what you describe. Create the patrol path but leave out the encounters, then add in each encounter until the crashes resume. If the crashes resume after adding the first encounter it's either the patrol path itself (see advice in above posts) or the encounter. If the crashes don't resume until a later encounter is added it may be that last added encounter.

I have also been getting crashes related to encounters, as it happens, but it's generally been because i've forgotten to insert a reference to the encounter archetype required at the start of the system ini.

Right now, though, everything seems to be working fine.

Posted on: 2020/6/6 15:26
Top