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There are currently 33 users playing Freelancer on 42 servers.
September. 28, 2021

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Re: Mod zum erhöhen der Lagerkapazität
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Hallo SWAT_OP-R8R,

herzlichen Dank für Deine nette Antwort
Echt coole Idee. ich werde es mal ausprobieren

Danke und Gruß
Boomer

Posted on: 9/3 10:28
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Re: Modded Game Crashing Pre-Menu
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Quote:
Code:
E:\FL\Scratch\Source\RPCLocal\RPCServer.cpp(62) : *** ERROR: Connect - failed to LoadLibrary(server.dll)

Well there's your problem - you have no EXE\server.dll. Heaven knows what else is missing, then, do a fresh install.

Posted on: 9/3 1:07
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Re: New Multiplayer Character - Faction Selection

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I spent weeks taking apart ProcyonHook to the best of my ability. I managed to figure out how their client side packaging system worked, how their UI hooked into the multiplayer menu, and how it connected to the server. They mostly used vanilla features that were just disabled, but with excessive amount of assembly in order to get it working - or at least as far as I could tell.

Posted on: 9/2 23:53
Way too ambitious for his own good.
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Re: New Multiplayer Character - Faction Selection
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Thanks for the pointer!

I was able to find ProcyonHook 1.45, and saw the modified page_charactercreate.page, but I guess that function integrated too heavily with their server software to be able to be easily reused. I guess I'll have to make due with restarts or rephacks for now

Posted on: 9/2 22:23
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Re: Modded Game Crashing Pre-Menu
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Quote:

SWAT_OP-R8R wrote:
then more info is required

I'm unsure what other info I have to provide at the moment. Originally there were several other significant errors FLScanII was picking up, but I managed to track down their causes and fix them, so what's been talked about on this thread is more or less all i've got to work with right now.

Edit: Also, I have discovered the cause of the error (thought it was the leftover files from another mod in my file backup that I missed previously, but it really was the MultiUniverse entry in universe.ini not naturally needing a file directory - adding one but leaving it blank removes the error), so now i'm just down to whatever's in FLSpew for whatever's causing my crash.

Posted on: 9/2 18:34
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Re: New Multiplayer Character - Faction Selection
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FLHook can indeed do /restart but not this.
I don't think Disco ever did this, I recall we discussed it at some point but it'd required some client hooking skill we no longer have.
Procyon had it I think.

Posted on: 9/2 18:24
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Re: New Multiplayer Character - Faction Selection
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Do you mean the /restart command? I remember there being an proper picker UI on the "New Character" Screen (see image). Freeworlds: Tides of War had this and I could have sworn disco did as well at some point, though it doesn't seem to anymore.

Attach file:



jpg  faction-select.jpg (78.03 KB)
48380_613107f27e6fa.jpg 632X518 px

Posted on: 9/2 18:22
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Re: Modded Game Crashing Pre-Menu
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then more info is required

Posted on: 9/2 16:52
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Re: Modded Game Crashing Pre-Menu
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Quote:

You should double check that. When being launched, FL automatically creates a savegame if there is none. If you did changes to the modded content since that happened it still might be possible that such an incompatibility is the cause.

I tried renaming the entire Accts folder at one point to force the generation of a new one, and I still got a crash. I don't think the saves are the problem, or at least not the root issue.

Posted on: 9/2 16:37
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Re: Modded Game Crashing Pre-Menu
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Quote:

The mod presently doesn't have any save files attached to it and still crashes out, though thanks to how the Mod Manager handles seperating modded files, they're still there in a split off folder.


You should double check that. When being launched, FL automatically creates a savegame if there is none. If you did changes to the modded content since that happened it still might be possible that such an incompatibility is the cause.

Posted on: 9/2 16:33
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Re: Modded Game Crashing Pre-Menu
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Quote:

Yeah, that would do it.

As for your crash, could it be an intro? Nothing in the spew?

If that's what's causing the fatal error, that might not be the cause of the crash, given I feel like i'd had MultiUniverse integrated for a while before the crashes started.

As for the spew, I did find this. Not sure why this line didn't stand out to me before when I looked since this seems like something that'd cause a crash:

Code:
E:\FL\Scratch\Source\RPCLocal\RPCServer.cpp(62) : *** ERROR: Connect - failed to LoadLibrary(server.dll)
E:\FL\Scratch\Source\DALib\DALib.cpp(376) : WARNING:General:******* DA SYSTEM: trailing references *******
E:\FL\Scratch\Source\DALib\DALib.cpp(376) : WARNING:General:******* DA SYSTEM: trailing references *******

Posted on: 9/2 16:30
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Re: Modded Game Crashing Pre-Menu
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Quote:

I have MultiUniverse as part of my mod files. Would its region entries in the Universe.ini not having a file directory trigger the error?

Yeah, that would do it.

As for your crash, could it be an intro? Nothing in the spew?

Posted on: 9/2 15:38
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Re: Modded Game Crashing Pre-Menu
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Quote:

adoxa wrote:
DATA\UNIVERSE\universe.ini has a [system] without a file = ....

I have MultiUniverse as part of my mod files. Would its region entries in the Universe.ini not having a file directory trigger the error?

Quote:

SWAT_OP-R8R wrote:
Putting aside that this clearly is an error I have my doubts that it can explain the crash at this early point.
FL seems to load the system files at a later point.

It's pretty hard to tell what causes such a crash without further info but the vast amount of crashes at this specific point are related to savegames being no longer compatible with the modded files. It would be worth a try to rename the savegame folder and try to load the game then.

I read the issue with save files somewhere before, I think, and tried that. The mod presently doesn't have any save files attached to it and still crashes out, though thanks to how the Mod Manager handles seperating modded files, they're still there in a split off folder.

Posted on: 9/2 14:30
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Re: New Multiplayer Character - Faction Selection
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It was first done with a server tool called FLshell that allowed such alternate start conditions in its settings.
I think there are FLhook plugins which can do the same.

Posted on: 9/2 12:46
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Re: Mod zum erhöhen der Lagerkapazität
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Ist bestenfalls mittels plugins machbar.

Oder wenn man dem Schiff generell eine hohe Kapazität gibt und diese dann aber durch "Volume" von vorinstallierten Equipment wieder wegrechnet.
zb. 400 Laderaum - ein Schild der 300 Laderaum verbraucht = 100.
Wird der Schild ersetzt durch einen der keinen Laderaum verbraucht hat man dadurch über Umwege eine Art Erweiterung des Laderaums erreicht.
Funktioniert allerdings nur bedingt da FL immer die 400 Max. Kapazität anzeigen wird für das Schiff. Wäre also nur eine Notlösung.

Posted on: 9/2 12:39
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