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There are currently 35 users playing Freelancer on 42 servers.
December. 5, 2020
The Starport Forum Index > All Posts (Cpt_Rei_Fukai)

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Re: A noob has tried all that he can
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Your code looks okay, but it seems you went over the maximum tradelane limit, see:

http://the-starport.net/modules/newbb ... t_id=60928#forumpost60928

As for the scanner, did you try FLScanII?

Posted on: 2017/10/26 19:50
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Re: Path crashes
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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: 2017/10/2 20:05
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Re: Can't Multiplayer- no account ID
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Let me confirm: You have installed the official Freelancer 1.1 Patch?

The ID is generated by Freelancer\Exe\myflaccountid.hta .
Try Running it to crate your ID

Posted on: 2017/10/2 15:57
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Re: Path crashes
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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: 2017/10/1 9:56
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Re: Path crashes
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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: 94

Posted on: 2017/9/30 12:56
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Re: Crash Offsets
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Server crash in Content.dll at 000db0f1:
It happens when you try to spawn a patrol encounter inside of a population zone that is not a patrol path.

Posted on: 2017/9/16 12:33
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Re: Path crashes
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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: 113

Posted on: 2017/8/28 20:49
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Re: Station textures not visible
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Works on my machine

Minor Errors I've found:
-The texture is called tga but is actually a dds
-If the model consists only of one group it should be a .3db
Major Error:
-The Hardpoint node is empty. Use UTF-Editor or the XML-Project to delete the Hardpoint Node/add Hardpoints. After that you should be able to see it ingame like in my picture.

Attach file:



jpg  babylon_station.jpg (105.26 KB)
46303_59a46f115f31e.jpg 501X367 px

Posted on: 2017/8/28 20:29
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Re: Path crashes
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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: 2017/8/25 8:44
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Path crashes
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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: 2017/8/20 17:52
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Re: "Technical" use of the WeaponModDB-Entries in FL
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It is not only a damage reduction, it is possible to create a weapon that deals bonus damage against certain shield types, like in the example I put in the wiki.

Posted on: 2017/8/17 21:13
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Re: "Technical" use of the WeaponModDB-Entries in FL
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I have written a wiki article on this topic two months ago, I hope it covers all your questions, if not, then don't hesitate to ask:

weaponmoddb.ini

This is only based on my observations, I didn't look at the code.

Posted on: 2017/8/16 21:45
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Re: Librelancer 2017.03
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Well, the physics in Freelancer are a lot like flying an airplane rather than a ship in space.
That means that every force has a counter force and that's why you stop if you turn off your engine (not engine kill!).
So the standard physic equations for speed, distance and acceleration, etc. apply to FL.

I've added some info regarding engines and thrusters to the wiki, so head over if you got any questions. I'll write something on ship handling in the next weeks.

Posted on: 2017/6/28 18:35
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Re: UTF Editor
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I'm not sure I understand your question correctly. Does Freelancer display the textures correctly and UTF-Editor doesn't? And what do you mean by it shows no color, is the model displayed completely white or what?

Posted on: 2017/6/25 21:09
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Re: Crash Offsets
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Crash in Common.dll at 000f20e3

It happened because of bad thruster model, which for some reason doesn't appear mounted on the ship(I've yet to find out why).
If your ship gets gets destroyed, FL will try to destroy the thruster and crash. This will probably happen with other equipment, too.

Posted on: 2017/6/10 20:45
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