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Jumpgate problems: This ones great.

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Post Sun May 11, 2003 5:33 am

Jumpgate problems: This ones great.

Hello all.

I have one jumpgate thats crashing out the game when used. Before I explain, let me show you my jumpgate code.

[Object
nickname = Li01_to_yo01
ids_name = 524294
pos = -43267, 0, -32810
rotate = 0, -135, 0
Archetype = jumpgate
msg_id_prefix = gcs_refer_system_li02
ids_info = 66145
jump_effect = jump_effect_bretonia
reputation = li_p_grp
behavior = NOTHING
difficulty_level = 1
goto = yo01, yo01_to_li01, gate_tunnel_bretonia
loadout = jumpgate_li_01
pilot = pilot_solar_easiest

[Object
nickname = yo01_to_Li01
ids_name = 524295
pos = -50000, 0, -50000
rotate = 0, -135, 0
Archetype = jumpgate
msg_id_prefix = gcs_refer_system_li01
ids_info = 66145
jump_effect = jump_effect_bretonia
reputation = li_p_grp
visit = 1
behavior = NOTHING
difficulty_level = 1
goto = Li01, Li01_to_yo01, gate_tunnel_bretonia
loadout = jumpgate_li_01
pilot = pilot_solar_easiest

This visited line from the first jumpgate was removed be me during my attempts to find a fix.

Here is the problem.

The Li01_to_yo01 jumpgate crashs when ever i jump to newyork where the jumpgate is, or when i get between 6k, 3k or press f3 from the newyork side. I have tried other jumpgates and all work. The yo01 side works fine. The li01 worked in my hostile universe mod v2 and i didnt change it until it started crashing, so something happened whilst ive been developing version 3 of my mod.

Now changed the loadout = jumpgate_li_01 to loadout = jumpgate_li_02 and that buys me 1 freetrip through the jumpgate before it starts crashing again. If i change it back to loadout = jumpgate_li_01 I get another free trip through the jumpgate before it starts crashing.

So the jumpgate does work once, not never twice.

I have had this problem before. Last time i had just added a new ship, this time I have added several new ships. So the problem may not be jumpgate related at all but is being triggered by jumpgates.

Any ideas ?

You have to admit, as far as bugs go this ones a good one lol.
None of this common stuff for me, my bugs have to be far out and weird. :/

Giskard

Post Sun May 11, 2003 6:06 am

Where's this happening in, MP or SP? n00b observation here, maybe try renaming the jumpgate?

" In Defeat, Malice; In Victory, Revenge[! "

Post Sun May 11, 2003 10:11 am

Why does your gate to yo01 have a gcs_refer_system_li02?

The jumpgate loadout tells FL which type and how many turrets to stick on your gate, hardly a candidate for crashing.

Since there's nothing else wrong with your code I'm inclined to say either yo01.ini or universe.ini is the real culprit here...

Post Sun May 11, 2003 11:27 am

well, the only real difference I see with my jumpgates is that the msg_id_prefix is not written with a capital for the system name like: msg_id_prefix = gcs_refer_system_Li06 in my case. Other things are written without a capital as well. But still, that shouldn't cause the problem.

Post Sun May 11, 2003 7:55 pm

Well, this happens in both single player and multiplayer.

The id msg line is used to determine what voice files are used when ships approach and say "i guess where not the only ones going to XXX system". As my system does not have any voice files, i use another systems. All the msg files work like this.

I agree with the loadout situation but after 6 hours of trying to figure out why this was not working I was pretty much ready to try anything and did so. Funny thing is, moving the jumpgate did make it more stable, eg i could get within 300k of it but it still crashed.

Also, if i waited for the AI to use the game first then went through it, worked, but if i turned around and went back through it without letting the AI go through first it crashed.

Im thinking that perhaps the game doesnt like people heavily testing jumpgates because these problems only seemed to start when i started to test to make sure the jumpgate worked prior to finishing up Version 3 of my mod.

I have seen this problem before and todate, nobody has replied to my older thread on this. So either im doing something nobody else is doing or this problem is only effecting me.

Giskard

Post Sun May 11, 2003 8:41 pm

You didnt give me alot of info to work with here so I'm just guessing but it looks like the problem could be with this entry msg_id_prefix = gcs_refer_system_li02
I think I should be this msg_id_prefix = gcs_refer_system_li01
Happy Hunting to all from Keith

[Object
nickname = Li01_to_yo01
ids_name = 524294
pos = -43267, 0, -32810
rotate = 0, -135, 0
Archetype = jumpgate
msg_id_prefix = gcs_refer_system_li01
ids_info = 66145
jump_effect = jump_effect_bretonia
reputation = li_p_grp
behavior = NOTHING
difficulty_level = 1
goto = yo01, yo01_to_li01, gate_tunnel_bretonia
loadout = jumpgate_li_01
pilot = pilot_solar_easiest



Edited by - BakedPotato on 14-05-2003 00:01:44

Post Mon May 12, 2003 1:11 am

Hi Keith.

To be honest keith, if I wrote down everything i tried the post would rival war and peace and I wouldnt get any replies lol :/

BTW i tried the msg id, even put it in caps and then low case. also tried the delete the auto and restart saves, got right down to creating a new character and leaving king to fight off the order to test the game. All caused crashes.

So i replaced the jumpgate with a jumphole and now it works.

This is a odd unexplained problem. Perhaps a bug in the game. Nothing seems to solve it once it starts happening. I even did a reinstall and copied the modded files over the top of that installed incase some file got changed that i had forgotten about.

All to no avail.

Somebody else will hit this problem im sure of it.
Its hit me twice now. I expect a certain B5 mod, or St mod maker will read this if the have not already because it seems to occure at odd intervals.

Shame I do not have a solution for future readers at this time.

BTW. Hostile Universe V3 has been released. All working.

Giskard

Edited by - giskard on 12-05-2003 02:11:12

Post Mon May 12, 2003 2:06 am

BTW.

Dont let my 6 hours trying to fix this prevent you guys from offering solutions. I may have missed something so mind numbing simple. Which is what im hoping for.

I found a work around for now but i'd still like to find a perminent solution to this.

Got your email keith.
Thanks for trying mate, no joy though.

giskard

Post Mon May 12, 2003 3:47 pm

I have this issue too. Same symptoms as prevous person. Here's what I can add:

I couldn't get my jump hole to work from NY system to my system (GQ01).

So I re-did it, and put the starting base for a new play IN my new system.

Enter the game, station works fine, but I launch to desktop. I believe the universe.ini IS the problem, but I can't for the life of me figure out why. Could location or IDS numbers cause desktop crashes? I have played around with both.

Post Mon May 12, 2003 4:02 pm

Is there a limit to the number of jumpgates and/or jumpholes? Wouldn't think so. Giz, now that the jumphole is working, can you add a new jumpgate (say, between the same two systems)?

.sig/ When testing I get testy, when smurfing I get smurfy...

Post Mon May 12, 2003 11:29 pm

You can add jumpholes in the same system like from manhattan to the badlands
Adding jumpholes makes it interesting when the police or that guy or girl you accidently launched a mine at starts hunting you down

Post Tue May 13, 2003 6:29 am

True enough Keith
I see youve done that too

I think this issue has been explained now in other bugs. I have seen several mods report similar errors and i believe I know whats happening. The game it self appears to be restoring settings to older states in some ini files. So far ive seen it tracking how many times ive visited a zone in my system inis, I've seen it reset prices in my goods ini and ive seen other inis lose data ive just added too.

If you change an existing item such a DLL entry and then launch the game, often the game will will mess up that entry even though the entry is ok. I have seen this happen lots of times. It appears to occure only when an existing items ini changes. The game attempts to restore its original settings.

All my problems happened after I've changed an existing item in Hostile Universe. New items do not appear to be a problem until those too are changed.

Also when switching between saves, the problem gets worse so ive started to use just the one save game for testing and resaving it at intervals to ensure the same remembers the changes.

I have had Version 3 of my mod ready 3 times and each time my final stage of testing proved fine, i reboot come back to the game and it wont work. This theory i have explained would appear to work for me and has thus far allowed me to mess around with a new system and new jumpgate without incident.

Once you load in a save or the game updates it self, an changes the game makes becomes perminent. Loading in new saves just means these changes have already taken place. I dont think its the saves them selves but I believe they contribute to it.

Im advising everybody to make a save game named after the mod they are using and stick to using that. I used my end of campaign save and saved and renamed it as testpilot originally. Now im sticking to using testpilot1 save and things are ok.

Giskard

Edited by - giskard on 14-05-2003 00:42:20

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