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Help Needed - System Modding Shortest Paths

The general place to discuss MOD''ing Freelancer!

Post Sun Jan 25, 2004 5:01 pm

Help Needed - System Modding Shortest Paths

To Anyone...

I have done my homework... Read through the tutorials, searched the forums... yada yada....

That being said... Please help me accomplish this...

I've built a system.... one that has jumpholes to many other systems... many... Ok... the system itself, which contains only jumpholes, and it works perfect, on both ends, to & from every system it goes to.... Now my purpose behind this system is such that I dont want it ever factor'd in to the Nav Map's paths, and literally want it *hidden* from the Navigation Computer period.

My problem is:

Starting a Fresh server, creating a new charecter, I open my Nav Map, and point it from New York to Anywhere.... Tell it to "Set Waypoint" on a destination outside New York, and it immediately crashes the server.

Assumingly, its because I didn't get the additional routes I created via my two new systems "Masked" from the Nav Computer. And since the new shortest path would be through my new systems, to and from pretty much anywhere, the game is crashing, without having time to report errors to the error log btw... anytime I try and use the nav computer to go to and from any "default" system... i.e. NY to anywhere the default game would allow you to go/see from start.

Here's some stuff out of my config:
-------------------------------------------------------

UNIVERSE.INI
-> all default except adding these for my two new systems.

[system
nickname = hs01
file = systems\hs01\hs01.ini
pos = -1, 5
visit = 128
strid_name = 524288
ids_info = 524289
NavMapScale = 1.8
msg_id_prefix = gcs_refer_system_hs01

[system
nickname = hs02
file = systems\hs02\hs02.ini
pos = 16, 5
visit = 128
strid_name = 524288
ids_info = 524289
NavMapScale = 1.8
msg_id_prefix = gcs_refer_system_hs02

-------------------------------------------------------

SYSTEMS_SHORTEST_PATH.INI

--> Tried this section with & without the below
--> This is because I have a jumphole between the two systems
--> That each have similar holes to quite a few areas

[SystemConnections
Path = hs01, hs02, hs01, hs02
Path = hs01, hs01, hs01

[SystemConnections
Path = hs02, hs01, hs02, hs01
Path = hs02, hs02, hs02

-------------------------------------------------------

SHORTEST_ILLEGAL_PATH.INI

--> From what I understand this most likely isnt required
--> but I have tried it with and without the below

[SystemConnections
Path = hs01, hs02, hs01, hs02
Path = hs01, hs01, hs01

[SystemConnections
Path = hs02, hs01, hs02, hs01
Path = hs02, hs02, hs02

-------------------------------------------------------

Li01.ini

->Here's my code in New York to go to each of the new systems
->*NOTE* When I remark out both holes to my new systems
->Everything works perfect... Because the game can't factor the paths
->In that system at that time.

[Object
nickname = Li01_to_hs01_hole
ids_name = 524290
pos = -35000, 0, -35000
rotate = 0, 0, 0
archetype = jumphole
msg_id_prefix = ignore
ids_info = 66146
jump_effect = jump_effect_hole
behavior = NOTHING
visit = 128
goto = hs01, hs01_to_Li01_hole, gate_tunnel_bretonia

[Object
nickname = Li01_to_hs02_hole
ids_name = 524290
pos = 38000, 0, 38000
rotate = 0, 0, 0
archetype = jumphole
msg_id_prefix = ignore
ids_info = 66146
jump_effect = jump_effect_hole
behavior = NOTHING
visit = 128
goto = hs02, hs02_to_Li01_hole, gate_tunnel_bretonia

----------------------------------------------------------------

hs01.ini
->Just including the liberty hole, but all other holes in here work fine too

[SystemInfo
name = hs01
space_color = 106, 0, 0
local_faction = fc_n_grp

...cliped...

[Object
nickname = hs01_to_li01_hole
ids_name = 260622
pos = -6250, 0, 0
rotate = 0, 0, 0
archetype = jumphole
msg_id_prefix = ignore
ids_info = 66146
jump_effect = jump_effect_hole
behavior = NOTHING
visit = 1
goto = li01, li01_to_hs01_hole, gate_tunnel_bretonia

...clipped.... several other working holes

---------------------------------------------------------------

Ok, so I understand the (3) shortest_path .ini's... or at least I think I do.. I could probably go through those files, and make it work, to factor correctly, prefering my two new system and their holes cuz it's uber quick. But I dont want it to, and purposely left my two systems out of every other system's sections.

Please help me.

humbleThC
The humble Crew

Edited by - humble on 1/25/2004 5:11:52 PM

Post Sun Jan 25, 2004 8:14 pm

Did you alter the existing systems shortest paths.ini files (all three of them) at all? Did you add anything else to NY? does the jumpholes have zones?

Also - are both server and client modded?

Have you ever travelled to this system? (cause it needs systems_shortest_path.ini entries to just get there).

What you have their will NOT mean that it registers your new systems as shorter. How would it? You haven't told it yet. You should have a link at LEAST for path = hs01, li01, hs01, li01 (or whatever your systems name was)

and then add one in the NY entry to......
path = li01, hs01, li01, hs01

Do that for all three systems_path files.

Then see what happens. IF you have haven't told it where the system is and what its connected to (in the files for shortest path) then it doesn't know that its shorter - also, trying to travel to those systems from NY should crash you as well without those lines

Post Sun Jan 25, 2004 8:33 pm

Firstly, Thanks for the quick reply and professionality of your helpful service.

Did you alter the existing systems shortest paths.ini files (all three of them) at all? Did you add anything else to NY? does the jumpholes have zones?
---> Only the lines I altered are the ones I listed above which were added

Also - are both server and client modded?
--> Ya local server/client same box, using FLMM 1.2.1.b9

Have you ever travelled to this system? (cause it needs systems_shortest_path.ini entries to just get there).
--> Yes & No... I have traveled to my system I added, and out from there to everywhere manually..... And no, in that i tried starting with brand new char.. just the ability to go to several various systems from my new system, seems to mess up nav.

What you have their will NOT mean that it registers your new systems as shorter. How would it? You haven't told it yet. You should have a link at LEAST for path = hs01, li01, hs01, li01 (or whatever your systems name was)
-->I agree I didn't want it to register my path as shortest, i dont want it to register my path at all.... Yes I have tried adding that path, and one just like it for every system my system links to... and under each of those systems, added the similar line but from the source system perspective.

and then add one in the NY entry to......
path = li01, hs01, li01, hs01
--> yep just like that

Do that for all three systems_path files.
--> including legal? Because my implementation is only holes on all ends.

Then see what happens. IF you have haven't told it where the system is and what its connected to (in the files for shortest path) then it doesn't know that its shorter - also, trying to travel to those systems from NY should crash you as well without those lines
--> But the weird thing there is it doesnt.... Like I said above, I tried with the just the entries for hs01 to hs02 and vice versus, and tried without em, not modifying anything in the 3 system path files, and still had full functionality to/from all my holes/systems... again.. just couldnt use nav map, for default functionality to calculate gates, between known home systems, on a new char.

--> And even when I do have shortest_paths_illegal with entries under every system , and my system, following syntax I have checked on too many occasions to still have fat finger'd anything




Edited by - humble on 1/25/2004 8:40:26 PM

Post Sun Jan 25, 2004 8:51 pm

systems_shortest_path.ini
---------------------------------------------------------------------
[SystemConnections
Path = Li01, Li01, Li01
...clipped...
Path = Li01, hs01, Li01, hs01
Path = Li01, hs02, Li01, hs02

[SystemConnections
Path = Li03, Hi01, Li03, Iw06, Ku02, Ku03, Bw08, Ew01, Hi01
Path = Li03, Li01, Li03, Li01
Path = Li03, Li03, Li03
...clipped...
Path = Li03, hs01, Li03, hs01
Path = Li03, hs02, Li03, hs02

[SystemConnections
Path = hs01, hs02, hs01, hs02
Path = hs01, hs01, hs01
Path = hs01, Li01, hs01, Li01
Path = hs01, Li03, hs01, Li03

[SystemConnections
Path = hs02, hs01, hs02, hs01
Path = hs02, hs02, hs02
Path = hs02, Li01, hs02, Li01
Path = hs02, Li03, hs02, Li03


system_illegal_path.ini
-------------------------------------------
literally no different cept the non clipped parts, which dont pertain.


And all i'm trying to do, with a brand new char each time, is hit F6, point to some random space in Colorado, click set waypoint, and it immediately crashes the server, and for the love of god I do not want to send microsoft an error report each time



Again, thx much for the help!

Edited by - humble on 1/25/2004 8:55:05 PM

Post Mon Jan 26, 2004 5:19 am

Do you crash if you plot a point to inside Manhatten (am getting at whether it crashes when you open the nav map), or when you are IN california and looking at nav map. Find out - try it, go to california FIRST then OPEN the nav map and plot a point to the planet. Do the same for NY too - start, launch, plot a point for west point. Try plotting a point FROM cali TO NY! Do you crash on each one?


Have you put anything else in the system?

Basically - you need to do some debugging. Go into the files for NY and other already existant systems, and comment out the jumphole links - or ANYTHING to do with the new systems, in fact ANYTHING that you have put in AT ALL - so its basically back to the original (comment out means that at the start of each line in an entry you put a semi colon like this:

[Zone
nickname = whatever
pos =
archetype =
rotation =

would become

;[Zone
;nickname = whatever
;pos =
;archetype =

)

Once you have done that - then try again - see if you still crash. If you do - then hope that you have built the mod in FLMM to make this quicck - and reinstall FL then try again (without mod running). Once you have it working correctly, then you can go from their. Add your jumpholes - do you still crash? Cause if you do - its somethign to do with your additions there (ie - the jumphole itself) - so put it in another system. Keep on doing this till you get to a point where changing ONE thing makes the crash.
By the way, things can happen that are deceptive. I used to crash when trying to dock with a tradelane - it was NOTHING to do with tradelanes, but encounters at the other end/sides - so it might appear to be something - but really be others. Certain actions seem to trigger encuonters - and opening nav map might be one (i aint got a clue really). Just like entering/exiting tradelanes, jumpgates, bases., cruise. All seem to have a slight effect on encounters as well - so have you done anything to encounters in any areas? Fiddled wiht more than just hte system files?
Have you actually been in your systems to check they work?

Post Mon Jan 26, 2004 6:05 am

When I comment out both holes in NY, which are the only code modifications I have made to li01.ini at all... Yes, it does work fine... both inside and outside the current system.

When I have just the two holes, the nav map works fine internally, just immediately crashes if I try and plot a out of system nav path.

And ya, i've been in both of the systems I added, I can travel to/from all my jumpholes in both new systems... to and from any hole they connect to .. and in each system I go to, I can use the local nav map/waypoints fine....

I'm probably gonna package a mini-mod just containing exactly what I believe to be good code, and let ya take a quick peek, if you dont mind... I'll make it simple.

Post Mon Jan 26, 2004 7:19 am

aye, i think i can take time off for a peek - send it to [email protected] - and will take a peek when i have time. You might not get a reply for a day or two (i have alot on), but i will have a look

Post Tue Jan 27, 2004 8:20 pm

Didn't get around to packing up anything for you to look at, but I think I might have found the problem, just about to do some testing to see.... I think the problem was I had too many jump(holes/gates) in my new systems... and that in of itself, was breaking the inter-system capabilities of the Navigation Computer regardless of the shortest paths.*


Also, I have look @ your evolutions mod readme, and saw you had these known errors (that I also encounter and fixed in my testing)...

*** ERROR: ArchDB::Get(0x9eff8ecd) failed. ID=-1627418931
*** ERROR: ArchDB::Get(0x93b80cc2) failed. ID=-1816654654

Yea, I too tracked them down to bots & bats... and for the LIFE of me couldnt figure out why these two kept failing because the syntax for those two items and their loot was identical to several other working non-errored versions.

Anyways... I'm assuming its some random space, or invalid charecter in your line, cuz if you just replace your...

REPLACE: (in misc_equip.ini)
------------
[ShieldBattery
nickname = ge_s_battery_01
ids_name = 263748
ids_info = 264748
volume = 0.000000
mass = 10
hit_pts = 300
loot_appearance = ge_s_battery_01_loot
units_per_container = 15
lootable = true

[LootCrate
nickname = ge_s_battery_01_loot
DA_archetype = equipment\models\commodities\crates\crate_grey.3db
LODranges = 0, 50, 150
hit_pts = 250
mass = 10
explosion_arch = debris_normal

[RepairKit
nickname = ge_s_repair_01
ids_name = 263746
ids_info = 264746
volume = 0.000000
mass = 10
hit_pts = 600
loot_appearance = ge_s_repair_01_loot
units_per_container = 15
lootable = true

[LootCrate
nickname = ge_s_repair_01_loot
DA_archetype = equipment\models\commodities\crates\crate_grey.3db
LODranges = 0, 50, 150
hit_pts = 250
mass = 10
explosion_arch = debris_normal

-------------------
WITH:
-------------------
[LootCrate
nickname = ge_s_battery_01_loot
DA_archetype = equipment\models\commodities\crates\crate_grey.3db
LODranges = 0, 50, 150
hit_pts = 250
mass = 10
explosion_arch = debris_normal

[ShieldBattery
nickname = ge_s_battery_01
ids_name = 263748
ids_info = 264748
volume = 0.000000
mass = 10
hit_pts = 300
loot_appearance = ge_s_battery_01_loot
units_per_container = 15
lootable = true

[LootCrate
nickname = ge_s_repair_01_loot
DA_archetype = equipment\models\commodities\crates\crate_grey.3db
LODranges = 0, 50, 150
hit_pts = 250
mass = 10
explosion_arch = debris_normal

[RepairKit
nickname = ge_s_repair_01
ids_name = 263746
ids_info = 264746
volume = 0.000000
mass = 10
hit_pts = 600
loot_appearance = ge_s_repair_01_loot
units_per_container = 15
lootable = true


Also, i dont know if your current text editor supports "trimming trailing spaces on file save", but I highly recommend getting one that does, and after you edit a bunch of files however you do, go back and open/save-as each of the files over themselves, to truncate any additional spaces... This is extremely helpfull for alot of the copy/pastes from various wepsites/docs/tutorials, in which the web formatting where additional spaces get added after many if not all lines you paste in.




humbleThC
The humble Crew

Post Wed Jan 28, 2004 4:00 am

Actaully those two errors are to do with the no cd patch i think. It occurs when i use 1.28 and 1.27 version, but NOT if i use a clean version.

The nano bot and shield bat bug i have fixed, it was nothing more than just order.......as in, my entries were exactly identical to the originals, but i copied the orginals entries back over mine and it got rid of the warnings. Seeing as those warnings were popping up whenever a shield bat or nano bot dropped something, you can imagine the amount of errors that a server threw up when 15 players were shooting the crap out of the AI!!!

*edit* - lol, i just read the rest of your post - and see you did the same as me

Edited by - Chips on 1/28/2004 4:01:36 AM

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