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The Glock Challenge: Wasabe won!

The general place to discuss MOD''ing Freelancer!

Post Mon Jun 07, 2004 12:15 pm

The Glock Challenge: Wasabe won!

Update: Wasabe won the contest! Cheers my friend
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Lancers Reactor Modders Contest

ATTENTION ALL MODDERS!

We are announcing the first Lancers Reactor Modders Contest. The prize? You will be publicly acknowledged as "The Greatest Freelancer Modder in the Entire Universe" . All will bow before you! Furthermore, thanks to Bargib's generosity, the winner will receive a Freelancer shirt, mousepad and a strategy guide! - damn, i wouldn't mind that myself!!

How to win: Many people have worked on finding and fixing the bugs in the original Freelancer game. The current version of the Freelancer SDK contains most of these fixes. But there is one last bug that no one, so far has been able to fix. If you can fix it and publish the fix so that others can verify that it works, YOU WIN!

What's the bug we are looking for? Here's how to see it. You must run a Client and Server at the same time, either on one or two machines so you can see the console view of the Server . Use the standard unmodified Freelancer in Multiplayer mode and create a character. Then simply take a mission at Manhattan that involves a base or other static object. When you arrive at the area and the base or weapons platforms spawn, you will see one red console error for each object spawned. This error will indicate a failure to find archetype. The object will appear but will not be able to fire at you. One Modder has figured out a way to make the bases and weapons fire missiles, but so far no luck on guns, and the errors still appear.

So who is the "The Greatest Freelancer Modder in the Entire Universe"? Find the bug and publish the fix. Show us who's boss!

Additionally, some may work solo - those with experience in modding of Freelancer. Others, like the newer modders, might like to work cooperatively together, to solve the issue. Each up to their own of course, but working together will bring many advantages..............but also many problems

There we go folks, thanks to Glock, backed by Bargib, there is not only a worthy challenge for you all, but also a damned good prize.

Good luck, and all the best

Chips

p.s - if anyone needs help with some problem, you can feel free to post to ask questions, but know that the answers you may get will also been seen by others - so if you need help from more experienced modders, you might also give the knowledge to others as well.....bit of a catch22 situation.

Please do NOT email me with questions, cause although that sounds very big headed, i do get ALOT of modding emails asking for me to teach people, and simply put - there isn't enough time in the day to answer them all, so i answer NONE!!.

Once more - good luck

Edited by - Chips on 6/7/2004 1:18:36 PM

Edited by - Eraser on 6/9/2004 1:43:30 AM

Post Mon Jun 07, 2004 12:50 pm

By the way, a thought for anyone trying, as this is the basic FIRST thing you should do.

Try this with Vanilla FL - without the SDK. Does it happen? Do you get the errors? If you do, then obviously you are looking at a game error, if you don't, its most likely cause is to be a bini decoding error.

Narrow it down to file where error is contained.

Copy several files to make backups - like the solar, and also the loadouts for them. Then, install the sdk, but put one of the original un-decrypted files back in instead, and try that. Do you see any errors? if you do, then its probabily not that file (this is based on the premise that it doesn't occur with Vanilla FL (Totally untouched FL that means). Do the same for other files, do you get the errors or not? Do a reinstall, but now try the other way round, put the SDK file of ONE type to reaplce the originals and then see if the errors appear. Narrow the errors down to ONE file (this will ONLY work IF the original game wihtou the SDK gives no errors of course )

Post Mon Jun 07, 2004 4:48 pm

Well, since this is something that has intrigued me for a long time, I thought I'd give it another shot.

I do know how to fix the flserver errors - but as of yet, I still can't get the stations and weapon's platforms to shoot back.

So what does it take to win - both the errors gone AND get them to fire back, or just the errors gone?

Post Mon Jun 07, 2004 6:50 pm

quote from Glock:

The contest will be won when the red errors no longer appear.


To make the red errors go away:

Open up solararch.ini AND shiparch.ini. In the solararch.ini file, copy the enteries for rm_depot, small_wplatform, rm_space_freeport01, wplatform, rm_miningbase_small_ice, rm_space_police01, and all the other solars that are generated in missions. Paste those enteries into your shiparch.ini file. Then, change each entry for [Solar to [Ship. Voila, no more errors! So your result will look like this in your shiparch.in file:

[Ship
nickname = rm_depot
ids_name = 329682
ids_info = 329682
type = MISSION_SATELLITE
DA_archetype = solar\dockable\depot_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 800, 1200, 2000, 15000
mass = 10000.000000
solar_radius = 300
destructible = true
explosion_arch = explosion_pirate_depot
hit_pts = 4800
fuse = pirate_base_explode_fuse, 0.000000, 1

Everything works exactly the same, but there are no more red errors in flserver.

However, I cannot get the stations to fire back at me, that part still has me stumped. I tried Anton's solution, but it did not work for me, plus I don't want to have defensive solars, I want to have just the 1 main solar firing back at me.

Anyways, does this mean I win the contest?

- Wasabe

Post Mon Jun 07, 2004 10:55 pm

Put your loadouts in the loadouts.ini inside the ships folder then - see if that works. It will need a loadout in there instead. You may need to change the odd thing though - ensure its got a power plant etc, and also check that the archetype lines are correct etc and more.

Great stuff dude - fire that email to BP and Glock. If this works as well, you have got yourself a T-Shirt and Mouse mat . Get a camera out, the peeps demand pictures



Edited by - Chips on 6/7/2004 11:56:57 PM

Post Mon Jun 07, 2004 11:49 pm

I'm testing this right now.
I've added gun statements in shiparch to see if the guns will then fire but even if they don't, if this eliminates the error, this guy wins.

Judge Glock36
Chief Magistrate, District of Insomnia
Asylum 51

Post Tue Jun 08, 2004 12:27 am

After several variations on this theme, I found that all of them crashed the server on startup with one failure to get archtype error.

I tried just as instructed, then I put duplicate loadouts in the shiparch loadouts file, then i tried renaming their nicknames in shiparch and renaming the corresponding archetypes in KillableSolars.ini. Then I removed the gun statements that I had added. All did not work.



Judge Glock36
Chief Magistrate, District of Insomnia
Asylum 51

Post Tue Jun 08, 2004 4:34 am


I tried just as instructed, then I put duplicate loadouts in the shiparch loadouts file, then i tried renaming their nicknames in shiparch and renaming the corresponding archetypes in KillableSolars.ini. Then I removed the gun statements that I had added. All did not work.


I guess I'm not sure what you mean? Try doing it without messing with the loadouts at all. Only add the enteries into the shiparch.ini file - that's all that's needed to make the errors go away. I'll email you a shiparch.ini file that will clear up the errors in flserver.

- Wasabe

Post Tue Jun 08, 2004 5:10 am

Guess it's too late to start now Good job anyway, that was pretty damn quick

Post Tue Jun 08, 2004 5:54 am

Here is the complete code that needs to be added to the end of the shiparch.ini file. Remember to close the brackets.


[Ship
nickname = wplatform
LODranges = 0, 200, 400, 4000
ids_name = 261164
ids_info = 66171
type = WEAPONS_PLATFORM
DA_archetype = solar\misc\weapons_platform_lod.cmp
material_library = solar\Solar_mat_dockable03.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 10000.000000
loadout = weapon_platform
solar_radius = 300
shape_name = NAV_weaponplatform
destructible = true
explosion_arch = explosion_wplatform
hit_pts = 1600

[Ship
nickname = small_wplatform
LODranges = 0, 200, 500, 1000, 1800
ids_name = 261164
ids_info = 66171
type = WEAPONS_PLATFORM
DA_archetype = solar\misc\weapons_platform_small.3db
material_library = solar\Solar_mat_misc02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 10000.000000
loadout = small_weapon_platform
solar_radius = 300
shape_name = NAV_weaponplatform
destructible = true
explosion_arch = explosion_small_wplat
hit_pts = 1600

[Ship
nickname = rm_space_freeport01
ids_name = 329689
ids_info = 329689
type = MISSION_SATELLITE
DA_archetype = solar\dockable\space_freeport01.cmp
material_library = solar\Solar_mat_tink.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 2000, 15000
mass = 10000.000000
solar_radius = 600
shape_name = NAV_depot
explosion_arch = explosion_space_mod_base
destructible = true
hit_pts = 4800
fuse = fuse_space_mining01, 0.000000, 1

[Ship
nickname = rm_space_police01
ids_name = 329691
ids_info = 329691
type = MISSION_SATELLITE
DA_archetype = solar\dockable\space_police01.cmp
material_library = solar\Solar_mat_dockable03.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 2000, 15000
mass = 10000.000000
solar_radius = 600
shape_name = NAV_depot
explosion_arch = explosion_space_mod_base
destructible = true
hit_pts = 4800
fuse = fuse_space_police01, 0.000000, 1

[Ship
nickname = rm_depot
ids_name = 329682
ids_info = 329682
type = MISSION_SATELLITE
DA_archetype = solar\dockable\depot_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 800, 1200, 2000, 15000
mass = 10000.000000
solar_radius = 300
destructible = true
explosion_arch = explosion_pirate_depot
hit_pts = 4800
fuse = pirate_base_explode_fuse, 0.000000, 1

[Ship
nickname = rm_miningbase_small_ice
ids_name = 329690
ids_info = 329690
type = MISSION_SATELLITE
DA_archetype = solar\dockable\miningbase_small_ice.cmp
material_library = solar\asteroid_dock.mat
material_library = solar\ast_ice.mat
LODranges = 0, 7000
mass = 100000000
solar_radius = 500
shape_name = NNM_SM_DEPOT
explosion_arch = explosion_rock_base
destructible = true
hit_pts = 4800
fuse = fuse_miningbase_small_rock, 0.000000, 1

[Ship
nickname = rm_miningbase_small_rock
ids_name = 329690
ids_info = 329690
type = MISSION_SATELLITE
DA_archetype = solar\dockable\miningbase_small_rock.cmp
material_library = solar\asteroid_dock.mat
material_library = solar\ast_rock.mat
LODranges = 0, 7000
mass = 100000000
solar_radius = 500
shape_name = NNM_SM_DEPOT
explosion_arch = explosion_rock_base
destructible = true
hit_pts = 4800
fuse = fuse_miningbase_small_rock, 0.000000, 1

[Ship
nickname = rm_Roid_Miner
LODranges = 0, 500, 1300, 5000
ids_name = 329687
ids_info = 329687
type = MISSION_SATELLITE
DA_archetype = Ships\utility\mining\mining.cmp
material_library = ships\utility\utility_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 10000.000000
solar_radius = 350
shape_name = NNM_SM_MINING
explosion_arch = explosion_asteroid_miner
destructible = true
hit_pts = 4800
fuse = miner_death_fuse, 0.000000, 1

[Ship
nickname = rm_wplatform
LODranges = 0, 200, 400, 4000
ids_name = 329680
ids_info = 329680
type = MISSION_SATELLITE
DA_archetype = solar\misc\weapons_platform_lod.cmp
material_library = solar\Solar_mat_dockable03.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 10000.000000
loadout = weapon_platform
solar_radius = 300
shape_name = NAV_weaponplatform
destructible = true
explosion_arch = explosion_wplatform
hit_pts = 1600

[Ship
nickname = rm_wplatform_rock
ids_name = 329680
ids_info = 329680
type = MISSION_SATELLITE
DA_archetype = solar\asteroids\models\ast_rock02_platform.3db
material_library = solar\ast_rock.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 5000
mass = 10000.000000
solar_radius = 300
shape_name = NAV_weaponplatform
destructible = true
explosion_arch = explosion_rock_wplatform
fuse = fuse_rock_wplatform, 0.000000, 1
hit_pts = 1600

[Ship
nickname = rm_wplatform_ice
ids_name = 329680
ids_info = 329680
type = MISSION_SATELLITE
DA_archetype = solar\asteroids\models\ast_ice_platform.3db
material_library = solar\ast_ice.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 5000
mass = 10000.000000
solar_radius = 300
shape_name = NAV_weaponplatform
destructible = true
explosion_arch = explosion_ice_wplatform
fuse = fuse_ice_wplatform, 0.000000, 1
hit_pts = 1600

[Ship
nickname = rm_space_mining01
ids_name = 329688
ids_info = 329688
type = MISSION_SATELLITE
DA_archetype = solar\dockable\space_mining01.cmp
material_library = solar\Solar_mat_tink.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 2000, 15000
mass = 10000.000000
solar_radius = 600
shape_name = NAV_depot
explosion_arch = explosion_space_mod_base
destructible = true
hit_pts = 4800
fuse = fuse_space_mining01, 0.000000, 1

Post Tue Jun 08, 2004 8:40 am

LOL - go with what the man suggests instead of my ramblings. To sort the shooting out, its been done before - we had a discussion about it in this forum - dunno which thread it was, think Anton provided a link to it where it was solved. Combo of the two might sort out both (archetypes errors and not firing that is).

Post Tue Jun 08, 2004 9:14 am

this is the thread...

It is just a bodge to make all big_solar types defensive solars so the formations will be as for weap platforms... I tried it with just making the definitions STATION instead of MISSION_SATELLITE but this only seemed to work once out of four tries while keeping BIG_SOLAR definition.

*Edit - I'm gonna have a try with the combination of wanabe's error fix and the STATION change though - This could be the bit that was missing as it is a shame to lose the control of one or several stations appearing

Edited by - Anton on 6/8/2004 10:16:38 AM

Post Tue Jun 08, 2004 9:22 am

Even changing to "defensive_solars" and type to "STATION", I could never get them to fire on me. Also, changing type to "STATION" will cause errors in flserver. I'm guessing there was some step that you did Anton that was missed? I even added all the enteries into the loadout.ini file in the ship directory (though I don't think that makes a difference at all - freelancer.ini loads those so you can have the loadouts in any of the loadout files).

However, last night in experimenting with this, I think that I actually DID get the stations to fire on me, but the shots were invisible, and there were no turrets. I edited my vignetteparams.ini file so that the only type of missions that are generated are against solars, and no NPC ships to make it easy for testing. One of the times I went on the mission, there were no NPC's, but I was mysteriously receiving damage like I was getting shot. I let it kill me, but when I tried it again on another mission, it didn't happen that time.

Post Tue Jun 08, 2004 11:01 am

Odd... admittedly the tests I made were inside FLank (my mod) which is based on Real Space 2.2,but I had not touched anything else in the ramdom missions. There may of course be something there that Louva-Deus has done that I am not aware of...

Tomorrow (weds) is my moving house day and I'll be netless for a week or two until the phone line is put into my new place, so if i get a result doing this in vanilla FL i'll try to post from work.

Edit* - It just occured to me that I was testing in OpenSP game not MP; this may have been what the difference was

Edited by - Anton on 6/8/2004 12:03:17 PM

Post Wed Jun 09, 2004 12:46 am

I updated the original post in this thread with the fact that Wasabe has won the contest!!

Congrats pal! I've also posted this on the frontpage as he deserves to have his name in the spotlight

Eraser
Moderator for The Lancers Reactor
Creator of the TLR FTP Upload Service
E-Mail: [email protected]
MSN: [email protected]

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