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cpp 396 Error - Anyone found solution?

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Post Sun Jan 16, 2005 4:24 am

cpp 396 Error - Anyone found solution?

Hi,
Been tryin to find the solution to the following console error message.

E:\FL\Scratch\Source\Server\Space\EqObj.cpp(396) : *** WARNING: EqObj::use_item() couldn't find target item on Client request.

This appears to be a npc ship problem but I can't narrow it down at the moment.
Having searched the forums here I found some speculation on this but no definite answer. Has anyone managed to track it down?

Thanks for any help on this.

Post Sun Jan 16, 2005 7:09 am

Seeing as it doesn't occur to vanilla FL and many others, then I would assume its something you yourself have modded. I wouldn't hold out much hope of someone saying 'its this' and solving it for you, because I would say that it could be anything. The coded part (393 or whatever) is probabily a GENERIC message it generates whenever this occurs - so whenever something the server asks for is NOT replied to by the client - it generates this message.

Simply put - its like searching for a needle in a haystack - good luck

Post Sun Jan 16, 2005 7:54 am

In essence the players mod is looking for an object that is not there on the server mod.
Some reasons -
The player doesnt have the most upto date version of the mod
The player has edited the mod
The server mod has been edited and somebody forgot to update the client mod

Hope this helps, actually finding the error is another issue. You need to remember what you have removed. The slow process if you dont know, is to find out what system it happens in and then compare the .ini file for that system to that of the players. Maybe somebody esle knows a quicker way.

Post Sun Jan 16, 2005 8:05 am

We found that in our mod this error was generated when npc ships were destroyed. Eventually we found that the error messages were caused by having repair units as cargo for the npc's. Strange thing is though that some ships will generate many of those error messages, other ships less and some none.
Removing the repair as cargo from the npc's ships that generated these errors worked for us. I have no explanation for this that makes any sense. Maybe on destruction of the ship FL wrongly sets the nanobots to repair a ship that is already gone.
Anyway you can give it a try.

BuckDanny

Edited by - buck Danny on 1/16/2005 8:05:36 AM

Post Sun Jan 16, 2005 8:43 am

That sounds interesting Buckdanny, i still get some of these errors and can't resolve them. I'll give this a try as well.

Post Sun Jan 16, 2005 9:14 am

Hi all'
Thanks for the replies.
Thanks Chips wasn't sure if it occured in normal freelancer or not as the error only seems to pop up sometimes and then only some standard fl npc ships are involved in combat.

Don't see how it can be anything to do with server / client as I'm getting the error on machine running server and freelancer from same mod loadup. Thanks anyway Strail.

I had narrowed the error down to something occurring during combat and destruction of NPC ships like you had Buck Danny.
I was looking at missile and mine cargo but had'nt looked at the repair cargo yet. Kinda of makes sense as these arn't used in this way in standard freelancer far as I know.
Also finding as you did that the error isn't consistent for all ships. Maybe something related to death / explosion fuses ?
Dont known enough about that area yet . Currently I hav'nt got player looting active. Maybe this helps as Chips dosn't seem to have the problem.

If this is the problem I hope theres a work around because I don't wanna loose the repair capabilities. Gonna do some testing.
I've seen other posts on this error . Harrier posted in a thread on errors but did'nt seem to get a specific area to look at like this.
Cheers Danny.

Post Sun Jan 16, 2005 10:46 pm

This is a fuse timing problem. Essentially it happens if something is destroyed by the fuse while something else is still trying to access it. An example of this is the player looting fuse that has become a common feature in current mods. When a player loots a wreck and the player loot fuse 'destroys' the components before the wreck loot fuse has a chance to run its course. And since many ships in the game use different fuses and explosion entries you will have a random result in the number of errors thrown.

Post Mon Jan 17, 2005 5:25 am

Did some testing which seems to confirm that the bats and bots as cargo for repair are the problem. As the prob is not given by all ships then I assumed that ships giving the prob can be fixed by adjusting set-ups.

Using a ship which consistently gave the errors when destroyed I tried various things and at least for this ship have stopped the errors, at for 20+ kills anyway

1. Tried changin explosion to that of a ship which didn't throw the error. This made no difference.

2.The ship was using Pilot = freighter _ace which inherited its repair block from the capital_ships _both repair block. I changed the timings on this to the same as ships which did not give the prob (more aggressive use) and the problem stopped, even if the ship destroyed with no time to use repair.

As Louva-Deus points out ships use different set-ups, so to fix all ships with this error probably means hunting down the ships and tackling them on an individual basis. Plus checkin any changes don't mess up other ships.

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