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The-Starport

well... looky here...

The general place to discuss MOD''ing Freelancer!

Post Mon Mar 14, 2005 12:51 pm

well... looky here...

Just for fun, having had to reinstall FL for the xth time, i ran a clean (FLpatch 1.4 and no blank lines) server. This is what FLSpit said :

WARNING:General:set_gamma_function() called outside of create_buffers/destroy_buffers
WARNING: Failed to load saved game C:\Documents and Settings\Tony\My Documents\My Games\Freelancer\Accts\SinglePlayer\DataStorm.fl
WARNING: Failed to get start location
ERROR: 0x9be823cb is dockable, but doesn't have a valid base or system to go to <- error introduced by FLPatch 1.4 (ithaca base)
WARNING: Unknown camera type? (ChaseCamera)
WARNING: Voice message 2351700488 is invalid for voice 3073825485
WARNING: SPObjActivate failed... probably jump-gate in old system closing?
WARNING: Failed to load saved game C:\Documents and Settings\Tony\My Documents\My Games\Freelancer\Accts\SinglePlayer\DataStorm.fl
WARNING: Failed to get start location
WARNING:General: DA SYSTEM: trailing references
WARNING:General: DA SYSTEM: trailing references

So... empty lines aren't the only issue with trailing references. I did the ones in exe folder too & took away the leading spaces. The voice message problem isn't the fault of a mod. No idea about SPObjActivate failed

*Edit - I see. There are still blank lines at end of every ini file so scratch what i said about trailing references... However i found these :

formations.ini -> [Formation juni_m04 -> pos = 0,0,0,

m11.ini -> [Trigger delay_juni_enter -> Act_PlayMusic = none, none, none,
[ObjList ol_tw_go_z21 -> MakeNewFormation = Cruiser2_li_n, walker2, tw_cover1, tw_cover2, tw_cover3,

shiparch.ini -> hp_type = hp_thruster, HpThruster01,
solar/loadouts.ini -> equip = mining_ship_engine_sound, (x5)

in each case delete the last , to cut a potential error

Edited by - Anton on 3/14/2005 1:24:04 PM

Post Mon Mar 14, 2005 1:06 pm

Hmm.

Well, my Spew currently has the complaint about the start location and the gamma(I'm pretty sure that's related to the gamma-correction features built into modern video cards and probably supported by DirectX 9+)... but that's it. I'm not getting any Trailing References errors, nor obj errors, nor id-ref errors, nor camera errors.

I'm using SDK 1.3 as the codebase, and of course my mod replaces dozens of inis. I can verify, though, that un-modified SDK 1.3 and 1.4 do have some errors in them- all things considered, I'd be surprised if they didn't.

That sound error is very intriguing , though... it suggests that there might be a sound-related bug in either the SDK or in FL itself. And maybe it's not causing the massive stability problems I've been experiencing in WOS's current builds because it only affects Encounters in a remote area of the gameworld- lord knows there are enough places few people ever go...


Of course, until I get done applying Buck Danny's method to the mod, I don't have anybody talking, either, but that's the only serious downside to ridding the mod of crash bugs.

Edited by - Argh on 3/14/2005 1:06:14 PM

Post Mon Mar 14, 2005 1:28 pm

I'd edited the post before i saw yours Argh. I didn't mention above a few extra bits i've fixed on top of 1.4 (= = in m04.ini, li_p_grp_prisoners etc) but those lines ending in , are new to me at least

Post Mon Mar 14, 2005 1:50 pm

Yeah, you've gotta get rid of those lines at the end... annoying lil' things, aren't they?

I should also note, for the sake of clarity, that my mod doesn't ever interact with "stock" FL objects, ships, Systems, or Bases. So you're probably seeing bugs that never come up... because they involve things that are never loaded by my mod.

Post Mon Mar 14, 2005 2:09 pm

Regading the error you listed above, I could add quite a list.
First of all your assumption on Ithaca is correct, it will not be in the Unofficial patch 1.5 anymore, whenever and ifever that comes out. But at that time I was not aware of flspew, so I was not aware I was introducing errors.

The 2 lines concerning the datastorm.fl. Well some time ago I contacted Holger (FLDatastorm) about this and asked him whether another extension name was possible, he came back and said that that was not possible. Next I contacted Matthew Lieder (FLMM) if he could help with this, but he seems to be off the air quite sometime now. Holger made this choice to have FLMM transport the database with the savegame files whenever a mod was opened or closed.

The voice problem. Interesting one is not it. As it happens I have been investigating this one just these days. So far I have not been able to find a solution for it, but I can tell you what I have found so far.
The voice message is a message supposed to come from the board computer (voice 3073825485) is the hash for NNvoice. There are 2 messages involved. One is created after docking with a jumpgate or jumphole. The other is created when coming out of the jump session. I guess they initially planned for a message telling you were leaving system x and next entering system y. I have searched the files but I could not find any message fitting the hash codes. Since it is not possible to reproduce a nickname from a hashcode, at least I do not know how, it is not possible to create an entry in the voice_recognizable.ini that points to an inserted fake message in the nnvoice.utf, which in its turn would take away the error messages.
Oh, I did test this with vanilla FL files, so it is definitely an FL error.

SPObjActivate failed... probably jump-gate in old system closing? That is most likely something in your mod. I have seen that one before, if I remember correctly it has indeed to do something with an broken jump connection to a system that is no longer there.

See you in Sirius


BuckDanny

Post Tue Mar 15, 2005 9:42 am

Use the new SDK 1.5, many of those errors are fixed.

Post Tue Mar 15, 2005 2:00 pm

Louva with all due respect but I do not think the SDK is going to solve any of the problems mentoined above.

BuckDanny

Edited by - Buck Danny on 3/15/2005 2:07:59 PM

Post Thu Mar 17, 2005 8:53 pm


WARNING: Unknown camera type? (ChaseCamera)

formations.ini -> [Formation juni_m04 -> pos = 0,0,0,

m11.ini -> [Trigger delay_juni_enter -> Act_PlayMusic = none, none, none,
[ObjList ol_tw_go_z21 -> MakeNewFormation = Cruiser2_li_n, walker2, tw_cover1, tw_cover2, tw_cover3,

shiparch.ini -> hp_type = hp_thruster, HpThruster01,
solar/loadouts.ini -> equip = mining_ship_engine_sound, (x5)

few extra bits i've fixed on top of 1.4 (= = in m04.ini, li_p_grp_prisoners etc)

All of these are fixed.

Louva with all due respect but I do not think the SDK is going to solve any of the problems mentoined above.

Foot in mouth, yes?

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