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where is great MD and his Rebalance mod???

The general place to discuss MOD''ing Freelancer!

Post Fri Jun 03, 2005 2:40 am

Thanx for that Argh,but thats not the problem as they already have thier own cmp's,it's just that some lazy sod couldn't be bothered making loadouts for them.

*EDIT* Just spent the last couple of hours digging through ship files,damn what a mesh.The problem I found is just the tip of the bloody iceberg,half of the npc ships don't have thier own loadouts,shiparch hardpoint entries with more than one item on them,other entries that have hp's that the cmp file's don't and vice versa.

Ro9ue had the right idea I'm afraid to say,scrap rebalance.IMO this will have to be a complete rebuild of every ship entry.I don't have the time or skill needed to do this,so R.I.P. rebalance.

Edited by - Bejaymac on 6/3/2005 7:05:23 AM

Post Fri Jun 03, 2005 3:13 pm

I'm sure others would be more than willing to help and even if Rebalance does die having the final codebase would be really great. If you guy's could post the final Rebalance 3.5 (even with CTDs). I'm sure many of us (like myself) would love to take a look at it and even if we can't fix it, parts of it could be used for future mods. No mod with that much time and effort invested into it should have to just die.

Post Fri Jun 03, 2005 4:30 pm

Looking at the problem that you found, i don`t think its the problem. The archetype reference in loadouts dosen`t seem to affect the game much at all, i don`t always bother changing it and don`t get any problems.
Could it be whats on the loadouts instead? You shouldn`t have a hull entry on your loadouts..

Edited by - M-A-C-E_166 on 6/3/2005 5:31:01 PM

Post Fri Jun 03, 2005 6:10 pm

I'm to much of a masachist,despite what I wrote earlier I've spent most of today buried in ship files.I'm just to much of a rebalance fan to let it die.

@ M-A-C-E for a player to use a ship it has to be entered in 3 ini files,for an npc ship we're talking at least 6 (faction_props,npcships,shiparch and the 3 loadouts).Discrepancies in npcships,shiparch or the loadouts mean that when the game trys to spawn a ship it gets hit with errors & crashes the ship,1 or 2 of these and the game continues but I think that several together will crash the game.Most of the CTD's I've had playing rebalance usually happen in and around a furball or two.

Here are a couple of entries for a liberty navy ship:-

Faction_prop.ini
npc_ship = thunderbolt_d1-2 <--this tells them what ship

Npcships.ini
nickname = thunderbolt_d1-2 <--this tells them what ship
loadout = rsthunderbolt1_loadout <---loadout nickname
level = d1
ship_archetype = guardian <---shiparch nickname

Loadouts.ini
nickname = rsthunderbolt1_loadout <---loadout nickname
archetype = rs_thunderbolt <---shiparch nickname
category = ship
hull = rsviper_hull <--- goods.ini nickname

As you can see the references are all over the place & its not just the custom ships,the vanilla ships have been got at as well,there's one thats got 8 weapon hardpoints in the shiparch but it's only got six in the cmp.At the moment I'm 1/5 of the way through a rebuild of the shiparch ini,using the cmp's to get the entries right.


**shuffles of with a new headache**

Post Fri Jun 03, 2005 8:30 pm

Well, i do know how to add ships. I`ve done over 200 loadouts for my current mod and they work ok. I still don`t see why you have the reference "hull = anything" within loadouts. Or, why you need to "add 3 loadouts".
This is from SDK v1.5,
[Loadout
nickname = MSN01a_King
archetype = li_fighter
equip = ge_lf_engine_01
equip = shield01_mark02_lf, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = li_gun01_mark01, HpWeapon01
..etc
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 10
cargo = ge_s_repair_01, 10

[Loadout
nickname = MSN01b_King
archetype = li_fighter
equip = ge_lf_engine_01
equip = shield01_mark02_lf, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
..etc
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 10
cargo = ge_s_repair_01, 10
There is no hull entry referenced, could you post a larger chunk of your loadouts?

Post Sat Jun 04, 2005 12:04 am

Just a question, but have you tried just reverting to an older version and adding stuff? I have Beta 3 on my computer - haven't tested it though. Don't you have some version with doesn't have CTDs and then you can just slowly try adding back the newer stuff until you find the source of the problem?

Post Sat Jun 04, 2005 5:05 am

@ M-A-C-E You know how to add ships,but someone at rebalance didn't and I don't,I'm teaching myself how it's done as I'm going along,so please bare with me.

Your right about the hull entries,about 1/5 of the custom ship loadouts have them for some reason.I'm sure thats just a small prob,the real problem (I hope) is the npcships ini,if you look at the entries in my last post you'll see that it asks for loadout a and puts it on archetype b but when you look at the loudout , it says use archetype c ,it's trying to use two different cmp files to make one ship.The worst part is that archetype b usually doesn't have a loadout of its own.As for dud loadouts the only thing I have found so far is one wrong armor_scale.

@ Alcander,unfortunately 3.4 wasn't much better even with both patches & the Atten addon,to make matters worse after the disaster of Beta 3(this is what I'm working on BTW)a modified version (Delta 2) was released to both Zod and Blacksabbath for use on thier servers.Both teams had a lot of work to do to stabalize the mod,I'm sure that thier feedback was one of the reason rebalance was scrapped.

**shuffles of with a new headache**

Post Sat Jun 04, 2005 6:14 am

Oh, ok, sorry, i don`t mean to hassle you. I`m pretty sure that the archetype reference is not a CTD. If you use FLE and make a wreck, you can only use the loadout with the archetype referenced which is most likely how it was generated.
A good way of testing loadouts is to make a totaly empty system, with just one base. Then use OpenSp to state the base to launch from, the ship and the loadout. If it works you have a winner. Otherwise you could just add a ambient pop zone outside the base and state just which faction you want and where. It cuts away any background spawns and should lead you to your problems. I make mistakes too, and have found this to be the best way of finding it.
Good luck

Post Sat Jun 04, 2005 6:31 am

M-A-C-E_166
If you generate or call a loadout that does not exist (and it only takes one item).. you can and will get a ctd... or at the very least a server failure...

Harrier

Post Sat Jun 04, 2005 7:45 am

Yeah, i know, i just mean that the archetype reference dosen`t seem to affect it.

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