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Docking Ring disables docking for ship being too big??

The general place to discuss MOD''ing Freelancer!

Post Mon May 23, 2005 1:44 pm

Docking Ring disables docking for ship being too big??

I've been working on a mod been quite a while now, and I completed reworking the ships stats as well as the guns a few days ago.

Now a bug came up, and it is a weird one :
When I first dock with the starflier, everything works (It was not modded, only its engine), but whenever I use a ship that has been modded, I cannot dock anywhere again. It tells me my ship is too big But I pilot the drake..

Changes I did in the ships are mostly the handling and the hp_types, as well as cargo hold, nanobots and shield batts limit, as well as lowering the masses.

Anybody knows why this does this?

FF

Post Mon May 23, 2005 3:12 pm

check the mission_property entrys, they have to be
"can_use_berths"

Post Mon May 23, 2005 3:54 pm

They are all like this.

Now I tried what a friend told me to do :
I kept some backups of the original ships by putting "-old" at the end of each.
This, from what he told me, could cause IDS problems.
So I wiped all the "-old" entries and I took all my ships and moved them from "NewEra_shiparch.ini" to "shiparch.ini", right at the bottom of the file.

Well been tht time, I cannot load any of the characters on my server : It always crashes when I do so...

What the hell is going on?
FF

EDIT : The crash was because of a typo and now everything is fixed.
Thanks anyway and sorry to have disturbed you all.


Edited by - FriendlyFire on 5/23/2005 6:06:45 PM

Post Mon May 23, 2005 4:26 pm

Have you changed any hardpoint names in the bases or ships ?

If not I'd check solararch.ini

there's also another ini but i'm not home atm so i can't remember

other then that i'm not sure of the problem

Post Mon May 23, 2005 6:28 pm

First off... if there are any name collisions with anything in the game, you're going to run into trouble.

For example... you cannot have two ships that share the same IDs Name and Infocards, that have different CMPs/stats. This causes some very odd things to happen when the names collide, like having the ship change into the other kind've ship when you enter a ShipDealer, and then not changing back.

So if you have duplicate anything in your mod's folders... that stuff needs to go bye-bye. As to why characters aren't loading after changing things around a lot... well... basically, savegames appear to keep information in them about named objects. If those named objects aren't available any more... instant lock. That's why when playing a new mod for the first time, you often have to delete your Autosave with FLMM before continuing. Sorry that this has affected players on a server that you may actually want to keep, but now that you've changed a bunch of things (and, unfortunately, it doesn't sound like you've kept a backup) ... you're probably hosed.

Post Tue May 24, 2005 2:09 pm

No way is that a problem YET, I did this Beta just to seek for bugs, so anything that could be lost would be some 1 hour-long characters with 999,999,999 $ in their bank.

Nothing really bad to loose.

And yes I saw this weird thing with IDS Collision, myself getting ships recognized as Cap Ships while they were LF or HF.

But as I said everything is fixed. Can someone lock this before we get ourselves lost in some off-topic loop?

Post Tue May 24, 2005 5:09 pm

Oops, my bad Final... <toddles away towards un-solved problems>

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