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ship problem

The general place to discuss MOD''ing Freelancer!

Post Mon Jul 18, 2005 7:13 am

ship problem

I finally managed to get a mat-file work. Everything is fine, exept one thing: I can go to the ship dealer, but when I click "select ship" the game crashes. It can´t be the mat because I can see the ship correctly.

Post Mon Jul 18, 2005 7:53 am

There's an error in one of your ini files by the sounds of it. Exactly what and where is diffucult to say without seeing them. Post them on here so we can take a look. shiparch.ini entry and goods.ini entries

Post Wed Jul 20, 2005 7:39 am

Well, here you see...

shiparch.ini :
[Ship
ids_name = 458875
ids_info = 468835
ids_info1 = 468836
ids_info2 = 468837
ids_info3 = 468838
ship_class = 0
nickname = ko_elite
LODranges = 0, 40, 60, 140, 300, 1000
msg_id_prefix = gcs_refer_shiparch_Liblf
mission_property = can_use_berths
type = FIGHTER
mass = 150.000000
hold_size = 25
linear_drag = 1.000000
fuse = li_fighter_gas01, 0.000000, -1
fuse = li_fighter_smoke01, 0.000000, -1
fuse = intermed_damage_smallship02, 0.000000, 400
fuse = intermed_damage_smallship03, 0.000000, 200
max_bank_angle = 35
camera_offset = 6, 22
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
nanobot_limit = 56
shield_battery_limit = 56
hit_pts = 10300
DA_archetype = ships\coalition\ko_elite\ko_elite.cmp
material_library = ships\coalition\ko_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\l_fighter.ini
pilot_mesh = generic_pilot
explosion_arch = explosion_li_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 24000.000000, 24000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
num_exhaust_nozzles = 4
HP_tractor_source = HpTractor_Source
shield_link = l_fighter_shield01, HpMount, HpShield01
hp_type = hp_weapon_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_weapon_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_weapon_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_weapon_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_weapon_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_weapon_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_weapon_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_weapon_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_turret_special_8, HpTurret01
hp_type = hp_turret_special_7, HpTurret01
hp_type = hp_turret_special_6, HpTurret01
hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01
hp_type = hp_shield_special_8, HpShield01
hp_type = hp_shield_special_7, HpShield01
hp_type = hp_shield_special_6, HpShield01
hp_type = hp_shield_special_5, HpShield01
hp_type = hp_shield_special_4, HpShield01
hp_type = hp_shield_special_3, HpShield01
hp_type = hp_shield_special_2, HpShield01
hp_type = hp_shield_special_1, HpShield01


and goods. ini
[Good
nickname = koe_hull
Category = shiphull
ship = ko_elite
price = 583000
ids_name = 1
item_icon = Equipment\models\commodities\nn_icons\or_fighter.3db

[Good
nickname = koe_package
category = ship
hull = koe_hull
addon = ge_koe_engine01, internal, 1
addon = ko_elite_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallPurple, HpRunningLight01, 1
addon = SlowSmallPurple, HpRunningLight02, 1
addon = SlowSmallBlue, HpRunningLight03, 1
addon = SlowSmallBlue, HpRunningLight04, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1

Well, I hope it helps.

Post Wed Jul 20, 2005 12:35 pm

I'm not sure of your LOD's, i doubt if it would cause the crash, but try something along the lines of LOD = 0, 4999 instead.
Obviously, if you've used mips you might want to add a few more. Could you post the engine and power bits too?

Post Wed Jul 20, 2005 1:21 pm

I didn't find any obvious bug there too.
I'd guess like M-A-C-E, post these but also give use market_ships.ini
And if you wish the game to recognize the ship as a HF, "ship_class" must be 1
I don't think that could make a crash, but it's still good to fix.

Post Wed Jul 20, 2005 3:46 pm

Do you use OpenSp? A good way of testing the shiparch stats is to avoid the goods.ini and use openSp to spawn from a base with the ship. Its best to use a loadout that already works.
At least that way you will know if the problem is shiparch or goods..

Post Fri Jul 22, 2005 7:35 am

1.I´ve not tried out with open SP. I´ll take a look on this option.
2. Must the number os LODranges be the same as the number of textures i use?

Post Fri Jul 22, 2005 2:05 pm

Actually, it might be the type mismatch between the powerplant/engine and the type defined for it- I had a similar problem when I was first starting on my first ship.

I also am having a CTD problem with one of my ships- if I start the game with it in the shipdealer, it CTDs. here is the relevant code for the ship:

From goods.ini:

[Good
nickname = wraithd_hull
category = shiphull
ship = wraithdart
price = 100
ids_name = 12018
item_icon = Equipment\models\commodities\nn_icons\dart.3db

[Good
nickname = wraithd_package
category = ship
hull = wraithd_hull
addon = ge_s_tractor_01, internal, 1
addon = gld_engine, internal, 1
addon = ku_fighter_power01, internal, 1
addon = ge_s_scanner_02, internal, 1
addon = DockingLightRedSmall, HpDockingLight01, 1
addon = DockingLightRedSmall, HpDockingLight02, 1
addon = LargeWhiteSpecial, HpHeadlight01, 1
addon = SlowSmallGreen, HpRunningLight01, 1
addon = SlowSmallRed, HpRunningLight02, 1
addon = SlowSmallGreen, HpRunningLight03, 1
addon = SlowSmallRed, HpRunningLight04, 1


from shiparch.ini:

[Ship
ids_name = 524312
ids_info = 524313
ids_info1 = 524312
ids_info2 = 66608
ids_info3 = 524314
ship_class = 0
nickname = wraithdart
type = FIGHTER
mission_property = can_use_berths
LODranges = 0, 9999
msg_id_prefix = gcs_refer_shiparch_borlf
mass = 30.000000
hold_size = 10
linear_drag = 1.000000
fuse = intermed_damage_smallship02, 0.000000, 400
fuse = intermed_damage_smallship03, 0.000000, 200
max_bank_angle = 35
camera_offset = 6, 22
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
nanobot_limit = 10
shield_battery_limit = 0
hit_pts = 2000
DA_archetype = ships\stargate\ancient\wraithdart.cmp
material_library = ships\stargate\ancient\wraithdart.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\corsair\bw_fighter.ini
pilot_mesh = generic_pilot
explosion_arch = explosion_li_fighter
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 18000.000000, 18000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
num_exhaust_nozzles = 1
HP_tractor_source = HpTractor_Source
shield_link = bw_fighter_shield01, HpMount, HpShield01
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02
hp_type = hp_fighter_shield_special_5, HpShield01
hp_type = hp_fighter_shield_special_4, HpShield01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01



Chris Bates
Lead scripter,
Stargate BFM: Freelancer

Edited by - cjabates on 7/22/2005 3:08:17 PM

Post Fri Jul 22, 2005 3:33 pm

To be honest, what i would do is copt the patriot's entry, or the legionnaire if you would like it to have the same cockpit.
Change the LOD to 0, 4999 and change the cmp location. That should be enough for the ship to be seem. You may want to get rid of any extra hardpoints from the patriot/legionnaire that your ship dosen't have. Then make the ship buyable again using the goods already in the goods.ini file for the patriot or legionn. Then test it.
This way the only problem can be with the architecture of the model. Its possible with what both of you that the problem could be any one of a number of things. If you get the ship visable, then start adding things until you get the model to what you really want.

Post Fri Jul 22, 2005 4:48 pm

I tracked down my one problem- it was a corrupted cmp/mat pair.
Now I've got the same thing happening with another ship- just have to figure out which of the 2 ships I've added to that dealer is causing the problem

Post Mon Jul 25, 2005 7:05 am

Well, in the shiparch.ini I´ve just copied the patriot´s entry and changed it to fit to my ship. And I´ve checked the entries in the goods.ini; everythings right.

Post Mon Jul 25, 2005 7:44 am

@All:

1. After building your model, run it through FLModel Tool, whether or not it needs to rescaled! This will add the proper data to the ship's CMP which will keep it from being invisible.

2. Find an appropriately-shaped SUR and use it for your model, resizing it to the model with FLModel Tool! This will also take care of most remaining issues with a ship not drawing right, etc.

@cjabates:

I have found that it's very unwise to refer to CMPs in their [Good entries by anything but the nickname of the game object you're referring to elsewhere. It's not something garanteed to cause issues, but it can. I saw that you did that in your code- that's a bad habit, imho, and yet another area where you can introduce errors.

As for corrupt cmp/mat... if you've been very careful about your labeling conventions (see my thread, "How to Skin" in 3D Modeling) you will not have these problems. Over half of other people's models I see (and I see quite a few more than most) are crappily labeled with very little care taken to make all part/mat names completely, totally unique. Also, of course, please make sure that using good texture settings, textures that are powers of 2 in size, etc., etc. In short, when building ships, it really, really REALLY does pay to be ultra-anal about it, and get everything 100% right, period

Post Mon Jul 25, 2005 7:51 am

@CmdrStefan:

1. Do not use Fuses like this:

fuse = li_fighter_gas01, 0.000000, -1
fuse = li_fighter_smoke01, 0.000000, -1

Set the Fuse to the ship's maximum HP. I'm surprised that doesn't cause crashes all by itself, honestly.

2. Do not refer to multiple LODs unless your ship actually contains them.

3. You didn't include these entries, which might be where the crash is occuring.

addon = ge_koe_engine01, internal, 1
addon = ko_elite_power01, internal, 1

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