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Trouble connecting two systems via more than one jumphole

The general place to discuss MOD''ing Freelancer!

Post Mon Jul 25, 2005 4:36 am

Trouble connecting two systems via more than one jumphole

For a hub-system I'm making I'd like to connect several jumpholes placed at various locations inside the New York system to the same amount of jumpholes in the Hub system. This works fine so far. But as soon as I'm testing if pathfinding still works by setting a course from New York to California (or to anywhere else for that matter), the server crashes.

It does not crash if I only have one jumphole connecting the New York with the Hub system. So my guess is that the additional entries I placed inside "shortest_illegal_path.ini" and "systems_shortest_path.ini" are correct and sufficient.

However, it has to be possible to link systems by two or more jumpholes, as can be verified during the campaign, where there are two jumpholes leading from the Frankfurt system to the Hamburg system. I just don't know what else I can do to get the same working result for my system. So any help would be greatly appreciated.


This is what I put into the NY system:

<pre><font size=1 face=Courier>[Object
nickname = li01_manhattan_to_hub
ids_name = 524289
pos = -33267, 10000, -28810
Archetype = jumphole
msg_id_prefix = gcs_refer_system_Li01
ids_info = 66146
jump_effect = jump_effect_hole
visit = 0
goto = Hub, Jumphole_1, gate_tunnel_bretonia

[Object
nickname = li01_rochester_to_hub
ids_name = 524289
pos = -30763, 10000, -60916
Archetype = jumphole
msg_id_prefix = gcs_refer_system_Li01
ids_info = 66146
jump_effect = jump_effect_hole
visit = 0
goto = Hub, Jumphole_2, gate_tunnel_bretonia </font></pre>


Here's the counterpart from the Hub system:

<pre><font size=1 face=Courier>[Object
nickname = Jumphole_1
ids_name = 458754
pos = 0, 0, 0
Archetype = jumphole
goto = Hub, Jumphole_1, gate_tunnel_bretonia
jump_effect = jump_effect_hole
loadout = jumphole
visit = 0

[Object
nickname = Jumphole_2
ids_name = 458754
pos = 250, 0, 250
Archetype = jumphole
goto = Hub, Jumphole_2, gate_tunnel_bretonia
jump_effect = jump_effect_hole
loadout = jumphole
visit = 0

[Object
nickname = hub_to_manhattan
ids_name = 196766
pos = 19060, 0, 18000
Archetype = jumphole
goto = Li01, li01_manhattan_to_hub, gate_tunnel_bretonia
jump_effect = jump_effect_hole
loadout = jumphole
visit = 0

[Object
nickname = hub_to_rochester
ids_name = 196778
pos = 18940, 0, 17760
Archetype = jumphole
goto = Li01, li01_rochester_to_hub, gate_tunnel_bretonia
jump_effect = jump_effect_hole
loadout = jumphole
visit = 0 </font></pre>


And that's what I added to the "shortest_illegal_path" and "systems_shortest_path" INIs:

<pre><font size=1 face=Courier>[SystemConnections
Path = Hub, Hub, Hub </font></pre>

Edited by - Preacher0815 on 7/25/2005 7:54:31 AM

Post Mon Jul 25, 2005 5:47 am

I do find adding thins like this a lot easier with FLExporer. Things like the illegal/legal paths are very prone to the odd mistake and a bugger to debug.

That said i'm not sure about this bit:
[Object
nickname = li01_manhattan_to_hub
ids_name = 524289
pos = -33267, 10000, -28810
Archetype = jumphole
msg_id_prefix = gcs_refer_system_Li01
ids_info = 66146
jump_effect = jump_effect_hole
visit = 0
goto = hub, Jumphole_1, gate_tunnel_bretonia<---------- Shouldn't it be goto = ad01, jumphole_1, gate_tunnel_bretonia ?

Post Mon Jul 25, 2005 5:53 am

The Logic of it is this, coming from any where, you have a set spot to come out of, therefore it would work. But, going to somewhere that has multi outlets and would cause it to crash. So, creat jump holes for the other systems, but use one jump hole to return to from anywhere. Like the intersystem jump hole in Newyork in the badlands.

Edited by - Nakdimon on 7/25/2005 6:54:34 AM

Post Mon Jul 25, 2005 6:40 am

I'll make this quick an simple for those who can't be bothered reading tutorials:

goto = system name, jumphole name, gate_tunnel


System name means the system you want to goto, as in the universe.ini nickname for your system.

Jumphole name means the nickname of the hole you want to come out of in that system.

Just remember to keep the nicknames unique or you'll be lookng at you desktop more than you want to be.

**shuffles of with a new headache**

Post Mon Jul 25, 2005 6:48 am

@M-A-C-E_166
Oops, should be <pre><font size=1 face=Courier>[SystemConnections

Path = Hub, Hub, Hub </font></pre> Silly me, this was an error I did when retyping it into the forum. It's correct in the INIs. This happens when doing several projects at the same time

@Nakdimon
Yeah, but how could the two jumproutes from Frankfurt into Hamburg and back be possible?

@ Bejaymac
It did not occur to you that by reading <pre><font size=1 face=Courier>It does not crash if I only have one jumphole connecting the New York with the Hub system.
So my guess is that the additional entries I placed inside "shortest_illegal_path.ini"
and "systems_shortest_path.ini" are correct and sufficient. </font></pre>, any errors in the hole adresses could possibly be just typos? Never mind...

Edited by - Preacher0815 on 7/25/2005 7:59:53 AM

Post Mon Jul 25, 2005 8:28 am

Two holes side by side would work. Jumping from a system into another that uses the same drop point would work. But, jumping from a multi use hole/gate is not possible, unless you make a way to select the destination. I am not aware of the ability to do this as yet. There is a mod, Ring World maybe, not sure that has a system with multible jump gates lined up in it like a hub to several systems.That would seem to be the only way to make it work.

Post Mon Jul 25, 2005 10:44 am

It might just be manhattan. Apparaently there is a limit to the amount of jumpthings that you can have from a system. I think the limit is 8.
And, thinking quickly, there is quite a few within the system already including the story based ones.
Would this work in a system with less? Might be worth a try?

Post Mon Jul 25, 2005 11:45 am

Good idea, I'll try that first thing tomorrow. For now I'm too tired and fed up over that matter. Almost killed my keyboard in frustration. Ah well, passionate modding

Post Tue Jul 26, 2005 9:59 am

Thank you M-A-C-E_166

The New York system has a limit to the jump possibilities, which can't exceed the number of 10 (hardcoded?). 9 are already present (jumpgates to Alaska, Magellan, California, Texas, Colorado and jumpholes to Texas, Colorado plus the two in-system jumpholes), which leaves me with one more hole.

What I don't get is why my Hub system can have a lot more than 10 jump possibilities without crashing or otherwise malfunctioning. Right now I have 100 jumpholes placed inside it.

Strang thing is, it works even if I don't place any additional entries inside "shortest_illegal_path.ini" and "systems_shortest_path.ini". Any clues on why that is?

However I now managed to create a total of five holes in the New York system by first deleting the jump possibilities that aren't needed on a vanilla server. The holes and gates that can be deleted are Alaska, Magellan and the two in-system things. Any client who tries to access them gets the usual "Access denied" message.

Edited by - Preacher0815 on 7/26/2005 11:01:29 AM

Post Tue Jul 26, 2005 1:02 pm

Glad u have got it sorted. 100 jump holes in one system? I didn't think that was possible. It must be a limit in best legal/illegal. I think as long as they are illegal then it would be more stable. Have you tried doing a best path from that system to random other ones? Hopefully it will just give the no best path message..

Post Tue Jul 26, 2005 9:56 pm

Well, doing a best path would be of no practical use, since the best-path-function inside the game only uses jumpgates and completely ignores jumpholes. Navigating inside that system already is easy enough; setting a path to somewhere else would take more time than just following the leads I put there. I don't want to do any fancy stuff (missions, encounters, ...) inside the Hub system either. It's just for faster access to as many stations as allowed by the limits. Maybe I'll ad a station to the Hub, but that's about it.

Post Wed Jul 27, 2005 6:57 am

Its a nice idea, not sure how its going to affect trade though. Might make things a bit easy..

Post Wed Jul 27, 2005 7:39 am

I did this for server cops to get to as many potential hotzones as quickly as possible. No interest in super traderoutes.

After one hour of testing every possible combination for the best-path-function, I'm finally done with this Hub system. It turned out that all of the already present systems have this 10 jumpthings limit. And I can confirm there's no such limit for new, user created systems. The Hub system contains no less than 151 jumpholes, leading to as many dockable stations and planets as allowed by the aforementioned limits. But as soon as at least one "old" system has more than 10 jumpthings, the server bites the dust.

One last thing I'd like to read some thoughts on, before I make the mod public:
what still feels strange to me is the fact that the Hub system doesn't need any extended path definitions beyond the ones that come with default Freelancer. However I keep reading all over the place to set these paths for new systems. I don't know what to think of this...

Edited by - Preacher0815 on 7/27/2005 8:47:50 AM

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