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Crash to desktop when launching from planet

The general place to discuss MOD''ing Freelancer!

Post Sun Aug 07, 2005 3:40 pm

Crash to desktop when launching from planet

Okay, now I'm at a loss. I just wanted to try out my mod and when I was launching from Manhattan, the "loading"-screen appeared and when the system is supposed to appear, I get a crash to desktop, but Freelancer is still running, I just cannot select it again.

So then I started up a multiplacer server and positioned my character at Vierlande in Hamburg. But it was the same there. The game crashes when the system is supposed to appear.

Now, what could get the game to crash to desktop, no matter what system you are, that is loaded when one launches from a planet? Please help me! Freelancer modding is so old and this error seems so basic -- there gotta be a solution.

Post Sun Aug 07, 2005 3:41 pm

*sigh*

Nobody can help you if you dont tell them what your mod does. Thats almost definately the problem.

Post Sun Aug 07, 2005 4:02 pm

The mod is 21.5 MB big, it does a lot. That is my problem, you are right.

Some additional info I just found out:

1. I work like this: First I change everything in a special Freelancer installation I call Freelancer (modded). When everything is tested and works, I write the changes into my FLMM-mod, mostly using XML-scripts (except for mbases.ini). Then I activate the mod in a standard Freelancer installation to see if the script works. My modded Freelancer works perfectly, but the installation with the mod activated doesn't. So it'll have to be the script. FLMM can work with the scripts and activate the mod smoothly. So it has to be WHAT it changes, that is the problem. Considering how large my scripts are ( 800 KB ), I am know trying to figure out in which file the critical modifications are done, so I can examine that part in detail. The follwing might help.

2. In the very first sequence, when Trent is coming to Manhattan, the news channel symbol is supposed to appear and then dissapear into the lower right corner. Well, it is just a white square in the version with the activated mod, whereas it works fine in the modified version.

3. The scripts on Manhattan (both on the landing pad and in the bar and equipment dealer) are not showing fluidly in the activated-mod-version. Instead, ther are lags of about one second at various points. Again, the manualy edited version doesn't have this problem.

4. Since I can't launch from the planet, these are the only clues I have right now. I'll look into some of the edited files of the activated-mod-version tomorrow to see if there are any obvious mistakes and analyse those clues, but now I'll go to bed. It's 2:00 AM in Germany right now.

I hope these clues can give you an idea of the problem and where it might lie.

Edited by - Manhattan_Guy on 8/7/2005 5:02:50 PM

Post Sun Aug 07, 2005 5:01 pm

Its your system file. I've had it happen before. It might also be that your docking ring isn't properly linked. I once tried to launch from manhatten, and later found out i had no docking ring! -_-

In any case, i suggest using FLspit. Its very, very handy. I just used it to firgure out what was making FL CTD myself. Gl.


FL:CE Mod Team Leader

Post Sun Aug 07, 2005 6:11 pm

All I can sujest is to make your small xml files into one and make sure that they all work together, I didnt read your whole post so dont yell at me if I stated something stupid.

Post Mon Aug 08, 2005 1:47 am

As I said, if I put all my XML-scripts together, the file would be 800 KB large. Not really good for bugfixing.

Actually, I haven't changed a thing in New York yet. I think I'll reinstall Freelancer and if the bug's still there, I'll look over the INI-files after I activated the mod. Maybe some entries got messed up.

But in which file should I look? What (except of the system file) can make the game crash to desktop when launching?

Well, I just remembered I was editing the savegame right before the crash, maybe this has something to do with it. I will try that out, too.

Post Mon Aug 08, 2005 6:35 am

I downloaded FLSpit, but it requires a spewfile. Where is this file located at?

Post Wed Sep 07, 2005 9:07 am

Okay, here's a similar one.

I've created a new system and filled it with bases, asteroid fields, population zones, patrols, then I created very simple characters on one of the system's bases, one for each faction in the system, just to make sure the factions work properly before I set up mbases.ini correctly. I then created jump holes and gates into other systems. I entered through one of the holes and it worked.

After I while I noticed, that I got CTDs when inside the asteroid fields, so I checked that. It turned out some patrols had their waypoints (meaning the changes of direction) so close to each other, that it could well be the source of the crashes. So I commented out the entries for these patrols. Thinking the problem was solved, I then made a backup of mbases.ini and started creating the final bar characters. While doing so, I remembered I still needed to check sopmething, so I loaded the autosave created, after I entered the system through the jump hole for the first time. After the loading screen, I got a CTD.

So I took the backup of mbases.ini and tried again. Again, CTD. Remembering I had removed patrols near the jump hole, I included them again. Additionally, I loaded a savegame on a base in the neighbouring system, Dresden. Loaded fine, but when I tried to launch from there -- CTD after the loading screen. It's the same if I start a new game (with OpenSP mod) and launch from Manhattan for the first time. Everywhere.

So I checked flspew -- which showed no error -- and looked at filemon to determine when exactly the game hung up. Turned out the game managed to load all the encounters and then crashed. My guess now is, mbases.ini is the source of the error for I haven't anything else that could crash the game regardless of the system. I myself couldn't find any errors that would crash the game. Everything apart of the little entry for the base with the get-the-patrols-to-work-characters. But maybe I am just too frustrated, so here it is. Ah, just a quick note, I DO know you should not land on this base, for it would crash. As I said, very basic. But at least the rest worked.

-------------------------------

[MBase
nickname = Bw11_01_Base
local_faction = fc_rh_grp
diff = 15
msg_id_prefix = gcs_refer_base_Bw11_01_Base

[MVendor
num_offers = 2, 4

[BaseFaction
faction = fc_rh_grp
weight = 60
npc = bw1101_hessians_001_m
npc = bw1101_hessians_002_m
npc = bw1101_hessians_003_f
npc = bw1101_hessians_004_m

[BaseFaction
faction = rh_n_grp
weight = 10
npc = bw1101_military_001_m

[BaseFaction
faction = rh_ksk_grp
weight = 10
npc = bw1101_ksk_001_m

[BaseFaction
faction = rh_m_grp
weight = 10
npc = bw1101_kruger_001_m

[BaseFaction
faction = gd_bh_grp
weight = 10
npc = bw1101_bounty_001_m

[GF_NPC
nickname = bw1101_hessians_001_m
body = sh_male2_body
head = sh_male3_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220969
affiliation = fc_rh_grp
voice = rvp106
misn = DestroyMission, 5.924538, 11.101916
room = bar

[GF_NPC
nickname = bw1101_hessians_002_m
body = sh_male2_body
head = sh_male3_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220969
affiliation = fc_rh_grp
voice = rvp106
misn = DestroyMission, 5.924538, 11.101916
room = bar

[GF_NPC
nickname = bw1101_hessians_003_f
body = sh_male2_body
head = sh_male3_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220969
affiliation = fc_rh_grp
voice = rvp106
misn = DestroyMission, 5.924538, 11.101916
room = bar

[GF_NPC
nickname = bw1101_hessians_004_m
body = sh_male2_body
head = sh_male3_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220969
affiliation = fc_rh_grp
voice = rvp106
misn = DestroyMission, 5.924538, 11.101916
room = bar

[GF_NPC
nickname = bw1101_military_001_m
body = sh_male2_body
head = sh_male3_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220969
affiliation = rh_n_grp
voice = rvp106
misn = DestroyMission, 5.924538, 11.101916
room = bar

[GF_NPC
nickname = bw1101_ksk_001_m
body = sh_male2_body
head = sh_male3_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220969
affiliation = rh_ksk_grp
voice = rvp106
misn = DestroyMission, 5.924538, 11.101916
room = bar

[GF_NPC
nickname = bw1101_kruger_001_m
body = sh_male2_body
head = sh_male3_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220969
affiliation = rh_m_grp
voice = rvp106
misn = DestroyMission, 5.924538, 11.101916
room = bar

[GF_NPC
nickname = bw1101_bounty_001_m
body = sh_male2_body
head = sh_male3_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220969
affiliation = gd_bh_grp
voice = rvp106
misn = DestroyMission, 5.924538, 11.101916
room = bar

[MRoom
nickname = bar
character_density = 4

[MRoom
nickname = Planetscape
character_density = 3

----------------------------

Uh, this really is a long one. But I hope you can help me.

Post Wed Sep 07, 2005 12:18 pm

FLspit should automatically locate your FLspew file. If it can't, the file SHOULD be in C:\Documents and Settings\<Your logon name>\Local Settings\Application Data\Freelancer\FLSpew.txt

WARNING: Many of these folders are hidden. You will need access to hidden folders and system files to locate it.

Post Wed Sep 07, 2005 12:52 pm

Does FLSpit work with German Windows installations? I can place it in the same folder as the spewfile and still, it's not finding it.

Post Wed Sep 07, 2005 1:30 pm

errrrrrrrrrrrrr

That might be the problem...

Its not meant to work with german windows. If i knew german, i could probably fix it for you, but i don't

Post Wed Sep 07, 2005 1:34 pm

Arghhh!!! Tutorials forum - search the index link (Stingers thread) and its my own thread about finding answers to crashes.

Its all about crashes when flying around/launching in systems etc.
USE IT!

Post Wed Sep 07, 2005 3:53 pm

Use FLScan on your mod. It will probably find it for you. Simply enable your mod and run FLScan

http://www.lancersreactor.com/t/Downloa ... sp?ID=1882

Have you added any solars or new weps or engines. That was my favourite for CTDs

Buck Rogers
Server Admin
Colours Elite UK
www.colourselite.co.uk

Post Thu Sep 08, 2005 6:10 am

@Chips: That's the problem; in you tutorial it is said that a CTD on launching is caused by a mistake in the system file. But I launch from a base in another system, which previously worked. So this can't be it.

Also, FLScan shows me an error while decrypting engine_sounds.ini. Even with the .NET components installed. Very strange.

So now I'll use the good old-fashioned way: Removing parts, that might be causing the error. Because I am experiancing crashes no matter where, my drastical measure would be to remove all evidence of the system in mbases.ini and universe.ini, which should effectively stop Freelancer from using the system. If this works, I will then comment out everything apart from bases, planets and suns in my system and re-include the system. If that still works, I will add the system bit by bit and can figure out what the error is.

Post Thu Sep 08, 2005 8:16 am

Sorry for the double posts, but now I am desperate. I have deleted EVERYTHING saying bw11.ini. Even the now unused bw11 system folder and the asteroid field files. It is STILL crashing!

The only other thing I changed was adding freighters with new loadouts as NPCs to the Red Hessians, but that worked, I even saw them in action. Then I got the changes, commented somethign out and the crashes began. I have searched the files I edited for semi-colons I might have misplaced or not removed, but nothing came up.

EDIT: Okay, now I got FLScan to work, but it too showed no errors concerning the crashes. What am I supposed to do now?

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