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Crash

The general place to discuss MOD''ing Freelancer!

Post Fri Jan 13, 2006 2:01 pm

Crash

After activating my galileo MOD(a ship), FL crashes at the splash screen.
It is not due to save files or anything. I just don't get it.
It involves 2 other mods integrated via XML files.
Here is the MOD, can you tell me what I am doing wrong here.

http://www.freewebs.com/freetrek/Galileo.zip

Post Fri Jan 13, 2006 2:42 pm

get the SDK

Post Fri Jan 13, 2006 2:59 pm

I have got it.

Post Fri Jan 13, 2006 3:08 pm

Ok use FLspit to read the error.
Do a clean install and try your mod again.
Or you might have to use a backup and start from there and figure out what you have done.


QuEsTiOn AsKeR
Last Hope MOD

Post Fri Jan 13, 2006 3:19 pm

Flspit says:
WARNING:General:set_gamma_function() called outside of create_buffers/destroy_buffers
ERROR: ArchDB::Get(2553359424) failed
WARNING:General:create_device: D3DERR_INVALIDCALL
WARNING: RenderMgr - failed to create_buffers(1024,768) -1,-1

Is this a graphics problem. If it is i can't understand why, the game works fine with other mods.

Post Fri Jan 13, 2006 3:37 pm

ERROR: ArchDB::Get(2553359424) failed
that is your critical error,not the other stuff(which is mostly unrelated and just a symptom)
get Anton's CRCtool(easiest to find on the EOA's own site)and create a database of the FL directory with your mod installed,save that database and select it as your source in the search,and put in the CRC # from FL's spew - if it turns up a match,there will be your problem - either in inconsistent naming,or incomplete entries(ie no goods file,or shiparch misnamed,etc)connected to the CRC.if it doesn't turn up a match,you may have a problem w/ misplaced spaces,trailing spaces,etc format errors

Post Fri Jan 13, 2006 3:56 pm

First the Shiparch.ini

Change - LODranges = 0, 40, 60, 140, 300, 1000 to LODranges = 0, 99999 or it will disappear after the 40 LOD

Change - DA_archetype = data\ships\NEW_WORLD\GALILEO\galileo.cmp to DA_archetype = ships\NEW_WORLD\GALILEO\galileo.cmp

Change - material_library = data\ships\NEW_WORLD\HPS.mat to material_library = ships\NEW_WORLD\GALILEO\galileo.cmp as you've added the mat to the cmp and the "data" isn't needed

your ship is classed as a light fighter with a l-Fighter shield link but youve given it HF\VHF shield hardpoints.

Now for you script

<data file="DATA\EQUIPMENT\market_ships.ini" method="sectionappend" numTimes="0">
<section>
[BaseGood
</section>
<source>
Marketgood = gal_package, 1, -1, 1, 1, 0, 1, 1
</source>
</data>
your adding this to every base but the max number of ships you can have for sale in one base is 3, and because of your script some now have 4 which causes the CTD on the FL Logo screen ( bad market files always crash the game here).

Your ship is next

A poly count(triangles) of 18176 is far to high for FL as this will cause a lot of frames to be dropped on most low end machines and cause a hell of a lot of LAG on servers, and don't give it to NPC's to fly as that will make it worse. Poly counts of 3000 - 5000 are usual for FL and most people and servers can handle several of them on screen at once.

Your textures cannot be bmp format FL only uses tga or dds so you will have to convert your textures then redo the mat or in this case the combined cmp, this will also reduce it from the almost 13Mb that it currently at.

**shuffles of with a new headache**

Post Sat Jan 14, 2006 5:27 am

Thanks loads!!

Post Sat Jan 14, 2006 7:31 am

I'm afraid to say that was just the start. I looked at it again this morning and it still crashes on the logo, which means that you will have to sort through all of the ini files looking for the cockups. One little mistake in any equipment entry can cause real problems at loading. I'll run it through FLIA in a little while and see what I get.

**shuffles of with a new headache**

Post Sat Jan 14, 2006 10:25 am

I fixed the problem, it turns out to be a problem in misc_equip.ini
Instead of saying:

[Power
infinite_Power

it said:

[

Infinite_Power

Ive come across another problem now, whilst running the mod on my server with someone else who also had it installed, i realised that after my shields had been shot through, shots were just passing through my hull. I assume that this is something to do with the fact that i have no .sur file contained in my mod. I have no c++ compiler so I cant use the sur exporter beta as i have only found it distributed in source code. Is there a way to get round this without having to create my own sur file? if there is no way to do this, then where can i find a compiled version of the sur exporter? Also, where in shiparch.ini do i define the sur?

Edited by - leedude on 1/14/2006 10:26:04 AM

Post Sat Jan 14, 2006 11:00 am

The sur beta is still buggy I believe, to get a sur you copy a vanilla one into the same folder as your cmp and rename it to match, in your case "Galileo.sur", because of the shape of your model I'd use bw_fighter.sur (the dagger).

You then need FLModelTool from the d/loads, start it and you'll see two tags "CMP" & "SUR", select the cmp and "open" your model, on the right you'll see two sets of info "New" & "Original" they should be different from each other. Click "save" and overwrite your CMP file with the fixed version, now select the "SUR" tag and "open" your sur file. Select the "resize" and a new window will open, select the "automatic(to cmp)" option, the "ship/station" one and check the last one then "OK", it will ask you if its to use the model cmp you just saved, select "Yes" then "save" your new sur by overwriting the old one.

**shuffles of with a new headache**

Post Sat Jan 14, 2006 12:49 pm

Thanks loads again!

I am aware that this is not generally the place to discuss this kind of problem but as we are on the subject:

After texturing my ship, and implementing into the game, I noticed something odd with the engine nozzle. The texturing seems to be all messed up.
It is supposed to be red on the outside, and black on the inside.
It was not grouped with the rest of the ship, so it had a seperate uvmap



Here is the UVMAP in jpg form:

freetrek/Engine

I textured it with wings 3d. Is there a way i can make the cmp use the texture map properly

Wings3D>Convert to OBJ>Milkshape>convert to CMP>put in game

Edited by - leedude on 1/14/2006 12:56:04 PM

Edit - linked picy for faster sppeed , dialuppers and all.

Edited by - Finalday on 1/14/2006 7:38:06 PM

Post Sat Jan 14, 2006 12:55 pm

Firstly: Sorry about the HUUUGE jpg.
Secondly:
Here is what it looked like in wings 3D:


Edited by - leedude on 1/14/2006 12:56:25 PM

Post Sat Jan 14, 2006 6:03 pm

In wings you textured it with a BMP texture (judging by the textures I extracted from your CMP) and need to convert it to either TGA or DDS. TGA needs to be inverted and uncompressed to work (probably why the engine's wrong).
I converted you textures to DDS last night and re-imported them back in to the CMP and after a little tidying up in UTFEdit got it down to 1.5 Mb compaired to the 12.9Mb it started at.

**shuffles of with a new headache**

Post Sat Jan 14, 2006 6:10 pm

I managed to fix that particular problem by flipping the map vertically.(weird huh).
I had already TGAed them.

It seems that my ship is now fully functional with the sur file fitting extremely well with the cmp.

Thanks for all the help on this thread.

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