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Probs with ship

The general place to discuss MOD''ing Freelancer!

Post Mon Apr 24, 2006 2:38 am

Probs with ship

I´ve added a coustom ship to my mod and it causes a crash. I´ve deleted the marketships.ini entry but with no effect. Some months ago I did the same and exactly the same way and the game crashed when I selected the ship at the dealer.
i´ll post the ini-entrys later that day cause I cant´t do that now.

NOTE-Can anyone make a sticky thread for crashes of any type? lol;-)

-------------------------
I want YOU for THE ORDER.

Post Mon Apr 24, 2006 7:44 am

Initialise database......done
load sector: ships.......done
load ship: Vocron VHF..done

Okay here´s the data:

shiparch.ini

[Ship
ids_name = 458829
ids_info = 468769
ids_info1 = 468770
ids_info2 = 66608
ids_info3 = 468772
ship_class = 3
nickname = vo_elite2
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 = 80
linear_drag = 150.000000
fuse = intermed_damage_smallship01, 0.000000, 400
fuse = intermed_damage_smallship02, 0.000000, 200
fuse = intermed_damage_smallship03, 0.000000, 133
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 = 75
shield_battery_limit = 75
hit_pts = 10800
DA_archtype = ships\vocron\vo-elite2\vo-elite2.cmp
material_library = ships\vocron\vo_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\l_fighter.ini
pilot_mesh = generic_pilot
explosion_arch = explosion_br_freighter
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 = 2
shield_link = l_fighter_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, Weapon02
hp_type = hp_gun_special_9, HpWeapon01, Weapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_8, HpWeapon01, Weapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_7, HpWeapon01, Weapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, Weapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, Weapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, Weapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, Weapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, Weapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, Weapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_turret_special_10, HpTurret01
hp_type = hp_turret_special_9, HpTurret01
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_2, HpTorpedo01
hp_type = hp_torpedo_special_1, HpTorpedo01


goods.ini

[Good
nickname = ve2_hull
category = shiphull
ship = vo_elite2
price = 797890
ids_name = 12019
item_icon = Equipment\models\commodities\nn_icons\bw_heavy.3db

[Good
nickname = ve2_package
category = ship
hull = ve2_hull
addon = ge_ve2_engine , internal, 1
addon = vo_elite2_power01 , internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark08_hf, HpShield01
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallBlue, HpRunningLight01, 1
addon = SlowSmallBlue, HpRunningLight02, 1
addon = SlowSmallOrange, HpRunningLight03, 1
addon = SlowSmallOrange, HpRunningLight03, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1


engine_equip.ini

[Engine
nickname = ge_ve2_engine_01
ids_name = 263904
ids_info = 264904
volume = 400.000000
mass = 10
max_force = 48000
linear_drag = 599
power_usage = 0
reverse_fraction = 0.200000
flame_effect = gf_no_smallengine01_fire
trail_effect = gf_no_smallengine01_trail
cruise_charge_time = 5
cruise_power_usage = 20
character_loop_sound = engine_no_loop
character_pitch_range = -50, 25
rumble_sound = rumble_nomad
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
cruise_start_sound = engine_no_cruise_start
cruise_loop_sound = engine_no_cruise_loop
cruise_stop_sound = engine_no_cruise_stop
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 60
outside_sound_cone = 180

misc_equip.ini

[Power
nickname = vo_elite2_power01
ids_name = 458830
ids_info = 468772
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 11800
charge_rate = 1700
thrust_capacity = 1000
thrust_charge_rate = 100
lootable = false

NOTE-It´s a startup crash. Tried out deleting autosave-didn´t work

Post Mon Apr 24, 2006 8:26 am

Start up crashes are usually either goods or shiparch. If you have a good for sale that points to equipment that dosen't exist, you will crash less than halfway to the title screen.
If you backup, then remove the goods from the file and see if you can get to the title screen. Then use OpenSP, just a basic no thrill verson to m13 spawn with your ship using equipment already in the game you can see if the ship itself is ok or not.
Then you can go about adding equipment to the loadout and see if it crashes still. If you can add the equipment to the loadout and spawn ok, then its just a nickname problem or you have the goods in the entry in the wrong file.
Did you add the engine and powerplant to the game buyable? If you did thats most likely where the problem is, just delete those entries and you should be ok.
Well, thats assuming that the ships architecture is all ok. But you normally can't export from milkshape if it isn't happy.

Post Mon Apr 24, 2006 9:10 am

I'd just cut everything out of the goods.ini file entry for your ship, and start with a powerplant, engine and scanner that come from another working entry (like, perhaps, the starflier?).

Delete all saves (auto included) and reinstall game as well to be sure you have clean working files, and then activate mod with bare minimum additions. Check to see if you crash or not.

Post Mon Apr 24, 2006 10:03 am

You shouldm't really need to reinstall surely? You could just put SDK over the existing files and let them fix them instead.

Post Mon Apr 24, 2006 10:32 am

do you use .tga or .dds for the texture? If you use .dds then check to see if every .dds file is OK. One of my .dds file is a square and the game engine can't read so it crashed.

Post Mon Apr 24, 2006 5:33 pm

Um, you might want to look at your engine, you labeled it as _01, but in your goods.ini file, you omitted that. It is probably what is causing the issue.

Post Tue Apr 25, 2006 3:58 am

OK, I´ll check that out.
To the textures: I use both tga. and dds. file format

Post Tue Apr 25, 2006 10:04 am

If you'd ran FLScan, it would have picked up the engine error...

There are tools out there that can help, and I am doing my best to make people aware of them Main page, half way down (or downloads), it's there - Accushots FLScan.

Post Mon May 01, 2006 7:59 am

The _01-thingy didn´t fix the crash

Post Mon May 01, 2006 8:57 am

Have you tried FLScan yet?



I will keep on saying this until you actually respond, because no-one can really go through every single line and look for an error - it's too much and we don't know your files!
For instance, normally anything with a space in the name has an underscore - but your cmp file has a dash instead. Is it a problem or isn't it? there is no WAY we can possibly know.

Have you removed all entries except for NORMAL scanner, engine and power plant from the package or not? If you haven't, then do so now!

Or better yet, download, install and run FLScan!

Post Mon May 01, 2006 11:05 am

I will also add that FL DOES report many reasons for crashing in...

C:\Documents and Settings\(your account name)\Local Settings\Application Data\Freelancer\FLSpew.txt.

You can get FLSpt.vbs from here somewhere, which will cut out all the info and leave the warnings and errors. Get that and post it and we may be able to help better.

A note on DDS formats: Square texture files are OK, but FL doesn't like the ARGB format which seems to be the default selected by the utilities I tried, so you need to be sure to save them as DXT1 or DXT3, and the nodes in your texture files should be named MIPS for DDS images and MIP0 for .tga images.

Keep on truckin'!

Roleplay: - the art of self-deceipt!

Post Mon May 01, 2006 11:08 am

I have tried FLscan. It allways crashed

Post Mon May 01, 2006 2:48 pm

i'd also like to say that FLScan really DOES not like my pc.
Maybe this is why people keep asking

(\__/)
(='.'=) This is Bunny. Copy and paste bunny into your
(" )_(" ) signature to help him gain world domination.

Post Mon May 01, 2006 6:39 pm

Cmdr. Stefan,

One method of eliminating the ship .cmp and .mat as a possible problem that causes the crash is to replace an existing standard freelancer ship of similar config with your .cmp and .mat.. It doesnt have to be an exact match (tho the flspew will throw missing hardpoint errors)

What I normally do is to simply rename the new ship files AS the freelancer ship.. e.g. the starflyer or patriot or whatever you choose .. If it crashes then the problem is the ship, if it works the problem is not with the ship itself but somewhere in the .ini's..

I hope this helps ..

Harrier

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