Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Frontierspace ver1.0/1.1

Here you can announce your own Freelancer MOD and find information about the different available packages!

Post Fri Jun 23, 2006 12:55 am

I'd say that they were 10 failed logins most likely due to a custom ship or loadout in your new_character options (that you chose when you activated the mod). There is a problem found with the starflier starting loadout, where its loadout does not actually exist. Its mentioned earlier in this thread.


Edited by - Mace_166 on 6/23/2006 2:19:29 AM

Post Fri Jun 23, 2006 5:51 am

Hang in there, Mace! You are making great progress on this mod. Just keep at it, one bug at a time, right?

Thanks for continuing to monitor this thread and help us with our bugs.

Post Fri Jun 23, 2006 6:14 am

Mace thanks for the mod and gratz on 1600+ downloads.
i've not had time to read all the read me's ect, but was wondering;- on my server i set the start position as the basic with max credits, and all new players are started at NY. can or is there some way to allow players to pick a start piont or better still randomize the start position and ship/loadout ?
also is there any Admin ships or shields? and a system that i can use as a naughty step/sin bin just incase people cheat ( i don't like to ban as it just pushes problem children elsewhere). it could be labled Hackers paradise on the inside and Hell on the outside and have only 1 way jumpgates(i think i drifted off a bit there, anyways the start position thing?)

-Pentapolis-

Post Fri Jun 23, 2006 9:02 am

Mace

That fix for the 70 Ophuici JG crash worked just fine. Thanks!

Post Fri Jun 23, 2006 9:37 am

@Blank, cheers bro, i am feeling a little buried with errors at the moment. I've gone through quite a few, once i get the factions ok for the next release i'll be back on track.
@Porlw, Thanks too, the 1600 is pretty good. The ver 1.0 (which was only out for a few days got 700+ too. I don't think you can have the start point set by the client. You might have to rely on admin transfering players and modifying reputation instead (i know its not what you want to hear). If i find a way for later releases it'll go in, but don't hold your breath on that one.
I should have added an admin ship. You could give the admin staff the very high armour scaling and battleship shielding (believe me its nasty!). I'll add a custom ship for the next release. Please let me know what the admin guys would like.

There is a base that you can send mis-behaving players to. Its called "the hole" and its in alaska. Surrounded by those instant death minefields and visable from Mitchell. There's no missions, no trade and no equipment. Its in the Ioncross files(right at the bottom, Li05_07_Base).

@OddBall0613, No problem, have fun in 70 Ophuichi. There are some other nightmare systems, BD-228 and BD-986. If you fancy getting whooped continue to the galactic NE.

Post Fri Jun 23, 2006 2:23 pm

Mace I've found the problem with PETER BORDER STATION & GRASER MINING BASE, it's the mBases entry for them that's causing the crash, to be more precise it's the mission entries for both bases that are crashing the game.

mission_type = DestroyMission, 17 , 38 , 10

Afaik those aren't valid mission difficulty levels, this will kick up a bit of a hornets nest as there are entries like this spread through out the mBases.ini.

I'll create a list of the bases so everybody knows which ones to avoid.

**shuffles of with a new headache**

Post Fri Jun 23, 2006 3:11 pm

Seriously? I've been playtesting for more than a year and i've had hardly any crashes and now it seems any minor detail leads to a CTD. Are you sure its the destroymission amounts? I find it pretty hard to believe that would cause problems. There must be well over a hundred entries with 17, 38 as its my default D18 setting.
(If i sound moody, i'm not moaning at you Bejaymac, i'm just looking at a the mod as it is now and wondering if its worth all of this hassle).

Post Fri Jun 23, 2006 3:22 pm

Mi Mace,

Major Bug to report...
In California System at Planet California Major. When you follow the patrol route direction south-west then the server crashes after some km.


Anyway, you are doing a great job. I love this MOD and looking forward to the next release. Keep on going.

Post Fri Jun 23, 2006 5:34 pm

Hey Ripper, the California crash was mentioned in an earlier post. Basically, there is a trade patrol for Liberty Navy from Willard to Cal Minor and there isn't the base population for Liberty Nave at Cam minor. So, it just bugs out. There was another one two which i'm guessing is the tradelane pop.
The errors have been added to a fixlist and will be sorted out for the next version.
I have mentioned that i planned to release the next version on July 1st. That doesn't look too likely. After so many bugs found in the last release (wether minor or major), i'm not going to release the next version until i'm happy that at least almost all of the current problems are fixed.
So far i have been asked for these features for the next version:
01. Unique version number to help multiplayer.
02. An "events" system empty of npcs for server events.
03. An admin ship and admin weapons.
04. Revised faction reactions so they respond a bit easier.
Feel free to post any any other ideas for features.

Post Fri Jun 23, 2006 6:30 pm

Sorry that I didn't checked that this bug was already mentioned at a previous post.

Anyway, I have found another thing.
I made a Cargo Mission from Leeds (Durham Border Station) to New London (Planet New London). The mission contract has been sold for $500; arrived at destination (Planet New London), I could sell it only at $100 and the commotity trader screen said even $0.

I have send yo an e-mail with the screenshot so you can see what I mean.

Post Fri Jun 23, 2006 7:49 pm

I took the time to compile a list of all the fixes mentioned here. Mace, you may want to stick some ugly HTML files on your frontierspace website and put a huge link at the top of your post saying "FIXED AND OPEN BUGS HERE, YOU IDIOTS." Then move all the bug related notes and posts to there. It takes a lot of time to wade through the posts to find an answer. Just trying to be of service. =)

ALL POSTED BUG FIXES

Crash to Desktop bugs:
* Attempting to leave Griffiths Hydrocarbons in the iAlpha Canis Majoris system
Fix:
01. Open up systems\we07\we07.ini
02. choose Edit>Replace from the top menu
03. Replace all "fr_eastcoal_grp" with "co_Majoris_grp"
04. Save.

* Buying the Thargoid Warship results in a CTD
FIX:
01. Open up equipment/goods.ini
02. Search for "thargoidwarship_package"
03. Look for the "Thargon_sup_engine_01" and replace with "Thargon_HF_sup_engine_01"
04. Save

* CTD's in system Bw22, in the bottom right as you look at the navmap theres a base called "sanchez", twice I approached it from the Ross 154 jumpgate and crashed within 5k of it
FIX: If you want to get rid of the crash you should just be able to delete the corsair patrols (there are two) and you should be able to carry on ok.
The base is equiped and has commodities, its just the mbase/missions.

Other bugs:
* Some courier jobs result in negative profit. (example: You get $8 but paid $200)
FIX:
01. Open up equipment/market_commodities.ini
02. Choose edit>Replace from the top menu
03. Input exactly ", 0, 0.200000, 0, 1, 12.500000"
04. Then replace with (exactly) ", 0, 0.200000, 0, 0, 1, 12.500000"
05. Then choose replace all
06. It'll take a while sorting through quite a few courier commods.
07. The input a different replace ", 0, 0.350000, 0, 1, 11.666670"
08. With ", 0, 0.350000, 0, 0 , 1, 11.666670"
07. Save
You might notice that the origianl entries had a ",0" this will sort through them and ensure you get paid for the work you do. If you don't want to do the fix, then just avoid doing courier jobs for either 0.2 or 0.35 reputation.

* Thargoid Destroyer and Warship missing shield slot
FIX:
Add the ", HpShield01" part of the shield entry.

* 70 Opuchini has some messed up nomad patrols.
FIX:
There is a patrol of 6 pieces for the nomads (fr_nomads_grp), that needs to be deleted. The first part of the path is:
data\UNIVERSE\systems\FR05\FR05.ini
and down the bottom is the:
nickname = Zone_FR05_path_nomads01
the whole entry between the {zone} is for the same thing, its just details for the game. You need to delete the 6 entries for Zone_FR05_path_nomads01--->06 then save. I'd recommend doing it to the mod manager files first then manually copying the files over into the game directory (without the game running obviously).

[Zone <-- Close this with a right bracket
nickname = Zone_FR05_path_nomads01
pos = 19683, 0, 24327
rotate = -90, 76, 0
shape = CYLINDER
size = 750, 14862
sort = 99
toughness = 16
density = 5
repop_time = 30
max_battle_size = 4
pop_type = attack_patrol
relief_time = 20
path_label = nomads_01, 1
usage = patrol
mission_eligible = false
faction_weight = fr_nomads_grp, 10
density_restriction = 1, patroller
density_restriction = 1, police_patroller
density_restriction = 1, pirate_patroller
density_restriction = 4, lawfuls
density_restriction = 4, unlawfuls
encounter = patrolp_assault, 16, 0.050000
faction = fr_nomads_grp, 1.000000
.. and the rest are called:
Zone_FR05_path_nomads02
Zone_FR05_path_nomads03
Zone_FR05_path_nomads04
Zone_FR05_path_nomads05
Zone_FR05_path_nomads06

Delete all of the entries. Then Save.

Edited by - Blank on 6/23/2006 8:51:19 PM

Edited by - Blank on 6/23/2006 8:52:19 PM

Post Sat Jun 24, 2006 12:55 am

Cheers Blank, hopefully when the next version is released i shouldn't need to worry too much about these errors. I'll keep them in an archive somewhere, but it should be a lotless prone to crashes.

Post Sat Jun 24, 2006 6:34 am


i'm just looking at a the mod as it is now and wondering if its worth all of this hassle
You had better believe it's worth the hassle other wise you wouldn't have made it.Artists, were all the same, a little criticism (sp) and we go in the huff.Bud the only real mistake you've made was that even after playtesting it you thought it was relatively bug free ie nothing major, and then the general puplic got their sticky hands on it and the bug reports have flooded in. If you'd released it as an Alpha or Beta and asked for help to bug hunt it your pride would have been given a boost by all of the people wanting to help you, rather than the bashing it's had from any complaints. Us solo modders have the problem of having to do everything ourselves which means we usually can't see the woods for the trees where problems are concerned. A mod team has the advantage of several coders working together and spotting each others mistakes.
Mace this mod has a lot of damn good stuff in it and seeing as it's caught the attention of 1800+ people then you can bet it's a damn good mod, it just needs a little tidying up is all.

Last night when I wrote my post about the missions I was working on Graser(HW05_05_Base) and that the mission entries were the problem, well I now know that there's a lot of bases with those settings that work fine but Graser refuses to let missions be used (CTD on docking) and I'm pretty sure that HW05_09_Base is the same. At the moment I have the "offers_missions","mission_type" & "misn" lines commented out for Graser and it allows me to dock with the base, I can interact with the npc's and buy and sell without any problems, I just can't for the life of me get missions to work for it. I'm going to have a rumage through the forums and see if anybody's found this problem before.

**shuffles of with a new headache**

Post Sat Jun 24, 2006 10:54 am

lol how you modders do all this is beyond me, you cant stop now your an addict just like the 2000+ players that will have downloaded the mod by sunday night.
lets face it Mace you are no space caddett your some sort of major spacer or more likley even higher rank that that , space junkies probe holes, now let at least 500 of them on your mod and they will find holes, it's what we do, we was more than likley looking for some fast cash or somthing rare/hidden, please dont be put off as this mod is great and i still cant see how you do it and all in 18 months.
Keep it up it's BIg and Cleaver.

-Pentapolis-
0 server crashes so far with frontier 1.1 (1 major admin gaff up, sry ZoDiAc),please email if you get client crash out's or CTD's ;- [email protected]

Edited by - porlw on 6/24/2006 12:06:54 PM

Post Sat Jun 24, 2006 1:36 pm

Cheers guys, i think its just re-doing the factions that is geting to me. I'm not a fan of factions at the best of times and my (very minor) changes seem to be resulting in a constant stream of crashes.
I've decided just to leave them for the time being. I'll clear my head and come back to them.
Bejaymac, i've gone through shiparch and deleted the duplicate simple entries and after a brief playtesting everything seems ok. Have you had any problems with people joining your server? I've tried to join a few and had the "name already used" error. I thought all of the starting locations/ship/loadout and money was server side. So, whats all that about?
I have edited mpnewchar to allow factions to be chosen by the server. Could that be it?
I'm not going to give up with Frontierspace. I've always planned to support it with several different versions. If it gets on my nerves, i'll just take time off from it. Once the next (and most likely final) version of Broken Oath is out i will be looking towards another mod. Frontierspace is going to be the primary choice, with the next version at the top of the list, but the next one will be a little different.
I'm hoping to create a universe more like the Zaonce starting point in Frontier. Dangerous pirates all around, very little trade, very little sold and at the reaches of known space.

Return to Freelancer MOD Announcement Forum