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**Tutorial** - Find answers to crashes!

Here you find the different tutorials on editing and MODing Freelancer

Post Wed Aug 24, 2005 3:53 pm

problem : i made a ship and every time i got to buy it it doesnt show it in the dealer menu help i realy want to drive my ship!! heres the file i changed

marketgood = quake_package, 1, -1, 1, 1, 0, 1, 1

[Power
nickname = quake_power01
ids_name = 263706
ids_info = 264706
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 1800
charge_rate = 183
thrust_capacity = 1000
thrust_charge_rate = 100
lootable = false

[Good
nickname = quake_hull
category = shiphull
ship = quake
price = 10
ids_name = 12003
item_icon = Equipment\models\commodities\nn_icons\li_elite.3db

[Engine
nickname = quake_engine_01
ids_name = 263671
ids_info = 264671
volume = 0.000000
mass = 10
max_force = 48000
linear_drag = 599
power_usage = 0
reverse_fraction = 0.200000
flame_effect = gf_li_smallengine01_fire
trail_effect = gf_li_smallengine01_trail
trail_effect_player = gf_li_smallengine01_playtrail
cruise_charge_time = 5
cruise_power_usage = 20
character_start_sound = engine_ci_fighter_start
character_loop_sound = engine_ci_fighter_loop
character_pitch_range = 10, 65
rumble_sound = rumble_ci_fighter
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
engine_kill_sound = engine_ci_fighter_kill
cruise_start_sound = engine_ci_cruise_start
cruise_loop_sound = engine_ci_cruise_loop
cruise_stop_sound = engine_ci_cruise_stop
cruise_disrupt_sound = cruise_disrupt
cruise_backfire_sound = cruise_backfire
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 60
outside_sound_cone = 180

email me if you want the mat file so you can check it [email protected] and cmp

Post Thu Aug 25, 2005 8:21 am

Hi!

cold85: You need to add some more entries. At first an entry in the shiparch.ini for your ship, then a package of your ship in the goods.ini (you could place it just under your hull entry). This should do it for the first time, but without these entries it will not work.

Hope this helps!

Black Eagle

Post Mon Mar 06, 2006 1:56 am

I apologize in advance for bringing up an old topic (but it is one that I think is extremly useful! Helped me anyway)

Does anyone know about random crashes when capital ships explode? I've got 3 of 8 capital ships in this mod I am currently working on, crashing players to desktop apparantly randomly.

These ships have new longer death fuses now. When player(s) bring down one of the 3 capships, and the first explosions go off, some (sometimes all) players in the area (usually visual range, 2.4k) will crash, and others won't. It SEEMS to be that if a person is more then 1800m from the capship as it explodes, OR if a player is NOT looking at the explosion, they will crash.

But, it doesn't always work that way. Sometimes crashes occour even when looking at the explosion and death scene.

Hopefully that is a good enough description... I've gone over the files shiparch, the FX fuse.ini's, explosions.ini, effects_explosions.ini, and explosions_ale.ini several times... I've also verified that the ship model and Hp's/Dp's match. I'll start looking at the ship loadouts and npcships.ini incase I missed something there also...

Thanks in advance.

Post Tue Mar 07, 2006 11:56 pm

You haven't got them using nano bats/bots have you? That can cause crashes if they try to repair themselves when the ship has effectively broken up.

Other than that, if you return to the original fuses, do the crashes still occur (isolating and confirming the fuse is the cause). If so, check your fuse entries with a fine tooth comb, comparing it to other fuses. Follow each and every lil lead to the files and check the values/entries.

Post Sun Oct 01, 2006 12:23 pm

I'm making a total conversion mod, Aerotech 3067, and while I've mastered adding new ships, I do have a serous problem with the new star systems. (or not so serious...) This mod converts Freelancer to the Battletech/Mechwarrior universe, and although I'm not putting all 3000+ star systems in there, 150-450 would be nice. I have all of the planetary data, faction lists, and such, but I can't seem to get FLExplorer to make those planets information visible.

FL Explorer adds a new DLL when starting a new mod, which is fine with me. All of my 90+ systems that I've added have their infocards in this DLL. I also have a new DLL for ship infocards, called ATships.dll. ATships.dll is located in the EXE folder, but the FLExplorer DLL (my_mod.dll) is located in the root of the mod folder. None of the infocards in my_mod.dll actually work in the game, and all of the new systems can be visited, navigated, and fought in, but there are no labels for anything. The ATShips.dll file works precisely as advertised.

I tried moving the my_mod.dll file to the EXE folder, and manually adding it to the freelancer.ini file. All I get is a nasty crash to desktop on launch from any base. How do I fix this sucker?


EDIT: Blackhole from the OpenLancer project just helped me eliminate every original Freelancer system and all the SP missions in one shot. Now, I'm using only the 108 star systems I put in myself. NICE, bro!

Now to nail down this nasty little DLL problem...

Edited by - Hadryon on 10/3/2006 2:18:41 AM

Post Mon Oct 02, 2006 3:44 am

If you use FLE v1.5 or lower the ids_info/ids_name entry in the ini-files doesn´t match with the dll. In FLE v2.0 this problem is solved. If you allready have v2.0 I don´t know what it could be

Post Tue Oct 03, 2006 1:20 am

I'm using FL Explorer v.2.0.6.22 right now, and no joy on getting that DLL right. I'm going to play with it some more, but maybe there's a problem with using more than 1 new DLL file?

Post Wed Jul 04, 2007 3:02 am

hey i made a mod and added 3 weps which worked 3 scanners 2 of which worked and 3 tractors 1 of which worked. When i add any one of the 3 entries that doesn't work Freelancer crashes on startup. I used a basic scanner template and changed only the details i needed to. Here are the 6 entries ( i've marked the bad ones) Also the icons are ones i got from the internet and do work as i tested them

[Good
nickname = mod_s_scanner_03
equipment = ge_s_scanner_03
category = equipment
price = 10
item_icon = equipment\models\scanners\nn_icons\EQUIPICON_scanner_mk3.3db <----- Problem
combinable = False
ids_name = 263752
ids_info = 264752
shop_archetype = equipment\models\commodities\crates\crate_grey.3db

[Good
nickname = mod_s_tractor_02
equipment = ge_s_tractor_02
category = equipment
price = 10
item_icon = equipment\models\tractor beams\nn_icons\EQUIPICON_enh_tractor_bm.3db <---- Problem
combinable = False
ids_name = 263745
ids_info = 264745
shop_archetype = equipment\models\commodities\crates\crate_grey.3db


[Good
nickname = mod_s_tractor_03
equipment = ge_s_tractor_03
category = equipment
price = 10
item_icon = equipment\models\tractor beams\nn_icons\EQUIPICON_adv_tractor_bm.3db <---- Problem
combinable = False
ids_name = 263744
ids_info = 264744
shop_archetype = equipment\models\commodities\crates\crate_grey.3db


[Good
nickname = mod_s_scanner_01
equipment = ge_s_scanner_01
category = equipment
price = 10
item_icon = equipment\models\scanners\nn_icons\EQUIPICON_scanner_mk1.3db
combinable = False
ids_name = 263750
ids_info = 264750
shop_archetype = equipment\models\commodities\crates\crate_grey.3db

[Good
nickname = mod_s_scanner_02
equipment = ge_s_scanner_02
category = equipment
price = 10
item_icon = equipment\models\scanners\nn_icons\EQUIPICON_scanner_mk2.3db
combinable = False
ids_name = 263751
ids_info = 264751
shop_archetype = equipment\models\commodities\crates\crate_grey.3db

[Good
nickname = mod_s_tractor_01
equipment = ge_s_tractor_01
category = equipment
price = 10
item_icon = equipment\models\tractor beams\nn_icons\EQUIPICON_std_tractor_bm.3db
combinable = False
ids_name = 263744
ids_info = 264744
shop_archetype = equipment\models\commodities\crates\crate_grey.3db

Post Wed Jul 04, 2007 4:52 am

nickname = mod_s_scanner_02
equipment = ge_s_scanner_02

easy mistake -> just remember in the future that goods and equipment must have the same name like this

nickname = mod_s_scanner_02
equipment = mod_s_scanner_02

FYI (just guessing at what you're doing) markets/goods can't be modded from the server's side alone.

Post Wed Jul 04, 2007 7:38 am

Cold_Void, if that were the case, then why would the other entries work? They don't have the same name.

Interesting, Shaneo. I don't know why that would cause a CTD at startup... try deleting the autosave.fl in your save folder. It's a long shot, but it's the only thing I can think of at the moment.

MK

Post Wed Jul 04, 2007 7:59 am

no, that is definitely the problem imo. you can't name equipment and goods differently - it causes a CTD on startup when market files and goods are parsed. maybe in bizarro world this is not the case

also, sloppy organization = sloppy implementation. i would guess that the new equipment (mk3) does not exist, or is mis-spelled.

Edited by - Cold_Void on 7/4/2007 9:02:56 AM

Post Wed Jul 04, 2007 3:03 pm

thanks for your help and i will try both of your suggestions and get back to you soon

Post Wed Jul 04, 2007 3:10 pm

renaming the entries didn't work but it's the same story with the autosave.fl deleting idea.
This might sound weird but could it be that freelancer has a set limit of these as they had left the files easily modable do you think they only let 2 custom scanners and 1 custom tractror beam?
just a suggestion

Post Wed Jul 04, 2007 4:39 pm

nope. my mod has a dozen or so - FL has some very error sensitive files and the worst are mbases.ini goods.ini markets.ini and universe.ini -> any mistake in these files is usually fatal. go back, do each part again and use a formalized naming convention (avoid the ones FL uses - similar names can generate conflicting CRC numbers which will confuse the game) so instead of mod_s_scanner you have my_scanner_01 or whatever.

this is rare, but i've seen it several times and the more similar the nickname is the more likely it is to happen. on naming goods/equipment: even if it's not crashing now that does not guarantee it will not crash later (for example, when you start an MP session or vice versa), and besides that it's also much easier to write both market and loadouts if all the goods and equipment are straight forward and not a crossword puzzle of names. my opinion, and you're welcome to prove me wrong (as if i care - my way works, lol)

i can guess you don't have FLScan (or you wouldn't be wasting my time, pftt! j/kin i love to help ), go ahead and get it and then scan to diagnose exactly what is wrong with your mod's INIs. this should be a piece of cake for Accushot's most excellent program, unless you're just reaaally bad at this

P-S: just a general tip not for this specific problem; never, ever, ever, allow a double space between words or a trailing space at the end of a line. archetype =(doublespace) (archetype) will look like "archetype = 0" to freelancer. a space at the end of a line will give you the dreaded 'trailing references' error message (dreaded because you will have to find the double space or trailing space)

Post Wed Jul 04, 2007 7:59 pm

can you send me just one of your entries to compare and see if i can see what i did wrong? you dodn't need to but i would be very grateful

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