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My new ship mod - How do I get better error messages!

Do you want to start editing Freelancer, but have no clue where to begin? This is the place for you to find things and talk about getting started on Freelancer Modding

Post Wed Jan 05, 2005 11:56 am

My new ship mod - How do I get better error messages!

Ok, so i have followed several of the tutorials to create a ship mod ... FL always crashes when I go to the ship dealer... my most recent attempt was through MilkShape and ShipScripter (thanks all for the cool tools!).

Anybody know how to get better error codes so I can have some inkling of why my mod is crashing FL.

I am in SP mode cause I also cannot figure how to get my FL client to see my FL Server in LAN mode...

Post Wed Jan 05, 2005 12:17 pm

Ok, i edited the freelancer.ini so that it logs stuff to a file... a good start. Now I have a cryptic error message... anybody can shed some light on this?

E:\FL\Scratch\Source\Common\Archetype.cpp(60) : *** ERROR: ArchDB::Get(2777785607) failed

Post Wed Jan 05, 2005 12:25 pm

Question, are you createing it from scratch, or redoing an existing ship?

Edit- Did you download and install the SDK? It may be a file is missing that is needed.

Edited by - Finalday on 1/5/2005 12:27:05 PM

Post Wed Jan 05, 2005 12:26 pm

What did you do to Freelancer.ini file exactly?

As for the error - that number is a 'hash' code.

2777785607 doesn't match with anything I know of (in my own lil database), and therefore it looks like its something you made up.

Post up your ships entries here - both the shiparch.ini and goods.ini as well as your market_ships.ini entry for YOUR SHIP ONLY!

Post Wed Jan 05, 2005 1:09 pm

Thanks for the input, here is the info requested...

As to the change to freelancer.ini... i added the 2nd line below and commented out the original (1st line)

;log = $Text, 65536, 5 ; 65536 means 'don't care' about kind value.
log = c:\flerrors.log, -1, 5 ; 65536 means 'don't care' about kind value.

from mymod.xml:
<script>
<scriptversion>
1.0
</scriptversion>

<data file="data\ships\shiparch.ini" method="append">
<source>
;-- ShipScripter V.1.2.1
[Ship
ids_name = 0 ;GENERATESTRRES("bluefish"
ids_info = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TEXT/><PARA/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Stats</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT/><PARA/><TEXT>Guns/Turrets: 6/0</TEXT><PARA/><TEXT>Armor: 9800</TEXT><PARA/><TEXT>Cargo Holds: 90</TEXT><PARA/><TEXT>Max Batteries/NanoBots: 70/70</TEXT><PARA/><TEXT>Optimal Weapon Class: 6</TEXT><PARA/><TEXT>Max. Weapon Class: 8</TEXT><PARA/><TEXT>Additional Equipment: M, CM, CD/T</TEXT><PARA/><PARA/><POP/></RDL></xml>"
ids_info1 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>bluefish</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>test ship</TEXT><PARA/><POP/></RDL></xml>"
ids_info2 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TRA data='1' mask='1' def='-2'/><TEXT>Stats</TEXT><PARA/><TRA data='0' mask='1' def='-1'/><TEXT/><PARA/><TEXT>Gun/Turret Mounts:</TEXT><PARA/><TEXT>Armor:</TEXT><PARA/><TEXT>Cargo Space:</TEXT><PARA/><TEXT>Max Batteries/NanoBots:</TEXT><PARA/><TEXT>Optimal Weapon Class:</TEXT><PARA/><TEXT>Max. Weapon Class:</TEXT><PARA/><TEXT>Additional Equipment: </TEXT><PARA/><POP/></RDL></xml>"
ids_info3 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TEXT/><PARA/><TEXT/><PARA/><TEXT>6/0</TEXT><PARA/><TEXT>9800</TEXT><PARA/><TEXT>90</TEXT><PARA/><TEXT>70/70</TEXT><PARA/><TEXT>6</TEXT><PARA/><TEXT>8</TEXT><PARA/><TEXT>M, CM, CD/T</TEXT><PARA/><POP/></RDL></xml>"
nickname = SomeFlier
ship_class = 1
type = FIGHTER
mission_property = can_use_berths
LODranges = 0, 999999, 999999, 999999, 999999
msg_id_prefix = gcs_refer_shiparch_borhf
DA_archetype = ships\SomeFlier\SomeFlier.cmp
material_library = ships\SomeFlier\SomeFlier.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\SomeFlier\SomeFlier.ini
max_bank_angle = 30
camera_offset = 8, 30
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
pilot_mesh = generic_pilot
nanobot_limit = 70
shield_battery_limit = 70
hit_pts = 9800
hold_size = 90
explosion_arch = explosion_br_fighter
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
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 = 1
shield_link = l_elite_shield01, HpMount, HpEngine01, HpShield01
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 ; Torpedo Hardpoint
HP_tractor_source = HpTractor_Source
fuse = intermed_damage_smallship02, 0.000000, 525
fuse = intermed_damage_smallship03, 0.000000, 263
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
linear_drag = 1
mass = 150
steering_torque = 43000, 43000, 230000
angular_drag = 41000, 41000, 141000
rotation_inertia = 8400, 8400, 8400
nudge_force = 30000
strafe_force = 20000
strafe_power_usage = 2
</source>
</data>

<data file="DATA\EQUIPMENT\goods.ini" method="append">
<source>
[Good
nickname = Nickname_hull
category = shiphull
ship = Nickname
price = 10000
ids_name = 0 ;GENERATESTRRES("bluefish"
item_icon = Custom\BlueFishShip\bluefish.3db

[Good
nickname = Nickname_package
category = ship
hull = Nickname_hull
addon = ge_s_tractor_01, internal, 1
addon = ge_oe_engine_01, internal, 1 ; Anubis Engine
addon = co_elite2_power01, internal, 1 ; Titan Power Generator
addon = ge_s_scanner_01, internal, 1 ; Standard Scanner
addon = shield01_mark08_hf, HpShield01, 1 ; Adv. Protector H. F. Shield (Graviton Class 8)
addon = order_thruster, HpThruster01, 1 ; Order Thruster
addon = ge_s_cm_03, HpCM01, 1 ; Adv. Countermeasure Dropper
addon = fc_lwb_gun01_mark03, HpWeapon01, 1 ; Eliminator (Class 7)
addon = fc_or_gun02_mark03, HpWeapon02, 1 ; Reaper Mk III (Class 7)
addon = gd_im_gun01_mark04, HpWeapon03, 1 ; Vampire 2 (Class 7)
addon = fc_gc_gun01_mark03, HpWeapon04, 1 ; Suncannon C (Class 8)
addon = fc_rh_gun01_mark04, HpWeapon05, 1 ; Natterturn (Class 8)
addon = fc_rh_gun01_mark04, HpWeapon06, 1 ; Natterturn (Class 8)
addon = torpedo01_mark01, HpTorpedo01, 1 ; Starkiller Torpedo Launcher (Class 1)
addon = mine01_mark01, HpMine01, 1 ; Drone Mine Dropper
addon = contrail01, HpContrail01, 1 ; Contrail
addon = contrail01, HpContrail02, 1 ; Contrail
</source>
</data>

<data file="DATA\Missions\mShipProps.ini" method="append">
<source>
[mShipProps
archetype_id = Nickname
prop = can_use_berths
</source>
</data>

<data file="DATA\Equipment\market_ships.ini" method="sectionreplace">
<section>
[BaseGood
base = Li01_01_base
</section>
<dest>
marketgood = lf_package, 1, -1, 1, 1, 0, 1, 1
</dest>
<source>
marketgood = Nickname_package, 1, -1, 1, 1, 0, 1, 1
</source>
</data>

<data file="DATA\Missions\mShipProps.ini" method="append">
<source>
[mShipProps
archetype_id = Nickname
prop = can_use_berths
</source>
</data>

<data file="DATA\Equipment\market_ships.ini" method="sectionreplace">
<section>
[BaseGood
base = Li01_01_base
</section>
<dest>
marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1
</dest>
<source>
marketgood = Nickname_package, 1, -1, 1, 1, 0, 1, 1
</source>
</data>

</script>

Post Wed Jan 05, 2005 1:11 pm

Hi and thanks for the response!

I am creating the ship from scratch using milkshade and the shipscripter (both tools found at this site). I have installed the SDK as well.

Post Wed Jan 05, 2005 1:34 pm

First butchers has this:

Good
nickname = Nickname_hull
category = shiphull
ship = Nickname
price = 10000
ids_name = 0 ;GENERATESTRRES("bluefish"
item_icon = Custom\BlueFishShip\bluefish.3db

[Good


The nickname you had of your ship in the shiparch.ini was someflier, but here the ships nickname is set to...............nickname? That will be your crash.

Post Wed Jan 05, 2005 2:32 pm

You Rock! Thanks! Now I just need to figure out why my ship is so tiny (about 1/10th the size of the base of a gun) it looks pretty funny flying out there, the guns are really all you can see!

Post Wed Jan 05, 2005 11:29 pm

If the ship is to small, you can use FlModelTool to increase its size, or scale it larger in Milkshape and export again (I usually export and scale for that adjustment first before I start any work on further ship scripting).

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