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Odd Freelancer error messages. Find help or give assistance

This is where you can ask for help and post your knowledge on error messages from using the various tools that describe error messages in MODs such as DataStorm the Freelancer MOD Scanner the server console and FLSpit.

Post Wed Dec 01, 2004 3:24 am

Odd Freelancer error messages. Find help or give assistance

Hi All,

We have come across a couple of odd messages in the Flspew logs that maybe someone can help us with some pointers and or solutions

1. The robot traders and or barmen generate the following warning messages:

C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Anim\Anim.cpp(757) : WARNING:General:Sc_MLHEAD_MOTION_SHAKHEAD_NO_000LV_XA_% failed to map JOINT (parent: Head, child: Head01) channel.
C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Anim\Anim.cpp(757) : WARNING:General:Sc_MLHEAD_MOTION_SHAKHEAD_NO_000LV_XA_% failed to map JOINT (parent: Head01, child: ROLP) channel.
C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Anim\Anim.cpp(757) : WARNING:General:Sc_MLHEAD_MOTION_SHAKHEAD_NO_000LV_XA_% failed to map JOINT (parent: Head01, child: B_Left EyeLid) channel.
C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Anim\Anim.cpp(757) : WARNING:General:Sc_MLHEAD_MOTION_SHAKHEAD_NO_000LV_XA_% failed to map JOINT (parent: Head01, child: ROBR) channel.
C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Anim\Anim.cpp(757) : WARNING:General:Sc_MLHEAD_MOTION_SHAKHEAD_NO_000LV_XA_% failed to map JOINT (parent: Head01, child: RMBR) channel.
C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Anim\Anim.cpp(757) : WARNING:General:Sc_MLHEAD_MOTION_SHAKHEAD_NO_000LV_XA_% failed to map JOINT (parent: Head01, child: RICH) channel.
C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Anim\Anim.cpp(757) : WARNING:General:Sc_MLHEAD_MOTION_SHAKHEAD_NO_000LV_XA_% failed to map JOINT (parent: Head01, child: RIBR) channel.
C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Anim\Anim.cpp(757) : WARNING:General:Sc_MLHEAD_MOTION_SHAKHEAD_NO_000LV_XA_% failed to map JOINT (parent: Head01, child: RBLP) channel.
C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Anim\Anim.cpp(757) : WARNING:General:Sc_MLHEAD_MOTION_SHAKHEAD_NO_000LV_XA_% failed to map JOINT (parent: Head01, child: RBEY) channel.
C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Anim\Anim.cpp(757) : WARNING:General:Sc_MLHEAD_MOTION_SHAKHEAD_NO_000LV_XA_% failed to map JOINT (parent: Head01, child: B_Left Top Lip) channel.
C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Anim\Anim.cpp(757) : WARNING:General:Sc_MLHEAD_MOTION_SHAKHEAD_NO_000LV_XA_% failed to map JOINT (parent: Head01, child: B_Right EyeLid) channel.
C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Anim\Anim.cpp(757) : WARNING:General:Sc_MLHEAD_MOTION_SHAKHEAD_NO_000LV_XA_% failed to map JOINT (parent: Head01, child: LOLP) channel.

These go on for line after line after line. We have identified where they come from not why and are present in Sp storyline as well as Mp.

2. Then there is this on exclusion zones:

E:\FL\Scratch\Source\Common\ExclusionZoneMgr.cpp(368) : *** ERROR: DATA ERROR: edge fraction must be added to exclusion zone 2676050435 inorder for transitions to work
E:\FL\Scratch\Source\Common\ExclusionZoneMgr.cpp(368) : *** ERROR: DATA ERROR: edge fraction must be added to exclusion zone 3212916227 inorder for transitions to work
E:\FL\Scratch\Source\Common\ExclusionZoneMgr.cpp(368) : *** ERROR: DATA ERROR: edge fraction must be added to exclusion zone 2676040195 inorder for transitions to work

Any ideas, solutions or workarounds would be helpful

Many thanks,

Harrier





Retreat[![! ---- I'm too badly messed up now[![!

Edited by - parabolix on 1/14/2005 3:35:39 PM

Post Wed Dec 01, 2004 6:35 am

Ahhh....
Two easy ones!!!

The first one, the robot error messages are caused by the THN used to animated them:
fixture = li0202_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scripts\vendors\li_host_fidget.thn, bartender
fixture = li0202_fix_ship, Zs/NPC/Shipdealer/01/A/Stand, scripts\vendors\li_shipdealer_fidget.thn, ShipDealer
fixture = li0202_fix_trader, Zs/NPC/Trader/01/A/Stand, scripts\vendors\li_commtrader_fidget.thn, trader
fixture = li0202_fix_weaponsdealer, Zs/NPC/Equipment/01/A/Stand, scripts\vendors\li_equipdealer_fidget.thn, Equipment

(They're in the mBases.ini)
If you change them to:

fixture = li0202_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scripts\vendors\fidget_vendor_male_02.thn, bartender
fixture = li0202_fix_trader, Zs/NPC/Trader/01/A/Stand, scripts\vendors\fidget_vendor_male_02.thn, trader
fixture = li0202_fix_ship, Zs/NPC/Shipdealer/01/A/Stand, scripts\vendors\fidget_vendor_male_02.thn, ShipDealer
fixture = li0202_fix_weaponsdealer, Zs/NPC/Equipment/01/A/Stand, scripts\vendors\fidget_vendor_male_02.thn, Equipment

That'll remove the error messages.
The original THN's are for people, not robots.
There is another file, for the Bartender, but unless he's at a bar, I wouldn't use it.
He wipes the bar with a rag, and the rag will sit there 'til he wipes it again.
(Looks kinda funny seeing a rag floating in mid-air.)
The above THN has the robot looking at, and entering data into a datapad.
(I've only used this to help debug my mods, gets to be a real pain looking through pages of those "error" messages.)
------------------------------------------------------------------------------------------
As to the second, I believe that's a Nebula problem...
What it's asking for is data to tell FL how far away something becomes visible, fades, and how to make the objects appear.
Here's the info from one of the New London system's zones:

[zone
nickname = Zone_Br01_Southampton_toxic_001
pos = -53559, 0, -32362
shape = SPHERE
size = 7000
damage = 60
spacedust = radioactivedust
spacedust_maxparticles = 100
edge_fraction = 0.100000
interference = 0.700000
sort = 99.500000

Your error message states that you need to add that "edge_fraction = 0.100000" entry into 3 "Exclusion Zones."
Presumably Exclusion Zones in a Nebula.
(Or a Nebula-like area in an Asteroid field, as in the above example.)
(Nebulae can be a real pain to get working right!)

Watch your 6!

Edited by - warzog on 12/1/2004 7:33:18 AM

Post Wed Dec 01, 2004 8:20 am

I'm so glad to hear that somebody actually knows what flspew messages mean I'm only now getting to the point where I can decipher them when I royally screw up

Post Thu Dec 02, 2004 2:17 pm

Warzog,

Thanks for that, we already knew how to get rid of the robot messages by replacing them with human traders, but as you know there are quite a lot of them scattered about the freelancer universe and would like to fix them, rather than replace them..

The nebula thing is a handy tip... thanks for the info

Harrier


Retreat[![! ---- I'm too badly messed up now[![!

Post Fri Dec 03, 2004 5:43 am

Harrier:
You're welcome!

I've been considering replacing the robot thn's permanently, now that my mod has 396 of them!
It may become a problem for those who want to play it MP.
Can you imagine the amount of spew they can generate in mp?

Watch your 6!

Post Fri Dec 03, 2004 6:44 pm

Warzog,

Well when you "fix" them.. lol.. (no offence intended), can we have the necessary files..? they do have a way of providing many lines per visit.. he he. It is odd that they have never received any attention..

Now I have another question for you.. I have been trying to remove ALL trailing references, and had a flash of insight, I searched for double spaces (with the mod loaded) in freelancer, and found a native freelancer file that had line after line of them..(over 100), a file in the exe folder called dacom.ini that references a .dll (dacom.dll) Do you, or anyone else for that matter, know what it does?

I rectified it and as a consequence the whole game seems to load very smoothly.. seems to load faster too..

In all a found over 20 ini's that have this failing.. now I do not expect to ever get rid of them all.. but they seem to do something ... that's not good. always the last couple (or more) lines in flspew after a crash....

Harrier


Retreat[![! ---- I'm too badly messed up now[![!

Post Sat Dec 04, 2004 7:41 am

Well...
DAcom.ini controls the graphics affects.
Things like fires, explosions, glass, lasers, etc.
As to the lines of nothing...
You may have a bad instalation, as mine don't have that problem.

Watch your 6!

Post Sat Dec 04, 2004 9:05 am

Does anybody know of a utility that can search through INIs and look for these automatically? I can't even get Crimson Edit (my text editor of choice) to find and destroy these, let alone do it as a batch operation...

Post Sat Dec 04, 2004 5:27 pm

I get this horrible feeling that i'll sound condescending... search function of win xp seems to find double spaces etc well

edit : of course it don't fix em... but i get that 'ouch' feeling cos a clean FLPatch 1.4 install shows lots files with double spacing in or at end of lines

+++ out of cheese error - redo from start +++

Xtreme Team Studios

Edited by - Anton on 12/4/2004 5:30:45 PM

Edited by - Anton on 12/4/2004 5:58:45 PM

Post Sun Dec 05, 2004 2:43 am

Lol... it's OK Anton... I should've said, "find and replace"... which is the problem. I don't seem to have figured out how to get rid of blank lines... let alone a batch process that would do it to the SDK (just to test out whether that'd improve stabilty and efficiency, as I'm sure those lines are stripped by FL.EXE at runtime... aside from those nasty trailing references...

Post Sun Dec 05, 2004 4:31 am

i guess for the blank lines, a little command line util is the one for the job.. just search in C for two /n control codes together...

Same principal i guess for trailing references - scan the lines for two or more spaces together and make it one space (or none if end of line).

Do we have clues on comments and their effect? many of the files found with double spacing are due to the comments... do these count as trailing references?

+++ out of cheese error - redo from start +++

Xtreme Team Studios

Post Sun Dec 05, 2004 4:55 am

Anton,

Good question, A trailing reference can be one space in the wrong place.. and to search for these is very difficult.. now I have always been told that anything after a comment was ignored but what about spaces after the comment.. or more specifically where does the comment finish and the trailing references start .. now lets say that you place a comment then hit the enter key and then without thinking hit the spacebar.. ergo one more trailing reference...

to my way of thinking.... and now proof... there are trailing references in unmodded files that CAME with Freelancer.. now stock Freelancer runs fine on mp.. so it would appear they matter not......

It's just that as soon as we start adding variables, with tiny mistakes, the problem start.. or am I imagining the crashes....

Harrier


Retreat[![! ---- I'm too badly messed up now[![!

Post Mon Dec 06, 2004 8:28 am

"It's just that as soon as we start adding variables, with tiny mistakes, the problem start.. or am I imagining the crashes...."

Freelancer is nasty that way...
It'll tolerate one, or two tiny mistakes...
But it remembers you have them...
And it adds them up...
And eventually...
It gives up, and crashes!
(But it won't explain why it crashed!)

Watch your 6!

Post Tue Dec 07, 2004 2:51 pm

Ermm,

I our quest to track down warning messages in flspew we came across some other oddities..

E:\FL\Scratch\Source\Server\Space\EqObj.cpp(396) : *** WARNING: EqObj::use_item() couldn't find target item on Client request.

E:\FL\Scratch\Source\Common\Ai\IBehaviorManager.cpp(206) : *** WARNING: IBehaviorManager: state graph not found in database!

Any idea what causes these...

Harrier


Retreat[![! ---- I'm too badly messed up now[![!

Post Tue Dec 07, 2004 5:50 pm

Anton, did you really mean this?

..just search in C for two /n control codes together...


The reason I'm asking is I just did a bytewise scan of the SDK files and they seem to uniformly use Windows-style carriage return + linefeed endings. I'm used to thinking of \n as meaning just a linefeed, although a lot of editing tools will loosely use \n to mean Windows-style line endings.

In any case, I'm curious about the actual constraints for whitespace problems in INI files. I did a quick linting script a few days ago, and I could pretty easily extend it to globally "purify" a Freelancer INI file - clean out extraneous lines, standardize line endings, change tabs/nbsp to ordinary spaces, remove trailing/leading/multiple spaces, and so on. I just need some feedback from more experienced people about the real requirements Freelancer has. Here's what I was thinking of as a general methodology for such a tool.

+ Reads line-by-line, and will emit the lines with the standard necessary line termination.

+ Translate tab, non-breakingspace to standard spaces. Then trims initial and final whitespace from the line, and replaces multiple spaces with a single space anywhere within the line.

+ Removes all initial blank lines from the file.

+ Within each section, removes all blank lines except the final one before the next section begins.

+ At the end of the file, leaves exactly 1 blank completed line.

I'm not sure about some of the other issues such as how comments are treated. I could pretty easily make it drop comments completely, split them off from the lines on which they occur, or whatever else might be necessary.

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