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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 Fri Jun 15, 2007 1:46 am

why dont you try using flhook instead?
it offers similar features

Post Fri Jun 15, 2007 9:54 am

i know but the thing is,FLHook is admin friendly. It doesnt offer a lot of features for players like sendcash or frag details. Thats the reason we want FLShell. Makes things for players a lot easier.

Post Fri Jun 15, 2007 11:07 am

To Ogu:

Send the file in question to my e-mail, [email protected], and I'll take a look at it.

MK

Post Sat Jun 30, 2007 9:29 pm

Well i'm getting tired of the crashes from time to time (Makes it hard to test stuff), and I used Flspit, and it gave an million errors it seems like.

I'd like some help with a few.

WARNING: unknown Sound archetype '0x0' (Too many times to count)
WARNING: Used Hostile Pick Assistance! (Same as above)
WARNING: Voice message 2213849798 is invalid for voice 3073825485 (In there alot)
WARNING: StarSystem::exit(): CLI(1) System(Ew01) (Same as above)
WARNING: get_zone(46) failed (In there quite a few times)
WARNING:General:Sc_MLHEAD_MOTION_SHAKHEAD_NO_000LV_XA_% failed to map JOINT (parent: Root, child: Head) channel. (In there an trillion times lol)
WARNING: [Simple nickname = 0xb759bd04 value is not unique. Aborted second version. (I'm pretty sure that I don't have anything with the same nickname, but i'll check)
WARNING: sound reference count leaks detected: 1 sounds (Does that mean Memory leak? In there a couple of times)
WARNING: script Scripts\Bases\Pl_10_bar_ambi_int_01.thn calls for camera Camera_FINAL which does not exist in room .ini = Universe\Systems\Bw06\Bases\Rooms\Bw06_01_Bar.ini (Umm I haven't edited that system)
WARNING: IBehaviorManager: state graph not found in database! (in there all otver the place)
ERROR: DATA ERROR: edge fraction must be added to exclusion zone 2676040195 inorder for transitions to work (I have no clue whats with that)

I'm not all that good at debugging. Can someone please help?

Thanks in Advance.

Creator of Dark Worlds Mod

Edited by - 5i1 2 on 6/30/2007 10:32:25 PM

Post Sun Jul 01, 2007 2:23 pm

Is there anybody here who can interpret these?????
These are the error messages from the Server.

11:19 PM 6/30/2007
E:\FL\Scratch\Source\Common\CECargo.cpp(57) : *** ERROR: ID(0x8BD9354D) EQ_ID(0x27) EQ_ARCH(0x96f89b89) cannot find a cargo pod attached to hardpoint HpCargo01 for 0xac78498b.
E:\FL\Scratch\Source\Common\CECargo.cpp(57) : *** ERROR: ID(0x8BD9354D) EQ_ID(0x28) EQ_ARCH(0x96f89b89) cannot find a cargo pod attached to hardpoint HpCargo02 for 0xac78498b.
E:\FL\Scratch\Source\Common\CECargo.cpp(57) : *** ERROR: ID(0x8BD9354D) EQ_ID(0x29) EQ_ARCH(0x96f89b89) cannot find a cargo pod attached to hardpoint HpCargo03 for 0xac78498b.
E:\FL\Scratch\Source\Common\CECargo.cpp(57) : *** ERROR: ID(0x8BD9354D) EQ_ID(0x2A) EQ_ARCH(0x96f89b89) cannot find a cargo pod attached to hardpoint HpCargo04 for 0xac78498b.
E:\FL\Scratch\Source\Common\Systems.cpp(3228) : *** WARNING: get_zone(Zone_Br05_to_Br04_jumphole) failed
E:\FL\Scratch\Source\Common\CAsteroidSystem.cpp(396) : *** ERROR: AsteroidField linked to missing Exclusion Zone (Zone_Br05_to_Br04_jumphole) in file named (..\data\solar\asteroids\Br05_Independent_gold_field.ini)
===========================================================================
5:20 PM 7/1/2007
E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[0xa6dd74ca not supported/equippable!
E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[0xbba0500d not supported/equippable!
E:\FL\Scratch\Source\Server\gf\pubGF.cpp(120) : *** ERROR: Cannot find bodypart male_hand_left_left
E:\FL\Scratch\Source\Server\gf\pubGF.cpp(120) : *** ERROR: Cannot find bodypart male_hand_left_right
---------------------------------------------
E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[0xbba0500d not supported/equippable!
E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[0xbcc05004 not supported/equippable!
E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[0xa6dd74ca not supported/equippable!
E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[0x89f85540 not supported/equippable!


ALSO: this has really got me steaming MAD!
I go through a lot of trouble getting the path files correct so there are no errors generated out the the FLScan.
I run a scan and finally get NO ERRORS FOUND.

But I see the crap above in my server during testing.
MORE: Why is it that after generating NEW PATH FILES the SERVER CRASHES
WHEN I TRY TO MAP TO ANOTHER SYSTEM??????????
Can someone EXPLAIN THIS??

Post Sun Jul 01, 2007 4:38 pm

ERROR: Cannot find bodypart - check your mBases.ini as you've spelt the hands wrong for a character

WARNING: alloc_equip: Archetype - check your wrecks as you have equipment attached to them that you shouldn't have (ge_s_thruster_01, ge_s_tractor_01, ge_le_engine_01 etc)

*** ERROR: ID(0x8BD9354D) EQ_ID(0x27) EQ_ARCH(0x96f89b89) cannot find a cargo pod attached to hardpoint HpCargo01 for 0xac78498b
Not entirely sure about this one as I can't ID the 0x8BD9354D, 0x96f89b89 is commodity_water and 0xac78498b is depot if that's any help.

Pathways have always been a pain, custom paths always seem to crash for some reason, I don't add them, it just means I can't set a best path in some systems.

Oh and Rankor don't rely solely on FLScan for debugging, Accushots program is good but it only finds a fraction of the errors, combine it with FlSpew and the two ini checkers (FLIA and FLEC both available over on the EOA site) and you stand a good chance of getting most of them, not all of them just most.

@ 5i1 2, your turn.

WARNING: unknown Sound archetype '0x0' - I think this is because your using the wrong voice type.
WARNING: Used Hostile Pick Assistance! - I've just discovered this one myself and haven't a clue as to what it means.
WARNING: Voice message 2213849798 is invalid for voice 3073825485 - has something to do with the NN_voice but I don't think anybodies figured out what exactly.
WARNING: StarSystem::exit(): CLI(1) System(Ew01) - this is normal, you get an exit & an enter version when someone enters or exits a system.
WARNING: get_zone(46) failed - Whatever system your getting this in open the INI for it, count down 46 (in this case) [Zone} blocks, as there is something wrong with the code for [Zone} 46.
WARNING:General:Sc_MLHEAD_MOTION_SHAKHEAD_NO_000LV_XA - this is in the very first post of this thread, robots don't have a separate head and the dealer THN's don't take this into account.
WARNING: [Simple nickname = 0xb759bd04 - duplicate [Simple} in the shiparch in this case "b_destroyer_starboard_eng_cap"
WARNING: sound reference count leaks detected: 1 sounds - never seen this one before.
WARNING: script Scripts\Bases\Pl_10_bar_ambi_int_01.thn - have you altered any THN's by any chance as I can't think of any other way for this to happen.
WARNING: IBehaviorManager: state graph not found - your using a "behavior =" for the AI that doesn't exist in the state_graph.db, npcships.ini is the usual culprit, check near the start of this thread for a list of the behavior's you can use.
ERROR: DATA ERROR: edge fraction must be added to exclusion zone (Zone_Bw05_oxygen_pocket_003) - not sure about this one as I don't get it with that Zone, but I use an older modified SDK 1.5 and it might have been fixed in mine.

**shuffles off with a new headache**

Post Sun Jul 01, 2007 5:44 pm

Ok

WARNING: unknown Sound archetype '0x0' - I think this is because your using the wrong voice type.

Could that have anything to do with the nomad encounters I placed in my new systems? Cause I don't think they have an voice file.

WARNING: [Simple nickname = 0xb759bd04 - duplicate [Simple} in the shiparch in this case "b_destroyer_starboard_eng_cap"

Yeah I took an look right after I posted and noticed on my clones I accedently copyed that entry.

WARNING: script Scripts\Bases\Pl_10_bar_ambi_int_01.thn - have you altered any THN's by any chance as I can't think of any other way for this to happen.

No i haven't changed any .thn's their greek to me.

ERROR: DATA ERROR: edge fraction must be added to exclusion zone (Zone_Bw05_oxygen_pocket_003) - not sure about this one as I don't get it with that Zone, but I use an older modified SDK 1.5 and it might have been fixed in mine.

I use sdk 1.5 too and I haven't even touched that system. (I'll take an look though)

And now I have an very annoying one.

I have 34 THOUSAND (33,581 to be exact) lines of this one lol. (No i didn't count the text program did that for me )

WARNING: ShapeDB: unable to find shape

And I'm wondering how do you figure out what say 2676050435 means? it would help greatly if you would tell me

It did the ShapeDB thing again. I did a quick test and it seems the moment I launch I get those 34 Thousand lines of it.

But I also found an new one

WARNING: invalid MSG id (3045999552) for voice profile (0x88824584)


Thanks again.


Edited by - 5i1 2 on 7/1/2007 8:02:17 PM

Post Mon Jul 02, 2007 8:24 am

1) I'm guessing you've used FLE to build your systems as this error happens alot with systems done by it, when you've built a base you get to add a "voice" from a long list, when in reality there should only be 3 on that list and they are "atc_leg_m01" (male), "atc_leg_f01" (female) & "atc_leg_f01a" (robot). Open one of your system inis in notepad and search for "voice", go through every base in the file checking each voice matches one of the 3 listed above.

3) Don't know why your having problems with the THN if you haven't edited it or the base files.

WARNING: ShapeDB: unable to find shape - after a search for info it looks like there are at least two causes of this. 1) according to warzog in a post from 2004 this has something to do with the lack of a transparent window on some custom ships, 2) in a post in mid 2005 it was discovered that a badly named hardpoint also causes this error. I haven't checked either of these to see if thier right or not, but I will be shortly as I'm debugging a mod that has given me a spew with a few of them in it.

WARNING: invalid MSG id (3045999552) for voice profile (0x88824584) - these are common in every mod as none of the custom bases or factions have sound bytes coded into the sound files, nightmare of a job which is why nobody does it, we just put up with those errors.

There's a little program in the d/loads that we use to figure out what those numbers mean, it's called CRCTool beta 2, you activate your mod and it will create a database of every nickname in FL & your mod, you then take the numbers that FlSpew gives you and get CRCTool to search the database for the nickname equivalent of the CRC numbers(ie 0x88824584 is hex for pilot_f_leg_f01a), although finding where the problem lies is a different story.

**shuffles off with a new headache**

Post Mon Jul 02, 2007 3:17 pm

Ok I've got rid of most of the errors. (Going though the mega thing of an file called mbases.ini and replacing all those entrys for the wrong .thn for robots took forever lol )

But there a few that i don't know whats with them:

WARNING:General:set_gamma_function() called outside of create_buffers/destroy_buffers

WARNING: EqObj::use_item() couldn't find target item on Client request.

But about the CRCtool, umm I let it run for about 10 min then It locked up, and I don't think the database is complete.

Oh and yes i'm using FL Explorer, I don't think I could EVER do 60+ systems (I'm planning to put that many in lol) by hand lol. But I do go in and tweak a few things by hand. (Such Ids names and info, placement of some objects, etc.)

WTF!!! i fix one error and more pop up!!!

This one has got me confused past confused:

WARNING:General:Unable to create material 'helicopter.tga030123140205' ('DcDtEtTwo', 'DcDtEtTwo')

Umm I don't have an SINGLE thing has an name anything like that. I have no custom ships and the only ship that i have edited the texture on is the Dark Anubis. And I just checked it doesn't have an texture with that name.

And how do I fix the WARNING: ShapeDB: unable to find shape Error. it seems to be caused by an orignial game ship, the Kusari Destroyer. (Could it be the fact it has no HpPilot Hardpoint? nope doesn't work.) I've narrowed it down to the Kusari Destroyer as the main cause. It doesn't happen every time only from time to time. So i have no clue whats wrong.

Whats really frustrating is the moment I think I killed the error it comes back. As you can imagine it's extremely annoying.

And another strange one, it seems to be caused by wrecks.

WARNING: Disconnecting equipment with FATE_UNKNOWN, using FATE_DISAPPEAR

I'm using orignial game loadouts just edited. (aka no new ships, only thing new is my guns I created for them)

I don't seem to be getting any crashes, but these errors are bugging me. (I'm also assume it MIGHT cause problems in MP.)

I don't know maybe i'm over reacting about every single error I see, i'm just picky that way. I like everything perfect.

And sorry if i'm asking to many questions, i just like to know what everything means.



Edited by - 5i1 2 on 7/2/2007 8:02:14 PM

Edited by - 5i1 2 on 7/2/2007 8:36:43 PM

Edited by - 5i1 2 on 7/2/2007 10:18:21 PM

Post Wed Jul 04, 2007 4:57 pm

The "WARNING:General:set_gamma_function" you can basically ignore, from what I understand we all get that one and I don't think anybody knows how to fix it, according to a post from Argh it has something to do with the graphics card.

"WARNING: EqObj::use_item" I've seen that one someplace but I'll have to get back to you on that one.

The "helicopter.tga" has me stumped, as I've never found a material with that name, but then I haven't looked in every MAT, TXM, 3DB & CMP in the game yet.

The "WARNING: ShapeDB:" I can help with as I've just got rid of a million and one of the damn things from the one system. One of the causes is the "envmapglass", this is a cube map texture that is used to add reflections to transparent cockpits, because so many custom ships & capships don't have a transparent cockpit FL throws up this error. Open the "Effect_shapes.ini" in the FX folder and change this bit

[Texture
file = fx\envmapglass.txm
tex_shape = envmapglass

to this

;[Texture
;file = fx\envmapglass.txm
;tex_shape = envmapglass

FL will now ignore that part and you should now lose most of those errors, if there are still some left then the only other one I know is misspelt hardpoints, FL is case sensative where thier concerned, so a hardpoint that normally looks like this "HpWeapon" is fine but doing this "hpweapon" in the CMP will cause this error to.

The "FATE_UNKNOWN" I haven't had but I think it's explained somewhere in this forum.

Try not be a perfectionist as you won't get rid of all of the errors, you will have a thousand and one voice errors just like the rest of us, and the only way to get rid of them is to make thousands of sound bytes for every custom vocal you have in your mod and add them to every voice file and voice ini, nightmare of a job which is why nobody has done it. I created a sound byte for RVP101 just so the bartender would say "a Liberty Sercurity Force base", it took me 4 hours of searching though the file for the right sound bytes, another 4 hours of slicing and splicing and an hour to code it into the game, all for a 2 second sound clip. You can bet I won't be doing that ever again, 2.5 years on and it still gives me a shudder at the thought of it.

**shuffles off with a new headache**

**EDIT** Did a little digging and found an answer for the "WARNING: EqObj::use_item" error, head into this thread and have a read.
And for the "FATE_UNKNOWN, using FATE_DISAPPEAR" error try this one.

Edited by - Bejaymac on 7/5/2007 6:23:52 AM

Post Tue Jul 31, 2007 5:22 am

Hey this isn't about modding as such, but about freelancer mod manager shatting its dacks continuously on me. Whenever I download a MOD and try to unzip it (ie it automatically opens the progress bar window and unzips to the mod directory), it error's on me about 9/10's through. Does anybody know how to fix this? I'm desperate as I really want to play evolutions or new generation MODs. THanks

Ogu

Post Tue Jul 31, 2007 11:20 am

What does the error say? If it looks like FLMM is frozen, it isn't - just give it 5 minutes by itself and it'll finish unzipping or applying the mod.

Post Tue Jul 31, 2007 3:57 pm

Cool, thats a start. THank you. But now my freelancer mod manager won't allow the MOD I've downloaded to extract into FMM at all, for some reason. Comes up with an error message about something being corrupt. I've uninstalled freelancer as well as FMM and also re-downloaded the MOD, and re-installed these, and its still not working. Anyone got any idea how to fix this problem? I REALLY want to play evolutions.
Here is exactly what happens:
1. Double-clicking on evolutions mod file that I downloaded (Evolutions 1.30Server.zip) brings up the unzipping window.
2. This progresses for a majority of the way, then I get either this message:

Access to C:\Program Files\Freelancer Mod Manager\mods\Evolutions\DATA\UNIVERSE\WW01\Bases\Rooms\bini.exe was denied.

OR

Access to C:\Program Files\Freelancer Mod Manager\mods\Evolutions1\DATA\Thumbs.db was denied

3. Pressing ok, it then comes up with this message:

Error: unable to extract a file from mod archive 'Evolutions1'. File possibly corrupt.

I ask this...what the sh*t? :angry:

Oh, also if i try to activate any of the MODs that come with FMM, they do not work at all. Clearly something's really wrong.

Anyone who can fiz my problem will receive my eternal love

Post Fri Aug 03, 2007 12:22 am

bini.exe and thumbs.db are not necessary files, they were left in by the modder so no worries. But not being able to activate FLMM mods is a problem. Do what I do. Delete your freelancer directory (don't just uninstall). This will get rid of all files left behind by other mods. Reinstall...then...make a new directory called freelancer10 next to it and copy your fresh freelancer directory to it. Now you have a second clean directory to simply copy to freelancer (after you again delete it) whenever you have another problem.

Hopefully that fixes you up!

Post Fri Aug 03, 2007 3:32 am

It sounds like you're using a later version of the FLMM. (1.4 beta 4 perhaps)

For some reason, mods built with earlier versions of the SDK and FLMM seem to have a problem loading and activating.

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