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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.

Ogu

Post Fri Aug 03, 2007 9:47 am

Yeah, I always use FLMM 1.31...seems to be the best option.

Post Fri Aug 03, 2007 11:28 am

@ Rankor, There is no such thing as a compatability issue with the SDK's/quickfix, you can use any one you feel like, the problems are to do with FLMM 1.4's coding. As I've said before 1.4's new features interfere with the old features, some older mods won't activate while others don't activate properly, and 80% of them don't deactivate properly leaving you with a HDD full of crap. Even mods built for 1.4 have problems and are not guaranteed to activate/deactivate properly because of the instability of the program.

**shuffles off with a new headache**

Post Mon Aug 06, 2007 12:44 am

You guys are, to say the least, AWESOME!!! I got the v1.31 flmm and it extracted. I can now play single player. I have, my luck, another problem though. I am running flserver in the background while in my game, but my freelancer server (my lan server I've started) does not appear on my list of game's to join. Just when I thought it was all licked! Grrr. Does anyone know what I could possibly do to fix this.
You guys know everything...clever cookies :p

Post Tue Aug 14, 2007 2:49 am

<pre><font size=1 face=Courier>
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.
</font></pre>

not only robot traders and barmen,also space_costume. do not use
<pre><font size=1 face=Courier>space_costume = , robot_body_C</font></pre>
i pay 2 days for find the bad guy robot.

Post Sun Aug 19, 2007 11:12 am

I have had an error in my mod (Nightstalker's Universe Mod) that has been plaguing me for a while. The mod will crash with the error that references the engbase.dll. So far, I have narrowed it down to encounters. So far I have checked, fuses, explosions, coding, and even effects and have not found anything out of the ordinary. Here is an example of one of the NPC ships.

ids_name = 462593
ids_info = 492349
nickname = fb_exotic02_NPC
ship_class = 3
type = FIGHTER
mission_property = can_use_berths
LODranges = 0, 5000
msg_id_prefix = gcs_refer_shiparch_Libhf
DA_archetype = SHIPS\FIREBASE\RAVENCLAW\RavenClaw.cmp
material_library = SHIPS\FIREBASE\RAVENCLAW\RavenClaw.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = COCKPITS\FIREBASE\fb_exotic02.ini
max_bank_angle = 360
camera_offset = 15, 40
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 = 95
shield_battery_limit = 95
hit_pts = 18600
hold_size = 95
explosion_arch = explosion_li_elite
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
num_exhaust_nozzles = 3
shield_link = l_elite_shield01, HpMount, HpEngine01, HpShield01
hp_type = hp_thruster, HpThruster01, HpThruster02
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_1, HpTorpedo01, HpTorpedo02, HpTorpedo03, HpTorpedo04
HP_tractor_source = HpTractor_Source
fuse = intermed_damage_smallship01, 0.0, 400
fuse = intermed_damage_smallship02, 0.0, 200
fuse = intermed_damage_smallship03, 0.0, 133
fuse = Plyr_Death_Fuse_000, 0.000000, 1
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
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
nudge_force = 30000.000000
strafe_force = 100000
strafe_power_usage = 2
steering_torque = 18000.000000, 18000.000000, 50000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000

I've also checked the flspew logs and get nowhere on it, the only error that pops up is the standard stuff you can't do anything about. One thing I have found is that ships with two weapons are immune to this. basically, how I test this is I set the hostile NPCs to high around a base and basically watch them get destroyed. Usually, with ships with 3 or more weapons would crash within 5 - 10 min. Ships with two weapons and stock FL ship basically last until I get tired of watching. I have tested this on both single core and dual-core servers (Yes I did set affinity to one processor). Here is the error from the event log.

The description for Event ID ( 1000 ) in Source ( Freelancer-Server ) cannot be found. The local computer may not have the necessary registry information or message DLL files to display messages from a remote computer. You may be able to use the /AUXSOURCE= flag to retrieve this description; see Help and Support for details. The following information is part of the event: flserver.exe, 4.56.1254.11, engbase.dll, 1.11.0.173, 000124bd.

Post Sat Sep 01, 2007 3:15 pm

HEY

Mod:Frontier space versions 1.74 and 1.75.

i followed the instructions for singleplayer installation and then also tried muliplayers.....every time i try to run the game with the mod activated, it says it cannot locate cd, so i put cd in and try again, cannot locate cd, deactivate mod, run freelancer, everythigns fine.....any ideas ?_?

Post Tue Sep 04, 2007 9:31 am

Okay, I'm running a server using Frontierspace 1.75, when I check the console there are only 3 actual errors that I get, Here is the complete initial startup log:

Loading initial data...

C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(1111) : NOTICE:General:Current DACOM.DLL version: 1.11.173

C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(1112) : NOTICE:General: Compiled against version: 1.11.173

C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(852) : NOTICE:GeneralACOM: initialize: dllpath: 'D:\Freelancer\EXE\'

C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(880) : NOTICE:GeneralACOM: initialize: Loading DLL's from [Libraries group.

C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(618) : NOTICE:GeneralACOM: AddLibrary: DLL 'D:\Freelancer\EXE\readfile.dll' [1.11.173

C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(618) : NOTICE:GeneralACOM: AddLibrary: DLL 'D:\Freelancer\EXE\engbase.dll' [1.11.173

C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(618) : NOTICE:GeneralACOM: AddLibrary: DLL 'D:\Freelancer\EXE\x86math.dll' [1.11.173

C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(618) : NOTICE:GeneralACOM: AddLibrary: DLL 'D:\Freelancer\EXE\rendcomp.dll' [1.11.173
C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(618) : NOTICE:GeneralACOM: AddLibrary: DLL 'D:\Freelancer\EXE\system.dll' [1.11.173

C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(618) : NOTICE:GeneralACOM: AddLibrary: DLL 'D:\Freelancer\EXE\Thorn.dll' [1.11.173

C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(618) : NOTICE:GeneralACOM: AddLibrary: DLL 'D:\Freelancer\EXE\DebugLib.dll' [1.11.173

C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(618) : NOTICE:GeneralACOM: AddLibrary: DLL 'D:\Freelancer\EXE\rp8.dll' [1.11.173

C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(618) : NOTICE:GeneralACOM: AddLibrary: DLL 'D:\Freelancer\EXE\shading.dll' [1.11.173

C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(618) : NOTICE:GeneralACOM: AddLibrary: DLL 'D:\FREELA~3\FLShell.dll' [1.0.3

C:\work\builds\dalibs\dalibs-build\build\Src\RenderPipeline\DX8\rp_dx8.cpp(763) : NOTICE:General:RenderPipeline

C:\work\builds\dalibs\dalibs-build\build\Src\System\SysContainer.cpp(291) : NOTICE:General:SystemContainer: LoadSystemComponents: Loading 'DirectX8' [ returned [OK

C:\work\builds\dalibs\dalibs-build\build\Src\System\SysContainer.cpp(291) : NOTICE:General:SystemContainer: LoadSystemComponents: Loading 'MaterialLibrary' [ returned [OK

C:\work\builds\dalibs\dalibs-build\build\Src\System\SysContainer.cpp(291) : NOTICE:General:SystemContainer: LoadSystemComponents: Loading 'TextureLibrary' [ returned [OK

C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Engine\engine.cpp(508) : NOTICE:General:ENGINE::load_engine_components: aggregation of 'Animation' [ returned [OK

C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Engine\engine.cpp(508) : NOTICE:General:ENGINE::load_engine_components: aggregation of 'Hardpoint' [ returned [OK

C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Engine\engine.cpp(508) : NOTICE:General:ENGINE::load_engine_components: aggregation of 'RenderManager' [ returned [OK

E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(li01_02_base) failed.

E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(li01_02_base) failed.

E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Bw01_05_Base) failed.

Starting logic thread...

Server running, ready for log in.

Connecting to list server...

Established connection to list server...

Sending game information to list server...


So here is where curiousity gets me, are those base failures going to cause issues?

Thanks!


Shannon B.
AKA LordDrow
AKA Marcus Santistivan in Narfell (Neverwinter Nights Server)
AKA Viperious (Freelancer Servers)

Edited by - LordDrow on 9/4/2007 10:32:40 AM

Post Thu Sep 13, 2007 12:11 am

I really need help making tie universe work. When I start it i get this message:

Error: FLMM has determined that 'TIE Universe v2.1' won't properly activate.
Error: Unable to find dest 'archetype = li_dreadnought'(...) in 'C:\Program Files\Microsoft Games\Freelancer\data\ships\loadouts_special.ini'

Any help would be good

Post Sun Sep 23, 2007 5:00 am

E:\FL\Scratch\Source\Common\CExternalEquip.cpp(142) : *** WARNING: CExternalEquip: Object (0x9963c741) missing hardpoint (HpTurret_S1_01) for item (0xb4e69f43)

^^^^^^^^^
this also includes the next several lines that indicate HpTurret_S1_02 through HpTurret_S1_10.
Trouble is, What object and item does this translate to so I can fix it?
I'm guessing it's a station, but what station? The item I guessing is a certain type of turret.
-------------------------------------------------------------------------------------
The next two errors, I need to find out what specific piece of equipment they are indicating in hexidecimal.

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!

--------------------------------------------------------------------------------
The only other errors I'm getting are specifically about a missing exclusion zone linked to asteroids...I can fix that since I know what system it is in.

Post Sun Sep 23, 2007 1:12 pm

Jeez do I have to write a tutorial on debugging for idiots as well now.

Rankor get CRCTool and figure out the errors for yourself, if you get an error from custom content we can't help you.

All three errors are to do with loadouts for Solars, the "alloc_equip" are usually from capship bases or wrecks, there are things you can't have equiped to them, engines, tractor beams etc. In fact the wrecks are better not having anything equiped but rather as cargo, stops a crapload of errors for being generated when people loot them.

**shuffles off with a new headache**

Post Tue Sep 25, 2007 7:09 pm

Here it goes. Object = either the ship or solar it belongs to and item = the piece of equipment (In this case a turret). Best way to go about this is to open Calculator in windows, go to view and toggle scientific. From here you want to set this on hex (far left) and then copy the hex number and paste it into calculator.

Example:

0x9963c741, remove the 0x and paste this into Calculator (make sure you have it on hex).

Next click on decimal and you have the hash code for that ship, Item, whatever.

In this case

9963c741 = 2573453121 this = nomad_gate

Use the GameData Exporter by Silverfire to generate the hash codes

http://www.lancersreactor.com/t/Downloa ... asp?ID=784

You can do this with any hash code as long as you know where to look.

Also, these
WARNING: alloc_equip: Archetype[0xa6dd74ca not supported/equippable!

Are mostly cause by having equipment on Battleship Bases

Battleships do not need (Or bases for that matter)

Tractor Beams
Engines

Any of these will throw the above error. Also, on wrecks if you have an item marked loot = false it will generate this as well (or if the fuse is not done correctly).

Edited by - Nightstalker67 on 9/25/2007 8:18:14 PM

Post Thu Oct 18, 2007 9:13 pm

Nightstalker...thanks.

One thing I did notice was the habit of FLEx to add weapons/station loadouts
to nomad gates....when of course they don't have any.
I found out what that was quite by educated guess. So, when I removed the
"loadout" line from the nomad gate...the error went away.
Thing is, I have to go manually find all the nomad gates I installed in my mod
including those I used to replace old "locked" holes or gates to make legal paths.
Probably a simple matter of checking out the "loadouts" of certain battleship
bases also to find unnecessary equipment related to the errors.

That's easy enough. Just takes time by flying though each system and landing at each base. Then checking my server log file for any errors that pop up.

The CRC Calc is a nice tool, BUT..it doesn't translate all those wickedly
baffeling numbers into a meaningful "readable" name that I need.

On battleship station loadouts that could also be a part of this error spew,
I need to figure out how to change those referenced "loadouts" and get rid of
the unnecessary items. I see where "stations" are permitted infinite power and have their usual mounted turrets. However, the battleship (and Osiris) loadouts seem to be including other items not required of "Stations" .

Now, don't go pulling your pistol out just yet....

The source of this inconvenience is the v2.0.6.22 of the FLEx..
and I don't know how to dig into the source file, even less how to program it.
It is a handy program, even if it has it's minor faults.
So, if this happens to be the same version others are using.....
keep an eye out.

Oh, and Bejay....
Have mercy on us mortals... Not all of us are as devinely gifted as you.

Have a Litre on me.

Edited by - Rankor on 10/19/2007 11:08:51 AM

Post Fri Oct 19, 2007 3:45 pm


Have mercy on us mortals... Not all of us are as devinely gifted as you
Nothing special about it Rankor, insomnia and a lot of hard work is all there is to it, the insomnia just means I have more time on my hands than most people do.

One thing I did notice was the habit of FLEx to add weapons/station loadouts to nomad gates
It allows you to do the same with base voices, you can select any of the voice UTF files for the docking control on your base, even though FL will only accept the three "atc_leg" for that position. Then there's my personal fav, you can stick any faction into any encounter, even if they don't have ships of the proper class for the encounter, or ships of any kind (interspace).

The nomad gate does have a loadout, but iirc all that's in it are effects.

FLE is a good tool if your competant at hand editing the INIs, you find that you have to roll up your sleeves and dive into them more often than not. I've posted this before but I only use FLE to place zones and patrol paths, I then populate them by hand, I don't entirely trust it you see, having rebuilt a number of system INIs for others it's not a surprise really.

Not CRC Calc, but rather CRC Tool

**shuffles off with a new headache**

Edited by - Bejaymac on 10/19/2007 6:57:37 PM

Post Wed Oct 24, 2007 12:17 am

Hi there!
Just bought Freelancer after I played it some years ago. Installed it, played it for some weeks, everythings fine. Now I downloaded TNG 2.7.6 Final from this page and put it in FLMM as instructed. After activating, I tried to launch FL. Unfortunately, it doesn't work ("Please insert correct CD-ROM" ) although the original cd is in and I installed Quickfix v1.0c. As soon as I switch the Mod off, the game works again...

Has anyone an idea??? Thanks in advance!

Edited by - MLBNo52 on 10/24/2007 9:05:33 AM

Post Wed Oct 31, 2007 8:38 pm

You can found one No CD for the mod TNG 2.7.6 on the web (use google search).

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