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Errors in Console:

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 Mon Apr 17, 2006 12:59 pm

Errors in Console:

What do the following errors mean?

These two errors appear together
E:\FL\Scratch\Source\Common\CExternalEquip.cpp(142) : *** WARNING: CExternalEquip: Object (0xa10d6c43) missing hardpoint (HpRunningLight09) for item (0xa703710d)
E:\FL\Scratch\Source\Common\CExternalEquip.cpp(142) : *** WARNING: CExternalEquip: Object (0xa10d6c43) missing hardpoint (HpRunningLight10) for item (0xa703710d)

and these four errors appear together, not necessarily associated with the above errors.
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[0xbba74b8e 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[0xbba74b8e not supported/equippable!

Also the following errors:

E:\FL\Scratch\Source\Common\CAttachedEquip.cpp(209) : *** WARNING: Disconnecting equipment with FATE_UNKNOWN, using FATE_DISAPPEAR
E:\FL\Scratch\Source\Common\CAttachedEquip.cpp(209) : *** WARNING: Disconnecting equipment with FATE_UNKNOWN, using FATE_DISAPPEAR
E:\FL\Scratch\Source\Common\CAttachedEquip.cpp(209) : *** WARNING: Disconnecting equipment with FATE_UNKNOWN, using FATE_DISAPPEAR
E:\FL\Scratch\Source\Common\CExternalEquip.cpp(142) : *** WARNING: CExternalEquip: Object (0x875481cc) missing hardpoint (HpRunningLight01) for item (0x933a1e44)
E:\FL\Scratch\Source\Common\CExternalEquip.cpp(142) : *** WARNING: CExternalEquip: Object (0x875481cc) missing hardpoint (HpRunningLight03) for item (0x933a1e44)

and

E:\FL\Scratch\Source\Common\Archetype.cpp(60) : *** ERROR: ArchDB::Get(0) failed
E:\FL\Scratch\Source\Common\Archetype.cpp(60) : *** ERROR: ArchDB::Get(0) failed
E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[0x8000bec6 not supported/equippable!
E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[0x8000bec6 not supported/equippable!
E:\FL\Scratch\Source\Common\CExternalEquip.cpp(142) : *** WARNING: CExternalEquip: Object (0xa10d6c43) missing hardpoint (HpRunningLight09) for item (0xa703710d)
E:\FL\Scratch\Source\Common\CExternalEquip.cpp(142) : *** WARNING: CExternalEquip: Object (0xa10d6c43) missing hardpoint (HpRunningLight10) for item (0xa703710d)

and still more...

E:\FL\Scratch\Source\Common\CAttachedEquip.cpp(209) : *** WARNING: Disconnecting equipment with FATE_UNKNOWN, using FATE_DISAPPEAR
E:\FL\Scratch\Source\Common\CAttachedEquip.cpp(209) : *** WARNING: Disconnecting equipment with FATE_UNKNOWN, using FATE_DISAPPEAR
E:\FL\Scratch\Source\Common\CAttachedEquip.cpp(209) : *** WARNING: Disconnecting equipment with FATE_UNKNOWN, using FATE_DISAPPEAR
E:\FL\Scratch\Source\Common\CExternalEquip.cpp(142) : *** WARNING: CExternalEquip: Object (0x875481cc) missing hardpoint (HpRunningLight01) for item (0x933a1e44)
E:\FL\Scratch\Source\Common\CExternalEquip.cpp(142) : *** WARNING: CExternalEquip: Object (0x875481cc) missing hardpoint (HpRunningLight03) for item (0x933a1e44)
E:\FL\Scratch\Source\Common\CExternalEquip.cpp(142) : *** WARNING: CExternalEquip: Object (0x875481cc) missing hardpoint (HpRunningLight01) for item (0x933a1e44)
E:\FL\Scratch\Source\Common\CExternalEquip.cpp(142) : *** WARNING: CExternalEquip: Object (0x875481cc) missing hardpoint (HpRunningLight03) for item (0x933a1e44)

Where do I begin to look for the problem?

Edited by - robocop on 4/17/2006 2:38:15 PM

Edited by - robocop on 4/17/2006 2:39:09 PM

Post Mon Apr 17, 2006 3:08 pm

get CRCtool - it will find the plain-text entries for those CRCs, then you'll have a good idea where the problems are

0x875481cc = bh_elite2
0x933a1e44 = SlowSmallBlue
0xa10d6c43 = ge_fighter6
0xa6dd74ca = ge_s_tractor_01
0xbba74b8e = ge_bb_engine

E:\FL\Scratch\Source\Common\Archetype.cpp(60) : *** ERROR: ArchDB::Get(0) failed
caused by an extra space or no equipment specified in loadout,package,etc. ex: "equip = SlowSmallBlue" "equip = "

E:\FL\Scratch\Source\Common\CAttachedEquip.cpp(209) : *** WARNING: Disconnecting equipment with FATE_UNKNOWN, using FATE_DISAPPEAR
probably a bad fuse entry, should be one of these three

[destroy_hp_attachment
at_t = 0.300000
hardpoint = HpWhatever
fate = debris/disappear/loot

hopefully that helps - and remember, CRCtool and FLscan are your friends

Edited by - Cold_Void on 4/17/2006 4:08:37 PM

Post Sat Jun 03, 2006 3:53 am

Error: FLMM has determined that 'Crossfire Mod 1.6 Client Edition' won't properly activate.
Error: file 'D:\Games\Freelancer\EXE\freelancer.ini' doesn't exist

Error: FLMM has determined that 'Crossfire Mod 1.62 Client Edition' won't properly activate.
Error: file 'D:\Games\Freelancer\EXE\freelancer.ini' doesn't exist

These are the messages in the log when I try to activate one of the crossfire mods 1.6 or 1.62. I tryed with FLMM 1.31 and then with 1.4 beta 4.I've reinstalled the game, the mods and the mod managers and it still doesn't work. Please, help me


Metal Heart

Post Sat Jun 03, 2006 4:55 am

all you need is a clean installation of FL (no SDK or anything else)
then you need the mod
and you will need FLMM 1.31 (dont use FLMM 1.4 coz it does not work correctly)

Post Sat Jun 03, 2006 8:17 am

The 142 error is a loadout issue. Probably a typo or the hardpoint itself might need renaming, HpHardpoint1 should be HpHardpoint 01 or something along those lines. Have a look in UTF editor to make sure your hardpoint is named right and matches the loadout

Post Sat Oct 07, 2006 5:02 pm

CRC Tool is not identifying the following offenders. Can someone help?

E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[0x8000bec6 not supported/equippable!
E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[0xbba3fdcc not supported/equippable!
E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[0xbba74b8e not supported/equippable!
E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[0xa6dd74ca not supported/equippable!


Also, the E:\FL\Scratch\Source\Common\CAttachedEquip.cpp(209) : *** WARNING: Disconnecting equipment with FATE_UNKNOWN, using FATE_DISAPPEAR error is still showing up. Someone said in another thread that it may be related to the player loot mod and ship lights. Supposedly because lights aren't true equipment FL doesn't know what to do with them when they get blown off along with a section of a ship. Do you think it would work if I added the fate lines to each light?

**** Further information

I believe that a lot of these errors are related to an Armored Transport mod I'm working on.

These errors are generated each time the ship is online but during no significant event. I'll be just cruising through space and these errors will be generated. A quick look at online activity shows nothing else happening

E:\FL\Scratch\Source\Common\CEqObj.cpp(278) : *** WARNING: Object(0xb7dd5709) tried to connect internal type(0xbba1788d) to hardpoint(HpEngine01). Ignorable.

Here's the engine information:
<data file="DATA\EQUIPMENT\engine_equip.ini" method="sectionreplace">
<section>
[Engine
nickname = ge_tl_engine_01
</section>
<dest>
ids_name = 263882
ids_info = 264882
volume = 400.000000
mass = 10
max_force = 240000
linear_drag = 3000
reverse_fraction = 0.100000
flame_effect = gf_br_transport_engine01_fire
trail_effect = gf_br_transport_engine01_trail
cruise_charge_time = 5
cruise_power_usage = 20
rumble_sound = rumble_transport
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
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 = 90
outside_sound_cone = 270
</dest>
<source>
ids_name = 263885
ids_info = 264885
volume = 0.000000
mass = 10
max_force = 48000
linear_drag = 599
reverse_fraction = 0.100000
flame_effect = gf_br_atransport_engine01_fire
trail_effect = gf_br_atransport_engine01_trail
trail_effect_player = gf_br_atransport_engine01_trail
cruise_charge_time = 5
cruise_power_usage = 20
rumble_sound = rumble_transport
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
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 = 90
outside_sound_cone = 270
</source>
</data>

And I also get numerous:
E:\FL\Scratch\Source\Common\CAttachedEquip.cpp(209) : *** WARNING: Disconnecting equipment with FATE_UNKNOWN, using FATE_DISAPPEAR errors, always 6 in a row.

Here's the ship information:
<data file="data\ships\shiparch.ini" method="sectionreplace">
<section>
[Ship
ids_name = 237001
</section>
<dest>
ids_info = 66493
nickname = ge_armored
LODranges = 0, 200, 300, 2000
msg_id_prefix = gcs_refer_shiparch_atransport
mission_property = can_use_berths
type = TRANSPORT
DA_archetype = ships\utility\transport_armored\transport_armored.cmp
material_library = ships\utility\utility_misc.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 300.000000
hold_size = 1000000
explosion_arch = explosion_ge_atransport
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
steering_torque = 50000.000000, 50000.000000, 50000.000000
angular_drag = 100000.000000, 100000.000000, 100000.000000
rotation_inertia = 60000.000000, 60000.000000, 60000.000000
nudge_force = 150000.000000
bay_door_anim = Sc_open
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
hit_pts = 2600
fuse = intermed_atransport01, 0.000000, 650
fuse = intermed_atransport01, 0.000000, 325
fuse = intermed_atransport01, 0.000000, 217
</dest>
<source>
ids_info = 66493
ids_info1 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Armored Transport</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>The Armored Transport is used to carry VIP's or Prisinors through the Sirius sector.</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></TEXT><PARA/><POP/></RDL></xml>"
ids_info3 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TEXT/><PARA/><TEXT/><PARA/><TEXT>0/9</TEXT><PARA/><TEXT>14500</TEXT><PARA/><TEXT>500</TEXT><PARA/><TEXT>100/100</TEXT><PARA/><TEXT>8</TEXT><PARA/><TEXT>8</TEXT><PARA/><TEXT></TEXT><PARA/><POP/></RDL></xml>"
nickname = ge_armored
ship_class = 2
type = FREIGHTER
mission_property = can_use_berths
LODranges = 0, 200, 300, 2000
msg_id_prefix = gcs_refer_shiparch_atransport
DA_archetype = Ships\Utility\TRANSPORT_ARMORED\transport_armored.cmp
material_library = SHIPS\UTILITY\utility_misc.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = COCKPITS\RHEINLAND\r_freighter.ini
max_bank_angle = 15
camera_offset = 13, 46
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 = 100
shield_battery_limit = 0
hit_pts = 2600
hold_size = 500
explosion_arch = explosion_ge_atransport
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 = 2
HP_tractor_source = HpTractor_Source
fuse = intermed_atransport01, 0.000000, 650
fuse = intermed_atransport01, 0.000000, 325
fuse = intermed_atransport01, 0.000000, 217
fuse = drop_cargo_fuse, 0.000000, 1
hp_type = hp_turret_special_8, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08, HpTurret09
hp_type = hp_turret_special_7, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08, HpTurret09
hp_type = hp_turret_special_6, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08, HpTurret09
hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08, HpTurret09
hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08, HpTurret09
hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08, HpTurret09
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08, HpTurret09
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08, HpTurret09
linear_drag = 20
mass = 300
steering_torque = 50000, 50000, 50000
angular_drag = 100000, 100000, 100000
rotation_inertia = 60000, 60000, 60000
nudge_force = 150000
</source>
</data>

and

[Good
nickname = transport_armored_package
category = ship
hull = transport_armored_hull
addon = ge_s_tractor_01, internal, 1
addon = ge_tl_engine_01, internal, 1
addon = co_elite2_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = armor_scale_11
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1
</source>
</data>

As you can see, the only lights mounted are the docking lights so I don't think it's related to lights. Does anyone see anything that stands out?


Edited by - robocop on 10/7/2006 6:34:03 PM

Post Sun Oct 08, 2006 1:04 am

the hardpoint error, is because you've added an object to a hardpoint that doesnt exist.

The rest, like Op said. Needs a fresh FL install and Mod and FLMM 1.31

24/7 Blaster Universe
Website

Post Sun Oct 08, 2006 1:29 am

fuse = intermed_atransport01, 0.000000, 650
fuse = intermed_atransport01, 0.000000, 325
fuse = intermed_atransport01, 0.000000, 217

this fuse has hardpoints losing equipment apparently, because thats what causes fate-unknown. np, its not a bad error at all

0xb7dd5709 internal attempted attachment = no_battleship bad loadout telling engine to equip on a hardpoint

what's up? did you forget how to use CRCtool already? -
E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[0x8000bec6 not supported/equippable!
E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[0xbba3fdcc not supported/equippable!
E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[0xbba74b8e not supported/equippable!
E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[0xa6dd74ca not supported/equippable!

ge_lbd_engine
ge_kb_engine
ge_bb_engine
ge_s_tractor_01

come on already - sheesh

Post Sun Oct 08, 2006 6:19 am

Your errors on FATE_UNKNOWN using FATE_DISAPPEAR are caused by player looting wrecks. IIRC its a bug in the EXE that cannot be properly fixed in the inis and I believe that Freelancer SDK has been trying to fix it for about two years

Post Tue Oct 10, 2006 6:13 pm

, when I posted that I was using the CRCTool version 1 and it wasn't finding anything. I found version 2 after posting and that was working.

I've ironed out some of the bugs but there are three so far that keep popping up even though there's nothing in my mod referencing them.

ge_mnr_engine_01 (miner engine)
E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[0x9792cd08 not supported/equippable!

ge_s_tractor_01
E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[0xa6dd74ca not supported/equippable!

and
ge_lnr_engine_01 (liner engine)
E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[0x97068d48 not supported/equippable!

The engine errors are almost always accompanied by the tractor error but the tractor errors are not always accompanied by the engine error. Nothing in my mod uses the liner or the miner engine so I'm thinking it's being generated when a player comes in contact with a Liner or Miner base. Anyone seen this one and fixed it?

I have a battleship encounters mod running (XTS BSE v1) and I've checked the CMPs for every capital ship and they all have the tractor source coded in so I'm thinking it's not the capital ships (Battleships, Destroyers, Cruisers, and Gunboats)

I'm also seeing this error:
E:\FL\Scratch\Source\Common\Ai\IBehaviorManager.cpp(206) : *** WARNING: IBehaviorManager: state graph not found in database!

I've checked my mod for every state_graph entry but those entries are all valid. I've looked at every NPCShips.ini file and those entries are also valid. What should I be looking for next?

Post Tue Oct 10, 2006 6:48 pm

I wouldn't worry about the state graph errors. This will happen no matter what you do and can't be fixed (I know, I've tried). If you look at the state graph there are no entries for Freighters or Capitals (FL usually has state_graph = FIGHTER and Capitals as State_graph = CRUISER). So just those things will throw a state graph error. Basically, what FL is telling you is a ship is doing something out of the ordinary and that is about it.

Post Sun Oct 15, 2006 5:06 pm

the Not suppoerted/Equippable is probably due to That stuff being mounted on a wreck.

Post Wed Oct 25, 2006 3:59 am

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

I had this before, so my solution is based on how I solved my problem.

If you have edited the pilots population or added to it, you need to find out where it occurs and Print screen on launch. then check the pilot settings in the left hand box for all the ships in radar - when the error is triggered (for me it was on launch).

Then I reset back to vanilla, each pilot setting for each ship on the radar until i could find the culprit.

Dont know if it helps your problem, but if you have a modded pilots population this is could be the issue.

About your tractor problem - try running the xts mod on its own and see if you get the same errors for the tractor. I had this problem with my battleships and the tractor before, showing the same error. If you have added tractors to other ships make sure you remove these before trying the xts mod on its own - i.e vanilla + xts mod only.

I also think you will get the error if you have added tractors to mining and liners. But you can check if this is the case.



Edited by - Strail on 10/25/2006 5:07:26 AM

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