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FLSpew. checked. what? oO [resolved

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 Tue Jul 24, 2007 9:02 am

FLSpew. checked. what? oO [resolved

if anyone has seen my other posts, yes. im still crashing, even after replacing my modded files with the original, un-encrypted ones......

so. i checked the FLSpew.txt file. the one that logs the crashign errors of the game

i got all these... letters.....
i did see a couple of warnings, and the one error, which i dont understand why its there since i didnt do anythign that would require me to edit that.. or.... did i.....?

anyway. this is what the log said:

removed due to lack of space in the post o_<;;
i pasted below what i got from the first warning message

WARNING:General:set_gamma_function() called outside of create_buffers/destroy_buffers
E:\FL\Scratch\Source\Common\DataConfig.cpp(117) : *** WARNING: SHIPS file '..\data\ships\shiparch.ini' contains no new definitions.
E:\FL\Scratch\Source\Client\nn\NN_Chat.cpp(1362) : NOTICE:General:Channel add successful.
E:\FL\Scratch\Source\Client\nn\NN_Chat.cpp(1362) : NOTICE:General:Channel add successful.
E:\FL\Scratch\Source\Client\nn\NN_Chat.cpp(1362) : NOTICE:General:Channel add successful.
E:\FL\Scratch\Source\Client\LoginMgr.cpp(351) : NOTICE:General:Starting single player game.
E:\FL\Scratch\Source\Common\Archetype.cpp(60) : *** ERROR: ArchDB::Get(2257007305) failed
C:\work\builds\dalibs\dalibs-build\build\Src\RenderPipeline\DX8\rp_dx8.cpp(2292) : WARNING:General:create_device: D3DERR_INVALIDCALL
E:\FL\Scratch\Source\Client\cmn\RenderMgr.cpp(576) : *** WARNING: RenderMgr - failed to create_buffers(1024,768) -1,-1

there doesnt seem to be any other warnings or errors in the file... thats it
can anyone understand it?
its a LOT longer but the rest of the log seemed alright... i guess..........

Edited by - xkaliboor on 7/24/2007 10:05:26 AM

Edited by - xkaliboor on 7/24/2007 10:07:51 AM

Edited by - xkaliboor on 7/26/2007 12:09:12 AM

Post Tue Jul 24, 2007 9:03 am

ok. so i guess its too long to post on here ¬_¬

is there anyway i can send the file to someone who may be able to help me?

~x marks the spot. step and burn!

Ogu

Post Tue Jul 24, 2007 10:22 am

You only need to post the Errors, since the warnings shouldn't cause crashes.

I'm concerned about this:
E:\FL\Scratch\Source\Common\Archetype.cpp(60) : *** ERROR: ArchDB::Get(2257007305) failed

It's probably causing your crash. It's telling me that a nickname (2257007305) is referenced somewhere, but that it can't find it. So something you changed must be mis-spelled.

I don't have a clue what this one means:
E:\FL\Scratch\Source\Common\DataConfig.cpp(117) : *** WARNING: SHIPS file '..\data\ships\shiparch.ini' contains no new definitions.

WARNING:General:create_device: D3DERR_INVALIDCALL is likely a hardware problem. You might want to try the Freelancer Hardware Update from EOA. I'm not sure if this will help you though.

Post Tue Jul 24, 2007 12:19 pm

Sounds like somethings been deleted as "2257007305" is "br_elite" which is the nickname for the Bretonian Crusader HF, personally I'd deactivate any mods then uninstall Freelancer, then check that the "C:\Program Files\Microsoft Games\Freelancer" folder (default location) has been deleted, if it hasn't then delete it (shift+Del), then reinstall Freelancer and any of the SDK's/quickfix's you were using.

One big tip about doing a mod, NEVER EVER, EVER, EVER build it in your main Freelancer directory, as your finding out if anything goes wrong and Freelancer becomes corrupt, you have no choice but to delete it and that will be the end of your mod. Copy what FLE does (one of the few things it does right) and build your mod inside FLMM's mod folder, this way you can activate/deactivate your mod without having to worry about corrupting your install.

**shuffles off with a new headache**

Post Tue Jul 24, 2007 4:16 pm

dude... thats the very ship im piloting
the one i edited, actually.....

but all i did was increase my booster speed!! agh. (and my tractor color/distance)

isnt there a way to re-reference the ship......?

how can i create a FLMM mod for booster speed (the tab key) changing if the original file is encrypted? ^^;;;

Post Tue Jul 24, 2007 6:56 pm

Freelancer SDK provides you with all those files decrypted.

Post Tue Jul 24, 2007 10:03 pm

-feels like a total and complete noob-
uhm. heh heh ^^;
whats SDK?

~x marks the spot. step and burn!

Post Wed Jul 25, 2007 9:53 pm

i fixed the game.... but my mod is gone ^^;;
now im trying to figure out how to create those FLMM script mods so it wont kill me evrytime now.... -sigh-

lesson learned ^^;

~x marks the spot. step and burn!

Post Wed Jul 25, 2007 11:35 pm

Inside the noobie modders forum, there's a sticky.

It contains lots of info.

It also contains "How to make my mod into FLMM format" or something similiar.

Bit of reading, you'd not have had any trouble at all

Post Wed Jul 25, 2007 11:44 pm

heh heh ^^;; thanks chips

i already somewhat kind of fixed that problem.

i have brand new ones now XD

i'll check that one out tom.. er.. today, after i wake up before class.

thanks again - i've learned my lesson lol
no modding in the game. only outside it XD;
still trying to master FLMM tho.
gonna have some more fun with that today. AFTER class. lol

~x marks the spot. step and burn!

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