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Why is FL Error Checker Lying?!!

The general place to discuss MOD''ing Freelancer!

Post Thu Sep 20, 2007 11:50 am

Why is FL Error Checker Lying?!!

After decompressing my .ini files with inimassconvert.exe, I ran FL Error Checker and got reams of lies about missing files that aren't missing!!

Here's an example - the first few lines...
<pre><font size=1 face=Courier>
F:\Games\Freelancer\DATA\AUDIO\voices_mission01.ini
Line #436 ==> "extend = trent_voice"
[*> * Nickname not found * 'trent_voice'
F:\Games\Freelancer\DATA\AUDIO\voices_mission02.ini
Line #320 ==> "script = fmhead_motion_walla_casl_juni_000lv_xa_01"
[*> * Nickname not found * 'fmhead_motion_walla_casl_juni_000lv_xa_01'
Line #498 ==> "extend = trent_voice"
[*> * Nickname not found * 'trent_voice'
F:\Games\Freelancer\DATA\AUDIO\voices_mission03.ini
Line #2 ==> "extend = trent_voice"
[*> * Nickname not found * 'trent_voice'
Line #16 ==> "script = fmhead_motion_walla_casl_juni_000lv_xa_01"
[*> * Nickname not found * 'fmhead_motion_walla_casl_juni_000lv_xa_01'
F:\Games\Freelancer\DATA\AUDIO\voices_mission04.ini
</font></pre>

Can anyone shed some light as to why FL Error Checker should think these are not there, when they are there?

Roleplay: - the art of self-deceipt!

Post Thu Sep 20, 2007 12:34 pm

Because it hates you and has it in for you...just like mine has it in for me.

Post Thu Sep 20, 2007 2:46 pm

Don't BINI the original INI files, use either the SDK 1.3 or 1.5 as there are a lot of errors in the originals that have been fixed in the SDK.

The Error Checker isn't lying to you as those are errors that appear in all SDK's as well the originals.

The "trent_voice" has been fixed in 1.5 but the others are still there, head over to the EOA forums to find out how to fix some of them.

This app really shows just how big a hatchet job was done on FL by M$ just to save money.

**shuffles off with a new headache**

Post Thu Sep 20, 2007 7:14 pm

Thanks guys, you are absolutely right.

I did have a larger number of errors initially because inimassconverter didn't convert voices_recognizable.ini and made an empty file, so I ran it again and some of the music files that were "missing" before were seen again and the error count reduced dramatically, so there must have been another file or two that were not converted first time.

But that still leaves me lots and lots. Oh well.

Back to the grind.

Post Fri Sep 21, 2007 2:35 am

Just thought I would update you...

After the initial problem where inimassconvert was not completely successful (warning to others!), the total error count was 273, not too bad but took me all night to fix what I could. I'm reluctant to put on the SDK because many of my files are modded already. So anyway first pass is done and I can now check it again for what are left, and maybe I can then dig out the fix lines for those from the SDK files so I don't binge my mod.

Otherwise I will perhaps re-install FL, apply the SDK - 1.5 you said guys? and re-activate my mod over and then debug.

Like maybe others before me, I am totally surprised the SP missions ever worked, there are so many triggers faulty it's unbelievable. How could the game engine take decisions when triggers would never occur?? Like spawning from the Osiris in Mission - um - 13? Wasn't in a fit state to trigger 'cos it was misnamed! Heheheh. And I worry about my bugs!

All the best

Roleplay: - the art of self-deceipt!

Post Fri Sep 21, 2007 5:49 pm

Yep, the single player stuff is fun to fix, lol.

BTW, the most preferred method is to use quickfix1.0c over a fresh install. It decodes and fixes. As you can read here it includes the SDK in it:

http://lancersreactor.com/t/forum/topic ... OD&M=False

I'm still a little confused about the line "This was not designed to be used as a base for mod projects (for that you should use the Freelancer S.D.K." since it includes the SDK in it, heh.

Post Fri Sep 21, 2007 8:13 pm

It means use the SDK for making mods, but use QuickFix to play the game.

Post Sat Sep 22, 2007 12:18 am

I'm just confused as to the specifics. SInce they are exe files I can't exactly see what they are doing. Does one fix just ini's and slightly modify the freelancer.exe while the other fixes single player files and modify the flserver.exe? hehe, inquiring minds would like to know!

Post Thu Sep 27, 2007 9:20 pm

One is a game patch. The other is for making mods. This really isn't that complicated.

Post Tue Oct 02, 2007 12:36 pm

Heheh, oh yes it is, Louv!

That's because me needum very low-level two-syllable words explanation, or me get eezy lost, bwana!

And of course on the other hand you are very familiar with it... so that doesn't help you explain it to types loik me in easy words! Heheheh... been there!

So far I figured out the SDK contains fixed .ini files which are good (no excellent, I know how much work you did to get them done - kudos, pal) to install onto a fresh re-install before one starts modding with a new mod.

But since I'm working on a second-level (actually now third) to an earlier mod which unfortunately didn't use the clean SDK files, I can't now apply them without having to rewrite the mod - and no, I won't be doing that!

I'm sorry but I also still don't understand what the quickfix does either, tried reading on eoa but still get lost. No offence intended. Would you clarify with great patience please?

Also I've already combined the 1.1 patch and I need to keep it in, I think it conflicts with the quickfix, doesn't it?

Thanks pal.

Roleplay: - the art of self-deceipt!

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