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Hair pulling ctd

The general place to discuss MOD''ing Freelancer!

Post Mon Oct 29, 2007 8:09 pm

Hair pulling ctd

I've gone over this particular custom ship with a fine tooth comb.
I completely rebuilt the dirty rat from the ground up just in case it
had anything to do with the structure itself. Radically simplifying and reshaping
it into a whole new animal.
I even gave it new ids numbers just in case that had something to do
with the crashes.
Here's the situation:
I can script this ship and it works like a charm.
But, when I hardcode it into the mod then after purchasing the ship, launch..
I get kicked for a "ship related" cheat.
It's driving me MAD. I get no error code on it..and all I get is the
cheating kick "ship related" on my own dang server.

I had a similar problem once with a totally different ship, then eventually..
no longer got that stupid kick.
What could I possibly be missing that the server is picking up as a cheat?

Here is the info on it:

[ship
ids_name = 237104
ids_info = 66752
ids_info1 = 66754 (had to skip 66753 bc of a runtime error with the ids editor)
ids_info2 = 66608
ids_info3 = 66755
nickname = LBS292_Warhammer
ship_class = 2
type = FREIGHTER
mission_property = can_use_berths
LODranges = 0, 999999
msg_id_prefix = gcs_refer_shiparch_Libb
DA_archetype = SHIPS\CUSTOM\LBS292_Warhammer\LBS292_Warhammer.cmp
material_library = SHIPS\CUSTOM\LBS292_Warhammer\LBS292_Warhammer.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = COCKPITS\CUSTOM\LBS292_Warhammer.ini
max_bank_angle = 30
camera_offset = 80, 650
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
nanobot_limit = 500
shield_battery_limit = 500
hit_pts = 3000000
hold_size = 5000
explosion_arch = explosion_no_battleship
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
linear_drag = 1.000000
mass = 5000.000000
steering_torque = 20000000.000000, 20000000.000000, 20000000.000000
angular_drag = 132000000.000000, 132000000.000000, 132000000.000000
rotation_inertia = 40000000.000000, 40000000.000000, 40000000.000000
nudge_force = 300000.000000
strafe_force = 200000.000000
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
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
shield_link = l_freighter_shield01, HpMount, HpEngine01, HpShield01, HpShield02, HpShield03, HpShield04
fuse = fuse_no_battleship_death, 0.000000, 1
hp_type = hp_torpedo_special_1, HpTorpedo01, HpTorpedo02, HpTorpedo03, HpTorpedo04
hp_type = hp_turret_special_10, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_9, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_8, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_7, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_6, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06
hp_type = hp_freighter_shield_special_10, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_9, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_8, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_7, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_6, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_5, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_4, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_3, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_2, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_1, HpShield01, HpShield02, HpShield03, HpShield04


The ids name matches in the goods.ini and the ship is equipped with normal
turrets and shields.
Even if I strip off all the shields and turrets...I still get a *CTD* just before the
ship makes the transition from planetside to space.
(blasted "cheat" the server log says)

What am I missing here?
The stupid crate works fine in OSP and when it's scripted.


CORRECTION: I still get a "Kick for Cheating...ship related"
NOT: *CTD*

Edited by - Rankor on 10/31/2007 8:38:56 AM

Post Mon Oct 29, 2007 11:54 pm

You sure its not the IDS name thats doing it? I mean if you script it and it works that's pretty much telling you there's a number conflict. Number 237104 is also in the NameResources dll, so i'd change that and see how you get on

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http://talonstrike.co.uk/HavenAdmin/index.php

Gizmo Studios - Home to the Galactica mod series
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Post Tue Oct 30, 2007 12:09 am

I'm not yet an expert on ships (just starting to learn) but here are some thoughts...

You are missing the following line (from the or_battleship from the FLMM mod)

hp_type = hp_freighter_shield_special_10, HpEngine01, HpEngine02, HpEngine03, HpEngine04

If you had an addon shield and it isn't defined, that could cause the cheat message.

Of course, you should have a hull and package name defined in goods.ini like the following:

[Good
nickname = br_battleship_hull
category = shiphull
ship = br_battleship
price = 7900
ids_name = 12002
item_icon = Equipment\models\commodities\nn_icons\li_freighter.3db

[Good
nickname = br_battleship_package
category = ship
hull = br_battleship_hull
addon = ge_lf_engine_01, internal, 1
addon = li_fighter_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark01_lf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallBlue, HpRunningLight01, 1
addon = SlowSmallBlue, HpRunningLight02, 1
addon = SlowSmallBlue, HpRunningLight03, 1
addon = SlowSmallBlue, HpRunningLight04, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1

Your lod needs to be expanded like this:

LODranges = 0, 600, 800, 1000, 1500, 2000, 3000, 20000

Don't forget to use the many error checking utilities like flspew/spit, datastorm, flerror checker, fl ini analyzer, flscan.

Hopefully some of that helps.

Edited by - DwnUndr on 10/30/2007 12:11:55 AM

Post Tue Oct 30, 2007 2:19 am

@DwnUndr

You said Rankor is missing this line,

hp_type = hp_freighter_shield_special_10, HpEngine01, HpEngine02, HpEngine03, HpEngine04

Why on earth would he have it to start with? If that line were true, then he'd be adding four engines to a level 10 shield hardpoint! Rankors shields are defined correctly in this line, assuming he has the correct hardpoints added to his model lol

shield_link = l_freighter_shield01, HpMount, HpEngine01, HpShield01, HpShield02, HpShield03, HpShield04

His code looks fine, plus if you read Rankors post properly, he's already stated the ship works fine when it's scripted, so that tells you there's nothing wrong with the ship. The problem is when he hard codes it into the game which is why i suspect an IDS name error.

The LOD ranges do NOT need to be expanded either, a simple 0, 9999 is sufficient, or whatever distance you want your ships to be seen at.



Member of the HAVEN ADMINS community
http://talonstrike.co.uk/HavenAdmin/index.php

Gizmo Studios - Home to the Galactica mod series
http://gizmostudios.proboards38.com/index.cgi

Edited by - Gibbon on 10/30/2007 2:24:55 AM

Post Wed Oct 31, 2007 9:51 am

Well Gibbon,
I used the ids editor to find "blank" spaces for those numbers as I followed
the originals all the way to the first open space ...
where I installed the first new custom ship (the mainenance pod) .
I checked for "blank" spaces for each
new custom ship ids_name and ids_info slot to make sure they weren't being
used by anything else. (All new ships and info numbers)

The number you see above for the
ids_name = 237104
ids_info = 66752
(then info1 & 3) slots are the second time I created new entries.

The original set of numbers was "layered" somewhere between the first new
custom ship and the last custom ship. The new set that you see now, is the
first new entry at the end of the set. (the original position of that ship was now
placed at the end of the list of custom ships where the next "blank space"
was found. I double checked those numbers to make sure they were blank before
transfering the information between the old and new set.
Now why would all the other ships work fine, but this particular
(double explicative deleted) ship be giving me grief?

The ids was pretty faithful to pull up any information where ids numbers
already had information assigned to them..so, I left those numbers
pretty much alone.

FLScan does not pick up an error.
But FLScan is faithful to point me in the right direction when it does find one.
The server error log only tells me it's a cheat.



I've got error codes in their usual hexi formats.. but I don't think they're related
to this ship, but rather to other in game objects that the FLEx has
installed for me and somehow mistakenly used crossed up information.
but this is where it starts getting interesting............
...I've got the FLIA...and also have the .net frameworks (all of them)
but that program refuses to go any further than trying to initialize before
I get a notification that it cannot work.

The more I try to use these programs (SDK 1.5 & FLMM 1.4 beta 4) ,
the more I keep getting this "feeling" that I should have used the earlier
SDK 1.3 and FLMM 1.3.

I really hate the idea of starting over from scratch again. I've spent two years
on this...while learning in the process.


Edited by - Rankor on 10/31/2007 10:03:37 AM

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