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**FIX** Crashing/Reboots

The place to ask for technical help with running the demo or the full game...

Post Mon Jan 22, 2007 8:34 pm

Okay......I've just come up with a new problem here.
I've been working on a total conversion mod which involved "My_Mod" in the FLMM while also modifying ini files within the actual game with quite a lot of success. My next big step is to add all my ships into the main game folders and make the necessary edits in the ini's after creating new ids info for them.
So far, it seems to be working fine. But this is where I think I goofed up...

After making a new install of Freelancer I apparently lost all my modifications, So I went to a copy of my last works and grabbed the data folder from the orignal modded game I've been working on and swapped them out. Okay...
(Before this, everything was fine and dandy)
BUT,
Now, when I try to map a way point into another system...the game crashes to desk top.
I must have overlooked something and would appreciate some suggestions and ideas how to fix this goof up.

Post Sat Feb 03, 2007 7:12 am

my game goes "not responding" when exiting a server via main menu or select another server

Full game v1.1, P4 2.4Gh, 1GB DDR333, ATI RADEON x1300, XPSP2, AgnitumOutpost Firewall Pro ver. 4.0.971.7030 (584)

Post Mon Feb 05, 2007 11:40 am

Seems to be patch's 1.1 fault or something, i have installed Crossfire mod 1.7 and i don't have that crash anymore.

Post Sun Feb 25, 2007 6:41 am

I usually encounter problems when I create a new system mod and there are too many patrols or population zones overlapping or close to each other. What system are you encountering these problems in?

Hull Breach!!! - themilkman

Post Sat Mar 10, 2007 8:54 am

My game crashes whenever I use a mod that changes something early on(FronteirSpace, Tekagis treasure). Crossfire works but online I crash when I launch from Man.. Any help?

Play CYOF!

Post Mon Apr 09, 2007 5:26 pm

Started having a CTD problem with a new ship.
Now, it works fine when I use the scripted model in vanilla and it also worked when I used the official "coded" model in my mod when I launched from Manhattan.
After those tests were successful, I decided to place the ship in the competition system where it belongs.
I enabled the ship on it's new base like this:

[BaseGood
IW07_02_base
marketgood = Hispanola,_package, 38, -1, 1, 1, 0, 1, 1

Well, the ship shows up fine.
But when I select the ship I get a CTD.
FLScan isn't picking up any errors either. So, I'm stumped.

Have I missed something?
Suggestions?

Post Tue Apr 10, 2007 5:02 am

download the 1.7 version of crossfire again and try it (the 1.7a patch is included now and you should be able to launch without probs)

Post Tue Apr 10, 2007 12:10 pm

AAAAGGGGGGG !!!

You must be talking with the other fella...I'm not using other mods other than my own 20 Years Later Mod.

Post Tue Apr 10, 2007 2:35 pm

First one is that FLScan is not the best bughunting tool, it finds most of the big simple problems but misses about 90% of the typos. I only use it as the first step when I'm bughunting mods, I then use FLIA which finds most of the typos and sloppy coding that FLScan can't. I just started using a new prog called FL Error Checker, it finds even more errors by looking in areas the other two don't, d/load link is in the EOA forums.

I'm taking it that you can see the ship icon in the dealers window, as I'm hoping that comma after Hispanola in your post was a typo when you wrote the post. If you can see the icon and CTD after you select it then check your package, you will have a nice little typo hiding in it.

**shuffles off with a new headache**

Post Thu Apr 12, 2007 6:52 pm

"I'm taking it that you can see the ship icon in the dealers window, as I'm hoping that comma after Hispanola in your post was a typo when you wrote the post. If you can see the icon and CTD after you select it then check your package, you will have a nice little typo hiding in it."

Well, the comma behind the Hispanola is common to all the ships in the market_ships.ini file. (at least they've always been that way from what I've seen so far..so I was just mimmicking the process)
I can see the ship icon and all the info in the dealers list.
But, like you said..I get the CTD as soon as I select the ship.
I'll take a harder look at that package info as you suggest.

Here is what I have in the mod files and main files:
in the goods.ini
[Good
nickname = Hispanola_hull
category = shiphull
ship = Hispanola
price = 4000000
ids_name = 237097
item_icon = SHIPS\CUSTOM\Hispanola\Hispanola.3db

[Good
nickname = Hispanola_package
category = ship
hull = Hispanola_hull
addon = ge_s_tractor01, internal, 1
addon = ge_lc_engine_01, internal, 1
addon = infinite_power, internal, 1
addon = ge_scanner_02, internal, 1
addon = shield01_mark10_fr, HpShield01, 1
addon = nomad_turret01_mark01, HpTurret01, 1
addon = nomad_turret01_mark01, HpTurret02, 1
addon = nomad_turret01_mark01, HpTurret03, 1
addon = nomad_turret01_mark01, HpTurret04, 1
addon = nomad_turret01_mark01, HpTurret05, 1
addon = nomad_turret01_mark01, HpTurret06, 1
addon = nomad_turret01_mark01, HpTurret07, 1
addon = nomad_turret01_mark01, HpTurret08, 1
addon = nomad_turret01_mark01, HpTurret09, 1
addon = LargeWhite, HpRunningLight01, 1
addon = LargeGreen, HpRunningLight02, 1
addon = LargeRed, HpRunningLight03, 1

this is what is in the shiparch.ini
[ship
ids_name = 237097
ids_info = 66730
ids_info1 = 66731
ids_info2 = 66608
ids_info3 = 66732
nickname = Hispanola
ship_class = 2
type = FREIGHTER
mission_property = can_use_berths
LODranges = 0, 999999
msg_id_prefix = gcs_refer_shiparch_atransport
DA_archetype = SHIPS\CUSTOM\Hispanola\Hispanola.cmp
material_library = SHIPS\CUSTOM\Hispanola\Hispanola.mat
material_library = SHIPS\CUSTOM\Hispanola\Hispanola_fx.txm
envmap_material = envmapbasic
cockpit = COCKPITS\CUSTOM\Hispanola.ini
max_bank_angle = 30
camera_offset = 70, 600
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 = 250
shield_battery_limit = 250
hit_pts = 225000
hold_size = 1
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
mass = 5000
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
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 = 8
shield_link = l_freighter_shield01, HpMount, HpEngine01, HpShield01
hp_type = hp_turret_special_9, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05, HpTurret06, HpTurret07, HpTurret08, HpTurret09
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
hp_type = hp_freighter_shield_special_10, HpShield01
hp_type = hp_freighter_shield_special_9, HpShield01
hp_type = hp_freighter_shield_special_8, HpShield01
hp_type = hp_freighter_shield_special_7, HpShield01
hp_type = hp_freighter_shield_special_6, HpShield01
hp_type = hp_freighter_shield_special_5, HpShield01
hp_type = hp_freighter_shield_special_4, HpShield01
hp_type = hp_freighter_shield_special_3, HpShield01
hp_type = hp_freighter_shield_special_2, HpShield01
hp_type = hp_freighter_shield_special_1, HpShield01

The files are identical. I've rechecked the ids entries and they match.
Here is the odd thing.
On my working PC, I have the mod and the ship is done in Script. (testing stuff)
It works fine. So, I cross checked the info between those files..and it still matches.
Let me know if you see something here that I don't.


Edited by - Rankor on 4/12/2007 9:01:29 PM

Post Fri Apr 13, 2007 5:45 am

Like I said a "typo in the package"

ge_scanner_02 should be ge_s_scanner_02

and the comma I was refering to was this one "Hispanola , _package" thats in your first post.

**EDIT**
Having "LODranges = 0, 999999" is a waste of time and CPU power as you can't see a ship beyond 3000 even for capships, even bases are maxed out at about 70,000, in addition to that the unmodded redraw limit is 250,000.

**shuffles off with a new headache**

Edited by - Bejaymac on 4/13/2007 7:56:06 AM

Post Fri Apr 13, 2007 7:39 am

oy vaye........
and there is was, right under my nose.

Yep. I'm gonna tip a toast to you on that.
I just want to let you know how much I appreciate an extra set of eyes.


Edited by - Rankor on 4/13/2007 8:44:48 AM

Post Fri Apr 13, 2007 1:07 pm

Well...not so fast..
It seems that may have been part of the problem. I found the one you pointed out and corrected that.
But, I'm still getting a CTD when I select the ship.

Post Fri Apr 13, 2007 2:24 pm

My bad

I missed the tractor beam "ge_s_tractor_01" is what it should be.

**shuffles off with a new headache**

Post Fri Apr 13, 2007 2:57 pm

That part looks good.

For the Hispanola_fx.txm....
it was originally nomad_fx.txm
I copied, then pasted it in the Hispanola folder and renamed it to Hispanola_fx.txm .. then referenced it in the shiparch.ini .
That worked okay with the scripted test model.
But I'm wondering if it affected the coded model?
The sails on the Hispanola are textured with the nomad_fx.txm .

You don't suppose that has anything to do with it, do you?

Also, another oddity (maybe somewhat loosely related to it) is the use of the nomad cap ship turrets. On the NCoalition_cruiser..there are 5 of them hardpointed and loaded out on it.
Although they work, they're not showing up! (But no CTD though)

The Hispanola and the NCoalition_cruiser are both outfitted with nomad cap turrets.

What is even more odd...it might be a card issue. It works fine on my Pentium 4 Hp. But this Althelon 64 Presario V2000...it's CTD time. I don't know why, but it's only this ship...and it seems to be only this PC.


Edited by - Rankor on 4/13/2007 8:20:18 PM

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