Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Ship crash

Here you can discuss building custom ships, texturing and 3D modeling in Freelancer

5i1

Post Wed Feb 15, 2006 6:58 pm

Ship crash

Ok I have a weird bug:
Ok I buy my ship and that part works BUT there is no model in the view window, so I go and try and launch and the moment I hit the launch botton The game crashes.... It's either my model or my ini codeing. Heres ini codeing :

Shiparch.ini

[Ship
ids_name = 237035; i'm just testing it first so no custom names till it works UNLEES that is my problem
ids_info = 66573; same as above
ids_info1 = 66574; same as above again
ids_info2 = 66608; same as above again
ids_info3 = 66575; same as above again
ship_class = 2
nickname = Test
LODranges = 0, 9999
msg_id_prefix = gcs_refer_shiparch_Libb
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = ships\test\test_5.cmp
material_library = ships\test\test_5.cmp; I put the texture into the model
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 1000.000000
max_bank_angle = 10
camera_offset = 300, 300
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
linear_drag = 1.000000
cockpit = cockpits\liberty\l_fighter.ini
hold_size = 500
fuse = l_dreadnought_fuse, 0.500000, 1
fuse = li_dreadnought_burning_fuse03, 0.000000, 17325
hit_pts = 69300
explosion_arch = explosion_rh_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
steering_torque = 1501900032.000000, 1501900032.000000, 1501900032.000000
angular_drag = 13200000000.000000, 13200000000.000000, 13200000000.000000
rotation_inertia = 15000000512.000000, 15000000512.000000, 15000000512.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
nanobot_limit = 200
shield_battery_limit = 200
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 3

Goods.ini

[Good
nickname = Test_hull
category = shiphull
ship = Test
price = 100000; low cause I wanta buy it quickly
ids_name = 237035; again because I'm testing
item_icon = Equipment\models\commodities\nn_icons\bh_fighter.3db; like I said i'm just testing

[Good
nickname = Test_package
category = ship
hull = Test_hull
addon = ge_oe_engine_01, internal, 1
addon = or_elite_power01, internal, 1
addon = or_elite_power01, internal, 1
addon = or_elite_power01, internal, 1
addon = or_elite_power01, internal, 1; yes I put FOUR powerplants on this lol
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1

Market_ships.ini

[BaseGood
base = HI03_03_Base; new base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 0, 0, 1, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = cof_package, 6, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 10, -1, 0, 0, 1, 1, 1
marketgood = lf_package, 1, -1, 0, 0, 1, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 0, 0, 1, 1, 1
marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = Test_package, 1, -1, 1, 1, 0, 1, 1
marketgood = bhe_package, 6, -1, 1, 1, 0, 1, 1
marketgood = bhe2_package, 8, -1, 1, 1, 0, 1, 1
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1

I did a quick skim through of the file to make sure I didn't typo anything and didn't see anything

NOTE : the bold part in the market_ships is so it's easier to notice

BTW: where's a good place to upload stuff that doesn't send you a e_ mail back to tell you where it is.

NOTE : It HAS to be free

BTW #2: PLEASE do NOT e mail me as it will get blocked. (sorry it's the way my dad set it up)

Post Thu Feb 16, 2006 4:10 am

[Good
nickname = Test_package
category = ship
hull = Test_hull
addon = ge_oe_engine_01, internal, 1
addon = or_elite_power01, internal, 1
addon = or_elite_power01, internal, 1
addon = or_elite_power01, internal, 1
addon = or_elite_power01, internal, 1; yes I put FOUR powerplants on this lol
^^^^^^^^
That's your problem. If you want a bigger power supply, just create one. A ship can only have one powerplant.

Chris Bates

Post Thu Feb 16, 2006 6:42 pm

Ships can have more than 1 powerplant without issues, more here than meets the eye.......**scanning ini files**

Post Thu Feb 16, 2006 6:49 pm

Ok, looking at the files, ur using a retextured Liberty Battleship from what i can see. The fact you have no ship showing up in the shipdealer has alarm bells ringing and i'd go check ur custom texture cos it should show up at the dealers, main reason ur crashing on takeoff...

5i1

Post Thu Feb 16, 2006 7:43 pm

What exactly should I be looking for in the texture

Also It shows up fine in Hard CMP

Post Thu Feb 16, 2006 11:00 pm

Well i found something, the line you have that reads,

material_library = ships\test\test_5.cmp; I put the texture into the model

should read,

material_library = ships\test\test_5.mat; I put the texture into the model

You've entered the cmp file twice, try it like that and see what happens

Post Fri Feb 17, 2006 4:21 am

you can have the texture files in the CMP, and if you do, you need to have it set up like he does already. also, if the texture isn't right, you'll usually just be flying around in an 'invisible' ship- I know, it happened to me the first time I tried to make a ship.

5i1- would you mind sending me the files? I can't guarantee that I'll be able to find the problem, but I can try- my email is in my profile.

Post Sat Feb 18, 2006 5:11 am

You give me an idea! Invisible ship! With invisible weapon too! So no one will see me shoot them! And no collition files, I am is A GOD OF FREELANCER!

Hi. My name is Cefi. My friend is Donny, Tom, Cecilia, Trent, Juni, and King. We save the world, once again!

Post Mon Feb 20, 2006 5:53 am

Let me know if you find a soultion, I'm having a similar problem. BTW, making a ship invisible on purpose is considered a cloak and is highly frowned upon.

Post Fri Apr 07, 2006 7:02 pm

i had that problem with a pre-made mod.voyager. i bought it and no ship seller pic.when i launched it my game crashed.

note:it said on the discription it had hardpoints but when i went to inventory there wasent even any any slots for weapons

Return to Freelancer 3D Modeling and Texturing Forum