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Odd Freelancer error messages. Find help or give assistance

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 Mon Apr 02, 2007 4:50 pm

Ok my other problem which i didnt go into to much detail is that for some reason when ever i enter New York no matter how Jump Gate, Jump Hole or liftin off from a base i get disconnected from the but all other systems including new sstems and bases added work fine. the other thing is that when i hosted it on a freinds machine and connected with my FL it all worked.

if anyone needs more detai or can help me out plase post.

Post Tue Apr 03, 2007 7:57 am

deactivate the 3dsound... very likely it will work then

Post Tue Apr 03, 2007 5:54 pm

No its still doing it.

Ogu

Post Sat Apr 28, 2007 6:26 pm

These errors are from FLSpit when no crash occurred.

1. WARNING: unknown Sound archetype '0x0'
- I've added some new music to a zone. The music is referenced in the sounds_ambience.ini file properly, afaik. Could this music be the cause? What normally causes these errors?

2. WARNING: ParticleEffect::start_effect: archetype invalid (null archetype passed specified)
- I'm not sure why this is popping up. I've added a jumpgate with custom turrets on it. The turrets are using weapons_platform_turret.cmp as the model and ge_turret.mat as the mat file. Again, what causes these errors?

3. WARNING: ShapeDB: unable to find shape
- I've got about 5 dozen of these popping up. Any idea what causes them in general? Would it be related to an asteroid zone not specifying a shapes file (shapes.ini, ice_shapes.ini, etc)?

Post Mon Apr 30, 2007 1:23 pm

WARNING: unknown Sound archetype '0x0'

I get this one too, It is probably a original FL error since most mods out there have it. More than likely, there is a reference to a sound that is not in the sound.ini

WARNING: ParticleEffect::start_effect: archetype invalid (null archetype passed specified)

This is related to engines and weapons, the latter is more likely the culprit since a few of the effects are not complete in FL (I fixed this in mine but don't remember which weapon effect it was)

WARNING: ShapeDB: unable to find shape

This can also relate to suns (At least in mine), again several of the effects are incomplete.

This is a start on where to look at least. If I remember what the exact effects are broken, I will post them here.

Ogu

Post Sat May 26, 2007 1:28 pm

WARNING: SPObjActivate failed... probably jump-gate in old system closing?

Any idea what the heck this error is? I've got a new system with multiple bases in it. I start out docked at one base and I'm able to undock. I dock with the same base, try to undock and it crashes.

This happens with all the bases in the system, which are all similar to this one:

System INI:
[Object
nickname = Ag01_01
ids_name = 526000
ids_info = 0
pos = 0, 0, 0
archetype = space_police01
dock_with = Ag01_01_Base
base = Ag01_01_Base
reputation = st_ais_grp ;new faction
behavior = NOTHING
voice = atc_leg_m01
space_costume = li_captain_head, pl_male2_peasant_body
difficulty_level = 15
pilot = pilot_solar_hard

Base INI:

[BaseInfo
nickname = Ag01_01_base
start_room = Deck

[Room
nickname = Bar
file = Universe\Systems\AG01\Bases\Rooms\AG01_01_Bar.ini

[Room
nickname = Deck
file = Universe\Systems\AG01\Bases\Rooms\AG01_01_Deck.ini


Room INI - Deck

[Room_Info
set_script = Scripts\Bases\br_07_Deck_hardpoint_01.thn
scene = all, ambient, Scripts\Bases\br_07_Deck_ambi_int_01.thn
animation = Sc_loop

[Room_Sound
ambient = ambience_deck_space_larger

[PlayerShipPlacement
name = X/Shipcentre/01

[Camera
name = Camera_0

[Hotspot
name = IDS_HOTSPOT_DECK
behavior = ExitDoor
room_switch = Deck

[Hotspot
name = IDS_HOTSPOT_BAR
behavior = ExitDoor
room_switch = Bar

Room INI - Bar

[Room_Info
set_script = scripts\bases\cv_01_Bar_hardpoint_01.thn
scene = ambient, scripts\bases\cv_01_bar_ambi_Ew01_01.thn
scene = ambient, scripts\bases\Ambi_Terrain_Static_D01.thn
scene = ambient, scripts\bases\Ambi_Terrain_Dynamic.thn

[Room_Sound
music = music_bar_generic07
ambient = ambience_deck_space_smaller

[CharacterPlacement
name = Zg/PC/Player/01/A/Stand
start_script = Scripts\Bases\cv_01_bar_enter_01.thn

[Camera
name = Camera_0

[Hotspot
name = IDS_HOTSPOT_DECK
behavior = ExitDoor
room_switch = Deck

[Hotspot
name = IDS_HOTSPOT_BAR
behavior = ExitDoor
room_switch = Bar

-------
Universe.ini
[Base
nickname = Ag01_01_Base
system = Ag01
strid_name = 526000
file = Universe\Systems\Ag01\Bases\Ag01_01_Base.ini
BGCS_base_run_by = W02bF52

[system
nickname = Ag01
file = systems\Ag01\Ag01.ini
pos = 8, 8
msg_id_prefix = gcs_refer_system_Li05 ;could it be this?
visit = 128
strid_name = 526006
ids_info = 0
NavMapScale = 4.0000

Post Sat May 26, 2007 11:51 pm

the gcs shouldnt make any problems (it never did before)

such errors are very often a problem with equipment or ships - it would be good to check the error logs to see what happend

Post Sun May 27, 2007 3:51 am

A crash on docking could be the base files, but a crash on undocking is almost always something in the system.

Check your FlSpew, if it shows equipment errors at the bottom of the file then that's your problem, if it doesn't then check for patrol paths in the area around your bases. These are notorious for random crashes especially if added with FLE, patrols are touchy, the slightest thing wrong with them and it's desktop time when you get into spawning range.

**shuffles off with a new headache**

Ogu

Post Mon May 28, 2007 7:51 am

I know its not equipment or ships. I'll just have to keep looking at the base entries until I find something...

Post Mon May 28, 2007 8:31 am

Ogu your crashing on launch not on docking, if it was docking then it would be a bad base/room file, bad model or body reference. The fact you've said it's on launch that it's happening means something is wrong in your system, your saying that it's not equipment or ships and as you've flown in the system it's not structural, that leaves spawning objects and the prime canditate for that is patrol paths. Check you system and see if you have any near your bases, if so comment (semi-colon) them out so Freelancer will ignore them and see if you can then launch into space.

**shuffles off with a new headache**

Ogu

Post Tue May 29, 2007 5:52 am

Thats a good theory, I'll look at the system when I have a chance.

However, there shouldn't be any npc's in the system. It's a starting system, so there are six modules where you go to buy a rep and a starting ship, then you take one of the jumpholes to whatever system you want to start in. 5 of these modules work fine - I can undock and dock all day long with no problems, but the moment I try undocking from the 6th I crash. It just doesn't seem like spawning objects can be the cause...lol

Ogu

Post Thu May 31, 2007 3:10 pm

This just gets weirder (hence the longer post).

The crashes when undocking are random - they don't happen 100% of the time at the same base. Sometimes you can dock and undock 4-5 times at the same base before crashing. There are no encounters in the system. I've run FLScan - it gives this error below:

The "OBJECT" named "Ag01_01"specifies a non-existent base, Ag01_01_base
File: C:\Program Files\Microsoft Games\Testing V5\Data\Universe\systems\Ag01\Ag01.ini
Line Number: 49
Object Type: OBJECT
Nickname: Ag01_01
Base: Ag01_01_base

In Ag01.ini:
[Object
nickname = Ag01_01
ids_name = 526000
ids_info = 0
pos = 0, 0, 0
archetype = space_police01
base = Ag01_01_base <---line 49
dock_with = Ag01_01_base
reputation = st_ais_grp
behavior = NOTHING
voice = atc_leg_m01
space_costume = li_captain_head, pl_male2_peasant_body
difficulty_level = 15
pilot = pilot_solar_hard

In Universe.ini:
[Base ;Main Module
nickname = Ag01_01_Base
system = Ag01
strid_name = 526000
file = Universe\Systems\Ag01\Bases\Ag01_01_Base.ini
BGCS_base_run_by = W02bF52

Does capitalization of letters matter here? I've tried it both ways but that has no effect on the FLScan error going away.

I'm also getting a few of these (they repeat in blocks for the most part):

ERROR: ArchDB::Get(0) failed
ERROR: No valid archetype for prop $terrain_tiny
ERROR: ArchDB::Get(0) failed
ERROR: No valid archetype for prop $terrain_sml
ERROR: ArchDB::Get(0) failed
ERROR: No valid archetype for prop $terrain_lrg
ERROR: ArchDB::Get(0) failed
ERROR: No valid archetype for prop $terrain_mdm
ERROR: ArchDB::Get(0) failed
ERROR: No valid archetype for prop $terrain_dyna_01

Any ideas on their causes?

Post Wed Jun 13, 2007 11:30 am

this deals with FLShell not starting up wen i run the server. my buddy thinks its the processor but i think its a Windows Server 2003 error. Please help me out here with any suggestions. I'll post info on the server its self.

Error:
C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(612) : ERROR:General: DACOM: AddLibrary: unable to load dll 'C:\PROGRA~1\MICROS~2\FLShell\FLShell.dll', ignoring...

Server stats:
Intel Xeon 5130 (dual 2.0ghz woodcrest), 2gb ddr2 667mhz ECC ram, 100mb port, located in a suite in softlayer windows server 2003 250gb sata2 HD 16m cache

Edited by - dragonfir3 on 6/13/2007 12:32:40 PM

Post Thu Jun 14, 2007 12:24 am

the problem indeed is the processor
this usually happens with amd opteron processors but it looks like intel has some probs aswell

FLshell is simply not compatible with those and therefore you wont even get the chance to activate it
so far their is no solution to fix this problem

I also ran over this error long time ago and we had to recode the flshell features in order to make them work on our server

Post Thu Jun 14, 2007 7:56 pm

Its 64bit and im guessing that was the issue with ur server cause i read ur post about it. would u happen to have the recoded FLShell or a way to tell me how to recode it? it would be nice if anyone knew how to do it or has a remade FLShell.

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