Freelancer Path Generator
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I agree.
Before Chips wrote this, I used FLScan to generate my path files for this same mod, with the same systems, and FL crashed whenever I tried to plot paths.
I did not fix any ini files (did not know for what sort of problems to start looking), and Chips’ second utility has worked fine on exactly the same systems. (My second run of the first release of Chips’ path generator screwed up but Chips realised the problem and fixed that in no time).
Strail, can you remember what problems you found in your ini files that may have caused the crashes when you used FL Scan? It will help me to understand what could it be. Thanks.
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If you have more than 10 jumps - maybe more than 9 - in one path there will be a crash
and there’s a limit, how many JH/Gates can be in one system.That doesn’t mean the number of JH/Gates is limited 4 the system itself, but 4 the system in the pathfile.
Not sure about the number.And additional i suppose, that JH,
which are targeted by more than one starting JH
can crash the server if those are in the pathfile.The FLScan pathgenerator gives pathes with more than 10 jumps and
with 2 much Gates/JH in one system.
If you have those on your server, it can be restarted by routing- any of those 10+ jump pathes or
- via systems exceeding the number of JHs/Gates.
BUT it can be fixed server side by just removing those entries from the pathfiles.
otherwise this info would be censored. -
This is why I dont believe that the path file search when setting a way point/jump is limited to your one line entry in the path file.
That doesn’t mean the number of JH/Gates is limited 4 the system itself, but 4 the system in the pathfile.
Not sure about the number.Let me expand on my previous point. If I have 10 jumps in a sys then it will crash when i set a waypoint that travels through the system with 10 jumps. Why would it crash if its just reading the path file line in the path file?. The reason is it doesnt just read the path file line to get you from a-b, otherwise you wouldnt crash if you had 10 jumps in a sys. It reads the other jumps in that sys and each sys it goes through, or at least does other calculations involving “unrelated” jumps in your path file line entry.
This is why I think your looking at the wrong problem
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You might be right, so we didn’t test that with single routes.
We just removed every path going through a system with 10+ JH/Gates.
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I meant be doing something wrong but when I down loaded the beta of path finder it is a .jar file and no exe to run it. I have windows operating system…
Thanks , Dexter200031
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pm’d a reply
For anyone else, I know I typed lots on the first page, and it’s blooming dull to read… but…
To use this you will require the Java Runtime Environment - if you haven’t already got it installed, it’s 100% free and available from here JRE 6 update 6
(link in first post).
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I’m not going to continue working on this within the forseeable future as I don’t see the value (incase anyone checked up or wondered).
The tool itself will remain available, but source code is removed.Just be warned that FL crashes if paths are too long (10 jumps was it?)… this is an FL issue, not a tool issue.
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No complaints here Chips, very many thanks for the utility, it solved my problems.
All the best pal.
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Hmm, what a difference some boredom and old code makes.
I’ve made a change or two to include a warning regards to paths being greater than 10 in length.Question is - would people like this as an option or just a warning?
Option:- It will just alert you but write out the path and continue.
- It will alert you, but it will not write out the path, and continue.
Additionally, is it right that this issue only affects legal paths, and only if they’re longer than 10 system connections in length? As it writes extremely fast, you’ll basically only see it in the errors window that pops up (if any errors were encountered) at the end of its run.
Oh, Merry Xmas too
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i guess if you get a warning about paths you still should be able to remove the damaged path manually so a warning would be enough
but ive a different question about the path calculation
if you want to go from A to D… which path would be created (over B or C?) or how does that tool decide between possible paths
I dont assume that it would create 2 paths leading to D coz that would crash the game -
i guess if you get a warning about paths you still should be able to remove the damaged path manually so a warning would be enough
but ive a different question about the path calculation
if you want to go from A to D… which path would be created (over B or C?) or how does that tool decide between possible paths
I dont assume that it would create 2 paths leading to D coz that would crash the gameIt’ll create only one path for sure
Which will it choose? Simply down to which order is in the files I think… but it will select A, B, D (for example) and every path going through these (ie if there was an E beyond D) should similarly select A, B, D, E.
I just ran a quick check - these are the paths generated where FL has this type of circumstance.
So plotting from Liberty to Kusari, two possibles on the pathway…li01, li03, iw06, ku02, ku01, ku03
li03, iw06, ku02, ku01, ku03
li02, li01, li03, iw06, ku02, ku01, ku03ku03, ku01, ku02, iw06, li03
ku03, ku01, ku02, iw06, li03, li01
ku03, ku01, ku02, iw06, li03, li01, li02On the return it’s plotting the exact same path in the event that this may cause an issue.
So testing again, going from Liberty to Rheinland.
li01, li04, iw01, rh02
li02, li01, li04, iw01, rh02
li04, iw01, rh02rh02, iw02, li04
rh02, iw02, li04, li01, li02
rh02, iw02, li04, li01As you can see, it all plots one way through iw01 on the way out.
However, I assume due to ordering of the gates on the return way - it’s plotting via iw02 instead. They all plot via iw02, so as you progress through your plotted route the path will remain passing through the same systems. If you reach your destination and plot a path back, it’ll be along a different choice for the B/C dilemma, but as you progress down the route -the choice will remain constant from the start (ie it’ll be C for the whole route out, but B on the plotted route back). There is no change as you go from one system to another in plotting (as far as I can see, lots of paths to check to verify this though!I’ll download the thingy to check what the original FL files do
Hmm, guessing it makes no odds then:
Path = Rh01, Li01, Rh01, Rh02, Iw02, Li04, Li01
Path = Li01, Rh01, Li01, Li04, Iw01, Rh02, Rh01Pretty much the same differences as I got.
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Personally I would modify my problem system to make it less than 10 paths, so a clear warning is good for me.
Did you make the modification yet Chips? Let us know when we can download it please.
Happy New Year to you and everyone.
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Yes, sorry, been a bit slow about informing.
I got carried away making auto-updaters and all sorts. They’re not needed, and have been removed - I just got carried away creating them is all ::)http://freelancer.artificiallyintelligent.co.uk/downloads/FL_Path_Generator.zip
Any feedback welcome. There hasn’t been extensive testing on this - mainly due to time of year and, as said, getting carried away with silly ideas
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Another option to consider is to simply delete the path files - Freelancer will regenerate them itself. However, it doesn’t take into account locked gates, and I don’t know about the 10+ problem.
If you want best path to use jump holes, use FL Hack (it’s not quite enough to simply swap the legal/shortest files around).
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Adoxa,
I tried your suggestion, deleting the old path files one at a time or all at once - FL didn’t rebuild them. What else do I need to do to achieve this please?
And your tip on switching to using jumpholes for plotting - how to use FL Hack for this please? I use Ioncross. (Ignore me if this is a silly question, I haven’t looked at it yet, just found it!)
Thanks.
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The paths are regenerated after starting a new game, or loading an existing one. Starting the server will also create the paths.
If you want your server (since you mention IonCross) to use jump holes for best path, you will have to use FL Hack to start it (check “Solo”). Otherwise you don’t need to do anything except check the option (but if you’re toggling whilst playing, you’ll have to load a game for it to take effect).