Custom Ships cause CTD when taking a mission
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One thing to check, the types of missions that cause the crash. If it is ‘kill a solar’ maybe you fubared something like a destructable freeport, weapons platform or something?
From your previous thread you have probably eliminated the ships as the cause.
You have added any new factions to the vignetteparams.ini I guess or the missions wouldn’t show up. And noticed that in general it should be a lawful mission giver against unlawful etc… and the types are declared correctly in the vignettes in your system…
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No, its definately the ships. I made it so one of the established ships was sold in the new system, and I did missions for over an hour with no bugs. I bought the custom ship and flew it to a establised system that I was friendly with and tried to take a mission and it CTD upon entry in space. And on occasion, the custom ship will CTD when launching from base/station even without a mission (10% or so).
I’ve been through the shiparch, copying everything except the cmp and mat link with the same effect so I don’t think its there. I’ve changed the equipment arround and it didn’t help so I’m to the point where I think its in the CMP/MAT/SUR files somewhere.
If any other clips or files are needed to assess the problem, I’d be happy to provide them.
Here is the CMP:
http://files.filefront.com/coralskipper2cmp/;13615651;/fileinfo.htmlThe MAT:
http://files.filefront.com/coralskipper2mat/;13615655;/fileinfo.htmlThe SUR:
http://files.filefront.com/coralskipper2sur/;13615656;/fileinfo.htmlAnd in case I’m being mentaly challenged:
The Goods.ini entry:
[Good]
nickname = coralskipper2_hull
category = shiphull
ship = coralskipper2
price = 5
ids_name = 81584
item_icon = Equipment\models\commodities\nn_icons\coralskipper.3db[Good]
nickname = coralskipper2_package
category = ship
hull = coralskipper2_hull
addon = infinite_power, internal, 1
addon = sw_s_scanner_03, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = blue135, internal, 1The Shiparch.ini entry:
[Ship]
ids_name = 459205
ids_info = 459206
ids_info1 = 459207
ids_info2 = 458752
ids_info3 = 459208
ship_class = 1
nickname = coralskipper2
msg_id_prefix = gcs_refer_shiparch_hfighter
mission_property = can_use_berths
LODranges = 0, 2000
type = FIGHTER
DA_archetype = ships\swships\YV_Coralskipper\coralskipper2.cmp
material_library = ships\swships\YV_Coralskipper\coralskipper2.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\civilian\civilian.ini
pilot_mesh = generic_pilot
nanobot_limit = 20
shield_battery_limit = 20
mass = 50
hold_size = 10
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 1550
fuse = intermed_damage_smallship02, 0.000000, 775
fuse = intermed_damage_smallship03, 0.000000, 517
max_bank_angle = 60
camera_offset = 11, 40
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
hit_pts = 5000
explosion_arch = explosion_cv_fighter
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 = 24000.000000, 24000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 100.000000
strafe_force = 20000
strafe_power_usage = 2
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 = cv_fighter6_shield01, HpMount, 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
hp_type = hp_thruster, HpThruster01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_turret_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpTorpedo01, HpTorpedo02
hp_type = hp_torpedo_special_2, HpTorpedo01, HpTorpedo02I have tried to leave a few msgs here and there for EvilleJedi, asking if the orriginals are available, as the ones I’ve got have been converted many times to make it to Freeworlds, but as of yet I have not recieved a responce. I’m not sure if the multiple conversions could have been corrupted or degraded after all that or if its just a lack of modding experience on my part, or a missed step/wrong step on my part during conversion. Honestly, I have no idea.
Any advice or help is appreciated
KarrMcDebt -
addon = sw_s_scanner_03, internal, 1
This is not vanilla, does it exist and work?
addon = blue135, internal, 1
I assume this is the engine? Or a shield? It needs one of each
The easiest way to test things like this is to substitute in vanilla parts. This would troubleshoot away half the equation.
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These are all established equipment items that have been throughly tested.
Blue135 is an engine with a blue contrail.
shield_link = cv_fighter6_shield01, HpMount, 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, HpShield01These are the shield entries, also throughly tested.
I’m sure its in the custom ships somewhere. I’m just not sure if its in the code or in the models (cmp/mat/sur).
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Yep, it is missing a shield (probably a CTD in itself)
Also, Lancer Solurus’s Error Checker to the rescue:
http://digitalbrilliance.com/Downloader/index.php?action=downloads&id=1 (register before you can see it)
-> Missing ‘hppilot’ on ‘coralskipper2’ *** E:\Freelancer\DATA\ships\swships\yv_coralskipper\coralskipper2.cmp
-> Missing ‘hpbaydoor01’ on ‘coralskipper2’ *** E:\Freelancer\DATA\ships\swships\yv_coralskipper\coralskipper2.cmp
-> Missing ‘hpbaydoor02’ on ‘coralskipper2’ *** E:\Freelancer\DATA\ships\swships\yv_coralskipper\coralskipper2.cmp
-> Missing ‘hptractor_source’ on ‘coralskipper2’ *** E:\Freelancer\DATA\ships\swships\yv_coralskipper\coralskipper2.cmpI think it MUST have the tractor hardpoint as well or CTD
You can comment out or delete the first 3 -
My time is up for now but here are some more hints…
ship_class = 1
and
msg_id_prefix = gcs_refer_shiparch_hfighter
both indicate that you want this to be a heavy fighterbut
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, HpShield01are mounting freighter shields on a heavy fighter. Pick which you want and make it match in all 3 locations.
HP_tractor_source = HpTractor_Source
should read
HP_tractor_source = HpTractor_Source01
to match the hardpoints in the cmpGood luck, this should get you started. For goods.ini copy the stuff from li_elite if going the heavy fighter route and continue troubleshooting.
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**A missing HP_Tractor is one of those random crashes I experienced many times. If the ship has a tractor beam installed without the hardpoint, it will randomly crash when the player is beaming something in. Also, something that FLEC does not test for is the baydoor hardpoint, if both are set to the exact same position, you will get a crash when jettisoning any cargo and I mean a server crash, not just the client. This can’t be used as a method of crashing the server (sorry cheaters) if the server side ship CMPs are fixed, it will simply crash the client only if they change the hardpoint positions. This is fully verified after losing half of my hair by pulling it out
BTW, don’t rely on the HP test that FLEC has, it is for NPC’s only, not the players as OP has told me more than once. (thanks OP for the clarification). I use the exact same loadout for NPCs and players in my MOD so it worked fine for me, it’s just that all of the other MODs dont do loadouts the way I did…**
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Thanks for the Tips,
I’ll be working on the ships this weekend and I’ll check all this out. I also have a line out to Sushi since he works with the same base TC mod, he may have some ideas as well.
Once I isolate the problem (if I can, sometimes they remain unfound even after the problem is fixed) I will update the thread with the results.
Thanks so much.
Karr
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Thanks for the Tips,
I’ll be working on the ships this weekend and I’ll check all this out. I also have a line out to Sushi since he works with the same base TC mod, he may have some ideas as well.
Once I isolate the problem (if I can, sometimes they remain unfound even after the problem is fixed) I will update the thread with the results.
Thanks so much.
Karr
Sadly, Karr, I don’t work on FW 1.66 base anymore. I haven’t touched that code, in significant amounts, since I started working on FW:ToW. The amount of errors it has accumulated over the years is staggering and I wouldn’t even know where to begin to bug fix if I wanted to. You’ll also note that the 18.45 version of FWs runs without missions, because they’re so many bugs with missions in general. Personally, I think you’d be better off starting from scratch and I think, in the long run, it will save you a lot of frustration.
Anyways, back on topic here, I do not know about what is crashing it. It could be so many different things.
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I’ve considered on many occasions, starting over, however I don’t think that I have the necessary skills to pull the whole thing off. There are just to many aspects of modding for one person to cover.
If I remember correctly, 1.66 took over a year with a team of 20 or so, pluss beta testers, (That was what I did for the project, just a beta.)
After more experimentataion last night, I’m convinced that the main problem is in the ships, so I’ll be starting over with them, (that means reimporting them from z3r0x’s Empire at War mod since I can’t get ahold of EvilleJedi, and Tessius is ignoreing me. They are the only two that I know of that have the orriginal files)
I ran some tests last night with the coralskipper, (the one that was already in the mod.) I ran missions for 1/2 an hour with no crashes or errors.
Then I added the missing hard points, That fixed the occasional CTD on launch, but missions are still 50%.
The launch CTD was being caused by using the freighter shields. I replaced them with fighter shields and now you can launch with no issues, (unless you have a mission LOL)I’m stubborn, I’ll find the error, or rather, I’ll get it fixed. I’ll reimport the ships this weekend, and wouldn’t be to supprised to find that afterwards the error is gone. (I also won’t be supprised if the error remains, or if its replaced with a new one.)
I will let you know how it goes. Thanks for the help and ideas.
Karr
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Best of luck, Kerr. As they say over at FWs….“May the Force be with you.”
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Personally I’d take Sushi’s advice and start from scratch.
I had a quick run around with 1.66 earlier and the amount of errors being generated in FlSpew is horrendous, why these were never addressed before release is beyond me ???.
and before anybody shouts out ;D they’re not voice errors
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I’ve known about the extensive list of errors produced by ALL TC mods, But belive it or not, the 18.2f version is stable.
And I may have found my ship errors: All the weapons were using FIXED hp’s instead of REVOLUTE hp’s.
I’m in the process of changing this and will let you know if this fixes the problem. (I’m suspecting that this was a big issue).
Let you know later.
Karr
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18.2f is not stable, Karr. It has a multitude of NPC errors that cause spontaneous crashing of the server. However, kudos to you for keeping that mod alive!
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How is the 1.65 for errors?
And where can I get flspew, can’t seem to find a download for it.
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1.65 is actually pretty good in terms of stability. It’s just very outdated in a lot of aspects.
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Well thats something,
I just don’t think its feasible for a single person to start from scratch on a TC mod, without taking years and years to put something out. I’m also pretty sure that I don’t have all the skills necessary to do so.
But my current problem is deffinately in the new ships. Existing ships dont cause the crashes that I’m experienceing.
Even the old coralskipper (wich was an admin ship that I trimmed back down to 5000 hit points instead of 50000) works without crashes. And 98% of the crashes I experience are client side. (at least till I start messin arround with things LOL)
I’m pretty sure that I’m doing something wrong with the hardpoints, but I just can’t figure out what.
Guess I should go back and start scouring the ship tutorials.
Anyway, I appreciate the advice, even the advice that I realy don’t want to take LOL.
Karr
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FlSpew.txt is FL’s Client error log and can be found in (XP) “C:\Documents and Settings<username>\Local Settings\Application Data\Freelancer”.
Both Local Settings & Application Data folders are hidden folders so you will need to change your folder settings to see them, or you can use FlSpit which is a small script that locates & translates the FlSpew into something a little more understandable :P.Edited to add the link to FlSpit</username>
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Some of the poblems I’ve found:
shield on cmp file missing from shiparch
Tractor bay doors in shiparch but missing from cmp
Infanite Power Generator causes crashes,…sometimesNone of the “jedi” ships are listed in the mshipprops.ini
(Jedi are the Vongs pirmary enemy)I’m sure there are more.
I’m still trying to acquire the orriginal models of the Vong ships (created by eviljedi from what I understand), and barring that will need someone more proficient than I to convert them to Freelancer/Freeworlds.
If you have these models, or are able to convert from ALA format to CMP format, or if you know how I can contact eviljedi, please let me know.
Thanks for the help
Karr