EdinBurgh Zone Crash
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**Well, this has been a long standing problem in FL. There is a crash in the Edinburgh system on the Zone_Br06_path_planetform2_1 patrol path.
In my mod (Solurus Systems) it doesn’t crash. I sat in the middle of the path for almost an hour and over a hundred NPCs appeared and disappeared in that time. It used to crash there a long time ago but I didn’t know why then (and still don’t).Now the only difference in my mod from vanilla FL is I added rooms to the miner at the end of the patrol path. Is it possible anyone else could try doing this if you are experiencing crashes there? The path runs directly from Perth to the nearest miner in the asteroid field.
I dug thru the archives and I see some of the veteran modders that are still around would know what Im speaking of, Bejaymac for one…
This error is not limited to Edinburgh, New London, New Tokyo, New Berlin, Sigma 19, Omega 11 and more have this same bug, crash at 0x000c458f in content.dll, help me find it so I can add it to FLEC.**
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Since I have a TCM I never looked into this, but I have this from my old TLR notes (probably the same ones you have). Notice this one says mining_path, not patrol_path, maybe you were looking at the wrong one?
Igiss
Post subject: Crashes in Edinburgh
PostPosted: Sat Aug 05, 2006 11:13 amSince last summer when I released first version of Discovery, I’‘ve several times experienced (and got occasional reports about) client and server crashing in one specific place - Edinburgh system, between Perth base and nearby asteroid miner. As I’‘m now working on next Discovery version, I decided to finally fix this thing (although it doesn’'t happen all the time, and few people ever visit this place).
I didn’‘t introduce anything new into this system, except for a jump hole into Dublin. I’'ve removed jump hole, and removed the asteroid miner (since I edited solararch.ini), however, the problem persisted.
Then I started to look through encounters and patrols, which I didn’'t add or modify. After some trial&error I was able to track the reason of crashes - patrol called Zone_Br06_path_planetform2_1 between Perth and roid_miner.
Here’‘s its code (taken from SDK 1.5, though it doesn’'t really matter cause they all SDKs are identical about this, and my mod had the same):
[zone
nickname = Zone_Br06_path_planetform2_1
pos = 17675, 0, 10723
rotate = -90, -68, 0
shape = CYLINDER
size = 750, 5154
property_flags = 131072
sort = 96
toughness = 6
density = 5
repop_time = 30
max_battle_size = 4
pop_type = mining_path
relief_time = 20
path_label = planetform2, 1
usage = trade
mission_eligible = true
faction_weight = co_ti_grp, 10
density_restriction = 1, patroller
density_restriction = 1, police_patroller
density_restriction = 1, pirate_patroller
density_restriction = 4, unlawfuls
encounter = miningp_trade_transport, 6, 0.330000
faction = co_ti_grp, 1.000000There wasn’'t a single crash after removing this section.
I wonder if anyone has ever encountered similar problem and what might be causing it… is it specific to my mod (for some mysterious reason) or a known problem of original FL? If latter, then why is it in SDK?
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**Yes, that is the post I found. I wish to find the cause since I just had to replace New Tokyo, New London and New Berlin with custom systems. It wasn’t super bad since I have a random system generator I wrote and all I had to do was splice them into the mod, but for the rest of you that don’t have that luxury, I would like to be able to flag bad patrol paths since making replacement systems is one of the most intensive projects in FL. I also don’t want to have to replace the other crashing systems, they are crashing the server, not the client.
Like I said, it’s not crashing anymore for me and the only change is room additions on the miner, and I even didn’t add the rooms (no rooms though are causing a client crash).**
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… the only difference in my mod from vanilla FL is I added rooms …
If the path is the problem, i d expect,
you also added mbase entries?Maybe it would be enough, to add an entry like
….
[MBase]
nickname = co_ti_water_miner2
local_faction = co_ti_grp
diff = 13
msg_id_prefix = gcs_refer_base_AstMiner_base
[MVendor]
num_offers = 0, 0
[BaseFaction]
faction = co_ti_grp
weight = 10
[BaseFaction]
faction = who_else_is_in_the path
weight = yy….
PS. Just noted the post above
- if only “co_ti_grp” uses that path, it’s pretty strange.
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**Yep, I added a MBase.ini entry for the miner, I did that for all of the miners in my mod about 4 years ago. They never worked but I never bothered tracking down the reason they didn’t. Some miners function properly but most didn’t. It was supposed to be a hidden base style feature but I was still a bit a newbie modder back then. All of my miners are dockable though and have entries in mbases.ini and universe.ini.
@ F!R - maybe so, anyone who has this crash would have to test that, I will yank out the miner from mbases and universe to see if the crash returns…
@\ DwnUndr - I don’t want to remove it, I want to fix it, I did check, patrol_path is in content.dll but mining_path is not in any dll or exe file. You may have hit on something though, mining_path is in every single systems that is unstable in my mod, my custom systems contain no patrols so I haven’t had a single crash in them…
This is the final crash bug in SSM, my server has been running 4 days straight so far after replacing those 3 systems, but if they visit one of the original systems such as Sigma 19, that won’t last long.
Also, whats with the multiple ‘edited by’ at the bottom, this is edit number 5 hehehe, fixing typos but one edit msg is enough …**
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Level sorted npc ships?
Like…
[FactionProps]
affiliation = co_ti_grp
….
npc_ship = co_ti_ge_fighter_d1-2
npc_ship = co_ti_ge_transport_d1-2
npc_ship = co_be_br_freighter_d1-4
npc_ship = co_ti_ge_lifter_d1-19
npc_ship = co_ti_ge_repair_d1-19
npc_ship = co_alg_ge_fighter_d3
npc_ship = co_alg_ge_transport_d3
npc_ship = co_alg_ge_fighter2_d4
npc_ship = co_alg_ge_transport_d4
npc_ship = co_alg_ge_fighter2_d5
npc_ship = co_alg_ge_transport_d5
npc_ship = co_be_br_freighter_d5
npc_ship = co_alg_ge_large_transport_d5
npc_ship = co_alg_ge_fighter2_d6
npc_ship = co_alg_ge_large_transport_d6
npc_ship = co_nws_br_freighter_d6-19
npc_ship = co_alg_ge_fighter2_d7
npc_ship = co_alg_ge_large_transport_d7
npc_ship = co_alg_ge_fighter4_d8
npc_ship = co_alg_ge_large_transport_d8
npc_ship = co_ti_ge_fighter4_d9-19
npc_ship = co_ti_ge_large_transport_d9-19
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the way i understand patrol paths is that they always start from a base and end at a jh/jg or vice versa this means at some point they will land at the base/take off from the base, So id say the fact that there were no rooms in the base is what caused the crash and adding them fixed it.
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**@ F!R - all of my NPC ships are levelled out so that rules it out, I am still having a server crash in Sigma 19
@ Dragnite - possible, I need to see if I can find the patrol crash in Sigma 19 and see if any go to miners that I didn’t add a room too**