Ehrm whats that?^^
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Or… make new one
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I’ve running FLHook 1.6.5, so i have 1.1 Patch.
And im not using the engine.
But now i make a new one like : wtf_dont_crash_engine_01
and put it into the special_loadouts.ini. (cause just there its used)see ya later^^
/edit:
I did this and then:
E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[0xa91e7ec5] not supported/equippable! ```…. 0xa91e7ec5 = wtf_dont_crash_engine_01
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@M.o.D.:
But now i make a new one like : wtf_dont_crash_engine_01
and put it into the special_loadouts.ini. (cause just there its used)Ok, why would you put the engine there unless it’s an npc ship? Are we talking npc ship or player ship? If player ship then it MUST GO IN THE GOODS.INI All flyable ship loadouts go in that file and nowhere else.
If it’s an npc, then things are different. Obviously it would then go in the loadouts_special.ini.
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i dont f***ing use this engine in any way. >.<
But it seems the Server do something with it.
Its in vanilla FL for the Liberty Dreadnoughts.
Its in every FL installation. -
@M.o.D.:
Yeah see my second post^^
Now i tried it other systems, too (f.e. NY, O. Theta, Tau 31)
Everytime i spawn, jump or beam there the server crashes.
Even in a system without NPCsAnd the only file containing “ge_lbd_engine_01” is the engine_equip.ini
If you get crash after jump, then i recommend to check the Missions/faction_prop.ini, and npcships.ini and cmp-shiparch-goods with Freelancer Error checker, i had same problems after jumping.
3DSound on/off? -
Right… on the Jumpcrash thing…
I had a bad prob with NY->TX … went through it all… tore out lots of hair…
All it was was 1 level of Outcast with a dodgy loadout trying to fire… that simple…@ MoD… Gibbs right m8… no need to put anything “extra” in the loadout ini’s
that’s all for NPC’s. Perfectly “legal” to have a player in the same ship with a differing engine than
the NPC’s have ;D and wrong/strange data in the NPC loadouts will certianly crash FL well and good!BTW… hope its working well… seems ye having fun with them 'eh… hehe…
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Right… on the Jumpcrash thing…
I had a bad prob with NY->TX … went through it all… tore out lots of hair…
All it was was 1 level of Outcast with a dodgy loadout trying to fire… that simple…@ MoD… Gibbs right m8… no need to put anything “extra” in the loadout ini’s
that’s all for NPC’s. Perfectly “legal” to have a player in the same ship with a differing engine than
the NPC’s have ;D and wrong/strange data in the NPC loadouts will certianly crash FL well and good!BTW… hope its working well… seems ye having fun with them 'eh… hehe…
Yes mate same here with texas-ny, and more
@MoD: i have never tried server or multi and such, but if you can, then try this mod in open singleplayer. If you got crash there also, then not server problem.
The second, i dont know if it has a shield or not, but if it has then make sure the type of the shield is fits to the shiparch.ini and for npcs it does need to add “npc_” tag at the front of the shield type.
@Xarian: could you tell me which outcast loadout was buggy? -
lolz… sry m8 shoulda said “custom” loadout… hehe
Ive changed almost every faction… I just somehow left a turret were there was none on the custom ship…
Lancers Error checker will give you a full complete listing of any (if at all) loadout problems… one might skip past this section thinking “it cant really harm FL”… but Alas!!.. yes it can… and more often than not… Its the whole cause of a CTD…
or 2… or 3… heheSo id go through it with a fine tooth comb after a “check” with the EC… Rouges are known to have the same issue…
Also if using custom ships… that HpBayDoor (or lack therein of) can cause a CTD if enough NPC’s are using tractors (NPC tractor hack) and some don’t have this onboard. -
But i didnt modifie any of these files, except the engine_equip.ini for adding new engines. >.<
Now I’ve tried the mod without the engine_equip.ini and still the same problem with ge_lbd_engine01.
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ok just scanned my files for “ge_lbd_engine01” … hmm
I find no “ge_lbd_engine01”… but i do find a “ge_lbd_engine_01”
look for the same dealy in yours… if you have a ge_lbd_engine_01 and no ge_lbd_engine01 in your engine_equip.ini then weve solved it…
simply put the _ wherever ge_lbd_engine01 exists… either Goods.ini or your loadouts
umm… that was possiby “mybad”… maybe i should check myself … lol :-[ Â Â ;D
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What i meant was “ge_lbd_engine_01”, just too fast writing
And ge_lbd_engine_01 isnt in the goods, either.Why is it " not supported/equippable!" when its the vanilla one.
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I suggest to take working engine from any ship and to make search it in contents of files in a folder Data, then to do the same with ge_lbd_engine_01.
Next - compare results and fix/add sections contains ge_lbd_engine_01 according working engine.
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Same Error
I already tried to simply remove the engine from the loadout where its equiped to:
Undock first time = no errors -> undocked second time = server crashWhere can i find the clientside error logs??
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This thread is confusing. It sounded like it is the capship you are flying, but now you’re not flying it? You say you tried other systems, but then it sounds like you are saying you are jumping from these other systems into one system (the same one) where you crash.
If it were the ship you were flying causing the crash - you’d crash on launch 100% of the time. So it’s not that.
However, I think you’ve got two bugs here. You mention removing the engine, did you still see the yellow text afterwards? or are you now focusing upon the crash?
Check the system your getting kicked in, see if you have any static capships (bases,wreck etc), as the usual cause of that error is having an engine in the solar loadout for those items.
Quoted for truth. This is what it actually sounds like to me.
Check your systems.ini files for those systems for a battleship station. Next, check the loadout line in the system file for the nickname of the loadout of the station. Now going on what you’ve said, go check loadouts_special.ini for that loadout nickname, which you mentioned earlier as being “the only place it’s mentioned”.
That file is for ships loadouts, hence has an engine - not for stations. If it does match the nickname, then your problem is your station has a ships loadout, and therefore has an engine. Hence why when you changed the nickname of the engine to “wtf_engine” you still saw the issue. Your station had that engine… That should be your yellow warning message (if it is right).For the crashing I’d also check your encounters or other things, as that particular error about the engine never crashed servers in my experience. That is something else, and its unpredictable nature would point to encounters.
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I know this will sound like I’m smoking crack….
But, I bet the not supportable yellow text in the flserver console will disappear if you dont have FLHook running (humor me… just try it).
IMHO its not the engine causing the crash. If it was equipment, you’d crash all the time. I bet you have an encounter issue.
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OK
When you undock wit any ship the error appears.
The server say that this engine is “not supported/equippable” and if somebody undock/spawns afterwards the server just crash. (in every system)
So i looked in the CRC what is this code about -> ge_lbd_engine01
Then i looked first at the item: everythings fine because its the vanilla one.
After this I searched where this engine is used -> special_loadouts.ini  at some dreadnoughts loadouts
Then I tried to give them another working engine -> same error (with the code of the new engine)And in my mod i dont even touch the solar loadouts, yet.
And i the systems + encounters, too.
So everything is vanilla in this case.When i removed the engine in special_loadouts.ini no error was prompted.
But  the same error occurs.Without FLHook = the same
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Umm server and client on same machine or server and client on dif machines?
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On same machine, but tried on different machines too, with same error.
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Willing to share your files with me so I can take a looksee?