Ehrm whats that?^^
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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?
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I’ll looking around around to upload it somewhere safely.
But now im gettin to sleep and tommorow (or after the sleep^^) i am pretty much outside.
I will contact you if its done.Thank you all for trying to help me out and gn8
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PM sent, that is a safe place to upload to…
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I cant check the orig files right now, but i read through the engine’s preferences in your second post, and the “mas = 0” i dont know if its right or not.
You said you have original files as in the vanilla, like the dreadnought, systems etc… If you make a new engine entry, and the server kick you out after respawn, then i think the server defines this new engine as cheating, because different and non-existed in the vanilla files. -
In second post it was a bit edited, but since a long time im using extra engines for my caps.
The others, like ge_lbd_engine_01 are completely vanilla. -
@M.o.D.:
In second post it was a bit edited, but since a long time im using extra engines for my caps.
The others, like ge_lbd_engine_01 are completely vanilla.Could you please post here the ge_lbd_engine_01 preferences from engine_equip.ini, that one you use in your mod?
Have you ever tried to set this ship as freighter class and add ge_lfr_engine_01, or ge_pfr_engine_01, etc…. to it? -
*** WARNING: alloc_equip: Archetype[0x8000bec6] not supported/equippable!
What this basically means is that you’ve stuck a piece of equipment into the loadout of something that shouldn’t get it. Engines, Scanners, Powerplant and Tractor beams will all cause this error if added to the wrong object, Bases don’t get engines or tractor beams, Non-dockables don’t get engines and wrecks don’t get any of the 4.
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@M.o.D.:
…
Where can i find the clientside error logs??In C:\Documents and Settings<your user=“”>\Local Settings\Application Data\Freelancer
Use FLSpit to read client side error logs.</your> -
Thx but there aren’t any.
I’ve uploaded the current stag of th mod on RS and send the link to Lancer.
Maybe he find something./edit:
someone else want to look at it? -
**Well I found a few things, Im at work now so I can’t look at the list. You have a torpedo 3 mount which doesnt exist in FL.
I was attempting to start up the FL exe but I had to kill it when it attempted to start something in my Temp folder, a definate no-no, usually attempted by viruses.
Also, you had alot of missing entries for IDS and quite a few that were out of range, this usually doesnt cause crashing though.
All of this I found using FLEC…**
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yeah the torp was just a test, but this have nothing to do with an engine :S
The IDS are the next thing on the to do list, but at first I wanted to fix huge problemsAnd i don’t modified fl.exe >_>
thanks alot that ya take your time for trying to help
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What is the dll used for (capital_mod.dll (sp?)) ?
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for the extra added ID inforcards and names.
I created them via FLDev
/edit:
And the .baks are just backups of it -
send us a link m8… ;D
Can’t promise I’ll find anything that lancer hasn’t already but i am pretty good at squishing
bugs under my boot… lol… & considering it may or may have not been the code i sent u that did this…
I feel somewhat responsible for trying to kill this one for yeCheers.
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I just remembered, I ran into this exact same problem when I attempted to do this the first time. It turned out that I had to create new nicknames and shiparch entries for the capital ships before they worked properly. I never could get it to work right until I did that…(you already did the second part)
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Codebase and .cmps i gave M.o.D. are largley “untested” LS…
well they were tested about a year ago… lol… but not since… could be i muffed up
a param over the past year playing with other stuff… or just slipped somewhere
at the end of a long night… also i updated my Shiparch soon after sending the pak…
so cross referencing is now pointless…The engine in particular could even have a XLR FX ref in it??.. pointing to a FX
that isn’t in vanilla… so im curios now… hehe… -
I really need to update and release that ship scripter so adding ships is simply a few clicks…