Ehrm whats that?^^
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@M.o.D.:
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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…
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God damn the vanilla engines are vanilla :S ^^
So why the hell FL dont like it.Link was send to you xar.
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Sry for doublepost … again -.-’
But this “bug” or “error” is f**king worse.
Now my ideas for solving are = 0. Â <_>edit:
Im thinking about starting this “project” from scratch up again….
But therefore i need big help …
I could cry^^ >_< -
bump ? >_>
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Hmm… on first glance… try adding the engine to the engine goods as well??..
Not shure if the anticheat tech might flag a item without a good entry as bad… but its a good
idea to add them all in … for priceing anyways… lol…I cant so far see anything else wrong though…
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I checked ths engine type in the vanilla engine_equip.ini:
[Engine] nickname = ge_lb_engine_01 ids_name = 263888 ids_info = 264888 volume = 400.000000 mass = 10 max_force = 3000000 linear_drag = 100000 reverse_fraction = 0.100000 flame_effect = gf_li_largeengine02 cruise_charge_time = 5 cruise_power_usage = 20 rumble_sound = rumble_battleship indestructible = false outside_cone_attenuation = -3 inside_sound_cone = 90 outside_sound_cone = 270
That “mass” in your file equale 0. I saw through this .ini and no engine has mass = 0. Maybe thats the wrong.
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Huhu m8s,
I finally got this god damned sh*t to work^^
I dont know how >_> but i built up the mod from scratch up again and it works.So now im the market_ships.ini and have fun
After I’ve finished that I would be glad to test some things @ hamachi, when someone wanna to
greetzsry for my bad language^^