Freelancer Path Generator
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Another option to consider is to simply delete the path files - Freelancer will regenerate them itself. However, it doesn’t take into account locked gates, and I don’t know about the 10+ problem.
If you want best path to use jump holes, use FL Hack (it’s not quite enough to simply swap the legal/shortest files around).
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Adoxa,
I tried your suggestion, deleting the old path files one at a time or all at once - FL didn’t rebuild them. What else do I need to do to achieve this please?
And your tip on switching to using jumpholes for plotting - how to use FL Hack for this please? I use Ioncross. (Ignore me if this is a silly question, I haven’t looked at it yet, just found it!)
Thanks.
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The paths are regenerated after starting a new game, or loading an existing one. Starting the server will also create the paths.
If you want your server (since you mention IonCross) to use jump holes for best path, you will have to use FL Hack to start it (check “Solo”). Otherwise you don’t need to do anything except check the option (but if you’re toggling whilst playing, you’ll have to load a game for it to take effect).
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Chips wrote:
Yes, sorry, been a bit slow about informing.
I got carried away making auto-updaters and all sorts. They’re not needed, and have been removed - I just got carried away creating them is all ::)http://freelancer.artificiallyintelligent.co.uk/downloads/FL_Path_Generator.zip
Any feedback welcome. There hasn’t been extensive testing on this - mainly due to time of year and, as said, getting carried away with silly ideas
This link does not work for me. (?)
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Checked just now, works OK for me. (Amazing!) lol
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It (path file auto-generation by FL) didn’t work for me Chips old bud. Now it seems there’s something in my mod that is stopping it from auto-generating the pathfiles, I need to find out what it is.
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Found it!
It was my Borg system having 13 jumpholes! FLServer.exe crashed on startup with the path files deleted.
I removed 3 of the jumpholes, it regenerated the path files and started OK.
I put one back to make it 11, deleted the path files and it crashed on startup again.
Removed that hole again and it regenerated and started.
Luckily I only have the one system with more than 10 holes and it’s easy to fix.
I have run your utility Chips, the first run told me there were 2 errors for ST03b being encrypted and 60 errors for paths too long, and it didn’t write them - I ran it again and selected “Keep long paths” and had the same errors - I attach all the files in the zip here, including the original ones I made with the beta version, the two runs, and the FLServer auto-generated ones, and the errors list.
No energy to look inside them right now, I’m knackered, going to bed!
Please let me know what you find.
In any case I like your utility and will continue to use it, many thanks for it pal. 8-) :pint:
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I use ye proggy Chips… alot more over the past few days…
I have a Q…Im had a ton of “to long” errors… so i went back and deleted ALOT of jumpholes and gates … ensuring no more than 10 all up and limited paths… ( i had a few “nexus” type systems… that are now self contained) …
But now the error count has doubled? would setting a Gate to a hole… somewhere in the middle of the “run” fix that… or not make much diff at all?..
& whats the benefit of keeping/not keeping long paths … obviously the shorter ones are better… but don’t contain all the jumps… im getting the same CTD’s both ways…
& a touch off topic… but kind of in the same realm… Transport encounters… tradelane paths with large transports… ect…
is this a known cause for problems with mods?.. im starting to think i’d be better off wipeing every trade zone/path and starting agian… has anyone else been at “this point” with vannila factions, paths… 'n all that… thoughts?.. I’d rather not kill “all” NPC trading… thats kinda dull… nothing to loot lol
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I don’t think there’s any problem with having long paths in the path files - the problem is due to enumerating the connections within a system. The patch mentioned in another thread will stop that crash occurring, at the expense of ignoring gates/holes after the tenth. I haven’t looked into what effect having a long path without the enumerator seeing it does, or even if the enumerator needs to see it. So apply the patch, restore all the additional jump objects and re-experiment…
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Yes the long paths are not a problem as far as I can see they haven’t been causing my crashes, it’s just having more than 10 jumpgates / jumpholes in a system that causes the random crashes.
I have proved that for myself, because I had to fix my systems to reduce the jumps to 10 to be able to not have crashes (FL Server crashed when docking, much more heavily at one base than any other base in the same system). So be sure you have maximum of 10, if you use the patch and it works for you with absolutely no crashes then great!
But in my case I want to have a very stable mod, so I’m going to comply with as many “requirements of FL” as I can.
Thanks everyone.
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Copy that, I just don’t understand why you don’t want to have your cake and eat it too tho…
The enumerator fix allows you to have more than 10 jumpgates per system totally bypassing this limitation to FL. ATM we have 11 jumpholes in NY on the SW:WT mod and have yet to see an issue since we done the enumerator fix.
No being difficult here… I’m just saying that you could keep the jumpgates if you’re willing to do the enumerator fix.
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Oh yep, absolutely!
It’s just my own choice for my mod - feel the POWER! Haaaaarrrrrrr!!! - to be compliant for stability.
Heheheheh.
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Well… after some jumpgate to jumphole tweaking… then running the Generator agian… im all clean… no more over 10 “legal” paths… & 0 errors when outputing…
It took hours to plan what to change and where… but it is a nice feeling knowing that paths are not the problem far be it…
at the expense of a few “easy” paths & quick jumps to far places…Im still CTD’n when they take them Transport trains through the cali gate in magellan though… obviously nothing to do with paths…
@ Chips 8-) nice proggy… I don’t trust FLE’s generator, this has come in handy!
@ Forsaken… I’ll send ye my server.dll m8, changing the batt/bot limit was easy… but this edits a long one…
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Chips wrote:
Yes, sorry, been a bit slow about informing.
I got carried away making auto-updaters and all sorts. They’re not needed, and have been removed - I just got carried away creating them is all :http://freelancer.artificiallyintelli … ads/FL_Path_Generator.zip
Any feedback welcome. There hasn’t been extensive testing on this - mainly due to time of year and, as said, getting carried away with silly ideas
StarTrader wrote:
Checked just now, works OK for me. (Amazing!) lolIt still doesn’t work for me at all, just clicked it again and it stays on that spot???
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The only one that you require to actually physically jump (from what I remember) was the systems_shortest_path connection between the two systems you were jumping between. The rest were for waypoint plotting only if I remember. However, I was told anything over 10 in length was an issue? If that is not true, but over 10 in a single system is, then I can alter it if required instead.
I could only put a warning in though. Where 10+ in length can just be truncated - trying to ignore all jumps in a 10+ jumps in one system would be fatal, or stopping writing would be bad too!
Oh yes, transports trade paths - indeed, all trade paths, are very tough to get right. The trade path needs to go between two bases - corresponding bases as well, from what I remember. I think it was Firebase whom got that working first, but nearly 5 years later, I honestly can’t remember. Someone else will know.
@ Hunterkiller - I’m not sure what you mean? What stays on a spot?
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@ HunterKiller:- it’s because the link you tried is truncated, the original one in Chips’ post still works, but here it is again for you anyway, I just tested it again…
http://freelancer.artificiallyintelligent.co.uk/downloads/FL_Path_Generator.zip
@Xarian…
Just a thought… I changed my trains and armoured transport to use the .cmp files some time ago because they seemed complete, but I got crashes whenever trains appeared and I was by a jumpgate. Changing them all back to use the .3db files fixed it. Anyone know why please? Check the trains out in plain FL shiparch.ini to see what I mean.@ Chips: Did you spot anything odd between the files I sent?
The path length is not a problem, is it? So all paths can be included in the utility, maybe just tell the user that they do exist?
But more than 10 jumps in a single system is a killer unless they use adoxa’s patch, so definitely an alert is a great help.
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@ ST… hehe… I’ve done the exact same thing… so back to .3db
I too am curious as to why they would crash… there is no “obvious” sign as to why… probably something deep in the .cmp… dam… could even be the sur… either way… thankx for the insight… thats the kinda help i need ATM… what’s worked for others… what just plain dont work… ect… . should really be a list of these things… something for the wiki methinks.