Can dock at a base but not undock??
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I can dock at one of my custom bases, but the game crashes when I try to launch from there.
What can be the cause of this? It doesn’t seem to make sense: I’d expect that “launch->crash” would always go hand-in-hand with “dock->crash”…
One possible explanantion I could think off, is a problem with a lauch-HP, but this base is just a stock Outpost archetype, not a custom-made model. My gut feeling is that the problem lies within the base/room files.
Btw, this is probably easily fixed by redoing the base/room files. This post is not meant as asking for a fix, but rather to enlighten me about base files. Apparently I do not understand entirely, and I wanna learn.
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Moonhead wrote:
I can dock at one of my custom bases, but the game crashes when I try to launch from there.What can be the cause of this? It doesn’t seem to make sense: I’d expect that “launch->crash” would always go hand-in-hand with “dock->crash”…
One possible explanantion I could think off, is a problem with a lauch-HP, but this base is just a stock Outpost archetype, not a custom-made model. My gut feeling is that the problem lies within the base/room files.
Btw, this is probably easily fixed by redoing the base/room files. This post is not meant as asking for a fix, but rather to enlighten me about base files. Apparently I do not understand entirely, and I wanna learn.
Have you any encounters in this system? Remove them all if you do just to be sure that your crash comes from where you thought (or replace with existing base archetype and see)
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Chips wrote:
Have you any encounters in this system? Remove them all if you do just to be sure that your crash comes from where you thought (or replace with existing base archetype and see)
Chips, thanks for the input!
I have lots of encounters… (the whole system is based on New Berlin, so all those encounters are there) In fact, I thought I got them error-free, finally… But apparently this makes you think it might be an encounter problem?
Well… I’ll comment them out then
The base is an existing archetype. And I fixed a bunch of minor errors in mBase.ini, but these were not the cause, as the crash still occurs.
Too bad there isn’t an adequate error logger for these kind of problems. FLScan and FLEC, great tools by the way, don’t report any error. And FLSpew is often not very constructive (and, as I learned a few days ago, only contains info from the last time you closed the game without crash - making it, well not absolutely useless, but relatively useless).
LancerSolurus mentioned CDLite; I downloaded it but have clue how to use it in relation to FL error tracking.
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Chips, thanks!! Seems like the error trigger is indeed an encounter. A trade_path actually.
Kinda weird, because I copied the whole system from Rh01, and replaced the factions by similar factions, so I’d expected it to work.
Some points to consider:
1. The original trade_path was a Junkers path, and now an Outcasts’. Afaik Outcasts do trade in space, so I don’t think this will be the problem
2. The original base was New Berlin (a Rheinland Police base), now it is a Liberty Navy base. But Maybe planets are treated a little bit different from other bases. Planets often have a police rep, but they are general population bases; e.g. their are Rogues to be met in the New York bar. So, maybe a criminal trade_path can lead to a lawful planet, but not to a lawful base?
(Btw this Navy base is not at the same location as the planet, but at the same location of the planet’s docking ring).
Edit to correct typo’s. Does anyone here realize the Qwerty (and Aherty or whatever the French use) keyboard is actually designed to slow you down? The early typewriter machines were so slow, that it was considered a good thing if the person using it was slowed down by laying out the keys in the most inconvenient way…
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Moonhead wrote:
Chips, thanks!! Seems like the error trigger is indeed an encounter. A trade_path actually.Kinda weird, because I copied the whole system from Rh01, and replaced the factions by similar factions, so I’d expected it to work.
Some points to consider:
1. The original trade_path was a Junkers patch, and now an Outcasts’. Afaik Outcasts do trade in space, so I don’t think this will be the problem
2. The original base was New Berlin (a Rheinland Police base), now it is a Liberty Navy base. But Maybe planets are treated a little bit different from other bases. Planets often have a police rep, but they are general population bases; e.g. their are Rogues to be met in the New York bar. So, maybe a criminal trade_path can lead to a lawful planet, but not to a lawful base?
(Btw this Navy base is not at the same location as the planet, but at the same location of the planet’s docking ring).
trade path is logical. AFAIK Patrol/trade paths must run from and to a location (and I think the faction must have presence on base or whatever via mbases.ini file - someone mentioned this i believe).
If you copied the file, the jumpgates (jumpholes) you link to may not have the corresponding path at the other end, just terminates at the jumphole.
This could be the reason for the crash? Changing the faction to the Outcast works sounds strange though - which base is it, as I wouldn’t have expected them to be welcome there? Dunno…
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Chips wrote:
trade path is logical. AFAIK Patrol/trade paths must run from and to a location (and I think the faction must have presence on base or whatever via mbases.ini file - someone mentioned this i believe).
If you copied the file, the jumpgates (jumpholes) you link to may not have the corresponding path at the other end, just terminates at the jumphole.
This could be the reason for the crash? Changing the faction to the Outcast works sounds strange though - which base is it, as I wouldn’t have expected them to be welcome there? Dunno…
:lol: I admit it sounds strange, but I got it covered. Well not entirely obviously, otherwise I wouldn’t have opened a thread about a crash :oops:
What I mean is: the bases have been changed accordingly as well as the paths, the pop zones etc. I’ve done this before, to my satisfaction. Hence my frustration that it didn’t work this time.
The gates and holes are refering to themselves. Sounds weird too, but seems to work (sofar never had an obvious crash that could be traced to this phenomenon).
Looking into mBase.ini shows the Junkers do have a presence at New Berlin. So, this kinda confirms (read “makes it very likely” ) that the trade_path was the problem, as there is no Outcast presence at the Navy Base (and there won’t be any either). So, there was a trade_path leading to a base were no dudes of that faction were present to collect the stash. Crash!
I’ll see if I can just change the path into a patrol, and if not, I will take it out. Plenty of paths left.
So, thanks for the feedback Chips!!
And, as usual, I hope my slightly retarded excursions might help some other modders who end up here thru google
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I changed the path from a trade_path to a patrol_path (and usage = trade into usage = patrol). The crash did not happen, and before it was a 100% (but only after I launched) so it’s fairly safe to consider it fixed.
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I find this strange. Over the last few days i’ve seen people having issues with their mods in New Berlin and Sigma 17 near the Luxury Liner Hawaii. I’m assuming we’re all using SDK’s of one sort or another. What’s he on about? i hear you cry
I based my Phoenix mod back when i started it on the Quickfix that Louva released ages ago. Now when i released the last version of my mod, i noticed i was having issues in New Berlin and Sigma 17 also. I traced the crashes i was getting to some of the patrol paths that were there and commented them out, problem went away.
What i find peculiar is that these issues seem to be in the SDK’s and the Quickfix patch which if you take the obligatory leap of faith here, means they have the bugs in them and nobody has really paid attention too much, or fixed them and moved on