Itano Circus
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I’ve heard of this before. I remember that I was able to narrow down at least one of the crashes to the Texas-New York area. I don’t honestly know what causes it, my guess is something related to either npc spawning in one way or another.
When I was making and testing the mod I used singleplayer almost exclusively, and balanced the ships and general gameplay around singleplayer gameplay. Towards the very end of development I started doing some rudimentary multiplayer testing and found that there were several things that did not work as I expected them to work due to obscure differences between the singleplayer and multiplayer components of the game. I already felt pretty finished with the mod, and I never really intended for the mod to played in multiplayer, it was a proof of concept for some gameplay mechanics that got out of hand and turned into a full mod.
All that said, if you’re getting this crash consistently in singleplayer then I’m not sure what to say. While Itano Circus was never the most stable mod in the world, it was far, far more stable in singleplayer because that is where I did all my testing and debugging.
If someone so inclined wants to look into and fix the issues, I would very much appreciate it. I however probably won’t be fixing it myself. Sorry.
TL;DR I’m aware of the crashes, but I haven’t the motivation to go back and fix them because I never intended it to be a multiplayer mod in the first place.
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Have a look at this Crash offsets post (you have the 1.0 address, the link has 1.1).
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Well, I removed the universe file to see if it was an encounter being called in your system files, still CTD, so I removed the missions folder which contains encounters, formations etc, still getting the odd CTD, but not as frequent.
If I trim the mod back to just the ships, equipment, audio and FX files it seems to work fine, but it’s hardly the fine work of art that it was meant to be then.
Fantastic white knuckle fighting ride though WHY, fast as hell and hectic, wicked missiles and explosions to. The real big plus is it’s single player, my net connection has never been the best for online play, not due to speed, but the latency wanders.
Shame you gave up on this, but I understand your reasons, an experiment is an experiment after all, and you achieved what you set out to. Do you know of any other single player mods that are as white knuckle as this one?
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Timmy51m wrote:
Shame you gave up on this, but I understand your reasons, an experiment is an experiment after all, and you achieved what you set out to. Do you know of any other single player mods that are as white knuckle as this one?Not singleplayer, no. Dedicated singleplayer mods are few and far between. The closest thing I can think of is 88 Flak, which shares a lot of features with Itano Circus. You can effectively play singleplayer by just hosting your own server and joining it. In fact, you can do that with pretty much any “multiplayer only” mods.
88 Flak also has lots of features designed specifically for players who play alone or with a small group of friends, such as the customizable wingmen that you can give yourself so you have help when you fight stuff (and you’ll need it). I’m obviously biased though, as 88 Flak is really the only mod I have a lot of experience playing.
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@Why485 and why there is not server of mod?
p.s. i missed something?
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I thinks it is all at Flak 88 Forums and most of funtions of IC realised in Flak 88
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I just dl’d this mod from ModDB and I hope it’s the right version? I’ve been trying to get on this sever for some time now and I hope this works.
Is the server still up?
HK
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http://www.memes.no/88flak/forum/viewtopic.php?f=46&t=1458&p=27336#p21986
It is not for multiplayer initially and server frequently crashed, so it seems to be he did stopped his attempts to up the server.
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Thanks, HeIIoween and this explains why I’ve never been able to join the server in the past.
Will check it out for SP and see what goes.
HK
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Tried for interest to run local server - works.
http://the-starport.net/freelancer/forum/viewtopic.php?post_id=51606#forumpost51606 crash fixes by replacing content.dll from 1.1 patch even if server.dll still non-patched (straaaange) -
Actually coincidentally i was trying to install IC today to replay SP with it; does it require anything before it, such as 1.1 install?
I was getting a crash on hitting the New Game button.
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As Helloween says, you want to patch to 1.1, then definately run it through FLScan2, took me quite some time to get rid of the bugs in the mod. Suppose I should get around to uploading a fixed version somewhere.
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Not tried SP - not intresting.
Rename My Games\Freelancer\Accts\SinglePlayer, run game again - must work -
Timmy51m wrote:
As Helloween says, you want to patch to 1.1, then definately run it through FLScan2, took me quite some time to get rid of the bugs in the mod. Suppose I should get around to uploading a fixed version somewhere.Dont think so that mod has bugs…
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You’re kidding right? lol
Loadout errors, missing torpedo hardpoints and encounter errors a plenty my friend. The mod will just crash randomly until you sort them. I’ve got a fixed version hanging around, I’ll dig it out.
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About hardpoints - not so much to fix i see.
Sound errors, system encounter warnings - but no loadouts errors…FlscanII crashes when scanning, but FL Error Checker works well FLScan 1.3 shows all ok, FLCompanion gives no errors.
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I’m not going to get into an argument over it chief because it’s been a while since I fixed it, but from what I remember you will find some of the elite fighters are missing a torpedo hardpoint if you look. 2 are declared in shiparch and some are missing one of them in the cmp.
I think you’ll find there are mix ups with the weapon loadouts with regards to weapon class declarations in the shiparch file, you’ll be there all day trying to find them, I was.
I’m sure all the npc ship entries for gunboats, cruisers and battleships were screwed up, npc_class entries were invalid nonsense.
There are loads of encounters called for factions that don’t fly transports, liners etc, like the zoners, img, gmg. Easy enough to fix by either removing them from the relevant zones or inserting the ships into faction_prop, whichever suits you.
There are plenty of examples in the transport encounters where the same faction is called twice as well, no big deal that one, but for the sake of clean code!
Get flscan2 running, or if you believe it’s all good, enjoy the crashes