Game crashes on ship launch
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Removing the mat didn’t help, nor did removing or replacing the sur. When I pointed the shiparch at another working ship, the thing launched without incident.
So, we’ve learned that it’s not the mat, sur, or my code. That leaves the cmp. Just what I was afraid of, since I have no clue where to look for the problem.
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Hey Capt.Morgan
try to replace your
[Good]
nickname = bb_tmi_lf_hull
category = shiphull
ship = bb_tmi_lf
price = 800000
ids_name = 12013 <–- change this to 237008
item_icon = Equipment\models\commodities\nn_icons\devil.3dband rename your devil with
bb_tmi_lf
for the cmp, sur and mat fileAnd it should work also get ride of
hp_type = hp_fighter_shield_special_9, HpID01
hp_type = hp_fighter_shield_special_10, HpID02could be a conflict there also
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The last two entries are ID slots, and would have nothing to do with the crash. All our ships have them, but only the two ships crash the game.
As for the rest, I’ll give it a try tomorrow. However, I really don’t think the problem is due to the file name, as the shiparch points to the right one. I can see the ship on the base, after all, so it knows where my ship is.
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Capt. Morgan:
Zip up and attach your ship’s .cmp and .mat and .sur file here please so someone can take a look to see if we can identify the problem.
Also please post your loadouts.ini entry for this ship, it may be just a hardpoint name that does not exist in the .cmp.
Just a bit of a cleanup:
camera_offset = 6, 28.000000
should be
camera_offset = 6, 28and make all of these into integers too (not x.000000)
linear_drag = 1.000000
mass = 125.000000
steering_torque = 20000.000000, 20000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 20000.000000eagleclaw wrote:
Hey Capt.Morgantry to replace your
[Good]
nickname = bb_tmi_lf_hull
category = shiphull
ship = bb_tmi_lf
price = 800000
ids_name = 12013 <–- change this to 237008Yes, do this, to match the shiparch.ini ids_name entry. (But it’s not causing the problem).
eagleclaw wrote:
and rename your devil with
bb_tmi_lf
for the cmp, sur and mat fileWhy? No. It points correctly to the ship name in shiparch.ini
eagleclaw wrote:
And it should work also get ride ofhp_type = hp_fighter_shield_special_9, HpID01
hp_type = hp_fighter_shield_special_10, HpID02could be a conflict there also
No - these Hardpoints are not for shields, they are used for something else, maybe ID tokens or generators or other add-on equipment.
Capt.Morgan:
LODranges = 0, 9999, 9999, 9999, 9999
This is not correct, custom ships usually have only one mesh and distance texture, so this is saying the following:
“from distance 0 to 9999 use 1st mesh and 1st mesh texture (LOD0 and MIPMap0),
from 9999 to 9999 use 2nd mesh and 2nd texture (LOD1 and MIPMap1),
from 9999 to 9999 use 3rd mesh and 3rd texture (LOD2 and MIPMap2),
from 9999 to 9999 use 4th mesh and 4th texture (LOD3 and MIPMap3), and
from 9999 don’t display the model”!Meshes 2 to 4 don’t exist (ask the modeller if he made the extra LOD meshes and put them in the .cmp? I doubt it.)
The following is correct for single-mesh models:
LODranges = 0, 9999This means…
“from distance 0 display 1st mesh and 1st texture, and
from 9999 don’t display the model”.When anyone does make additional LOD meshes then I would expect the following:
LODranges = 0, 999, 1999, 9999
which means:
from distance 0 display 1st Mesh & 1st texture,
from distance 999 display 2nd Mesh & 2nd texture,
from distance 1999 display 3rd Mesh & 3rd texture,
from distance 9999 don’t display the modelAs a guide, so bigger ships still show at further distances:
make all your fighter models LODranges = 0, 1999
make all your gunship models LODranges = 0, 2999
make all your medium battleship models LODranges = 0, 9999
make all your huge ship models LODranges = 0, 19999If there are low-res meshes and textures (check with your modeller) then decide at which distance to switch the textures and meshes as above, and at what distance to stop displaying the ship model, and set the LODranges to those values.
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Here’s the ship’s files, attached to this post. It’s a modified version of Kuze’s Serpent from his ship pack, and I’m thinking something went wrong when I modified and re-exported it.
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Don’t worry about loadouts.ini, it’s not an npc ship problem, the loadout is already in goods.ini
OK - I opened the model OK in hardcmp and in Milkshape, I can’t see anything obvious but I will try a flight tomorrow unless someone can do it for you before me.
I am not sure the following is valid:
nanobot_limit = 0Make it temporarily:
nanobot_limit = 10
shield_battery_limit = 10And a bit more integer cleanup, remove the x.000000’s from these too:
fuse = intermed_damage_smallship01, 0.000000, 625
fuse = intermed_damage_smallship02, 0.000000, 312
fuse = intermed_damage_smallship03, 0.000000, 156It’s just cosmetic.
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The nanobot limit of 0 is indeed valid. Broken Bonds is doing away with hull regens and making shield batteries regen your entire shield. But, you only get one or two. But, the point is, that setting is the same on all our ships, so it shouldn’t be the source of the crash either.
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Erm, have you tried launching with a different ship to rule out system crashes? I don’t mean just launch once and say “yup, working” - launch about a dozen times.
After that, if you’re not sure whether it is your ship - copy and paste that shiparch.ini entry to the bottom of the file, and then use a stock FL ships cmp/mat reference. Obviously comment out the non existent hardpoints HpDI01 or whatever those are, and the counter measure 02.
You could also comment out these on your own entry too…no idea what your cmp file has. Dunno if bad references cause crashes shrugs
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No that’s OK, several mods use other hardpoints including HpEnginexx like this for mounting addon equipment.
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Capt. Morgan:
Your ship model is fine.
I replaced my starting ship with it (.cmp, .mat, .sur) and all is well.
So your problem is elsewhere.
Post up your loadouts.ini entry for the devil too.
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Long shot… but check your shield
check everything its sold with actually… swap stuff out like power and engine’s. I’ve had this before but not for a long time last ship to do this to me was the FA37… i believe that was due to the shield link, it was about 2 years ago so my memory of exactly why has faded…
EDIT:
Woah…
make
addon = LargeWhiteSpecial, HpHeadlight01, 1
into
addon = LargeWhiteSpecial, HpHeadlight, 1
or check the CMP to make sure… most headlights don’t have the “01”
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I’m surprised nobody has mentioned the icon. Looking at the code posted i see the ship uses a custom icon. If that’s not made properly there’s a ctd just waiting to happen. Agree totally with Startrader as well, follow his guidelines for tidying up your code, looks better, runs better, neater
I had a look at the model as well, nothing obvious with the model itself, seems fine actually.
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I’ve assumed all along that the shield is class 2?
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02,
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01That’s:
addon = shield01_mark02_lf, HpShield01, 1But I think it may be a loadout problem, waiting for him to post the loadouts.ini entry for it.
HpHeadLight01 is correct, it’s in the .cmp
Gibbon - Capt.Morgan says the ship appears in the dealer and he can buy it, so isn’t the icon ok (as long as the ship’s picture is correct)?
Can’t remember, can it cause a crash on launch if it’s ok in the dealer?
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There is no loadouts.ini entry for this one. Loadouts.ini looks like it’s intended for NPC ships, which we haven’t included yet. So, there isn’t an entry there for any of our ships. The files it’s in are the ones linked on the first post. The loadout at purchase is in the goods.ini entry.
Also, I’m going to be away from home until probably Saturday evening, so I won’t actually be able to get anything else done with this until then.
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I’m from the same team. Strange thing happened to me yesterday.
After a long time I started the mod and tried to repeat the crash. I don’t remember changing anything before, but this time one of the broken ships undocked without a crash.
That isn’t all, though. I noticed a crazy bug with it. My shield was up as I was being hit by a station. All effects showed a shield hit, but the shield level wouldn’t budge. Hull was getting damaged instead!
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OK maybe it’s time to delete the Freelancer folder and saved games folders, and use a fresh copy of the mod.
I have had annoying things like this, and using a fresh copy fixed it.
Don’t use FLMM to de-activate, just delete the Freelancer folder to get rid of all corruption, and also re-install FLMM.
Use a fresh clean copy of FL and activate the mod into it.
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This is getting silly. I just “reinstalled” FL (deleted the directory and all saves, copied a backup of vanilla installation I always use) and activated the mod again… The same behavior. It undocks OK, hull gets damaged instead of shield. What the hell?
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The same behavior. It undocks OK, hull gets damaged instead of shield. What the hell?
I’ve had this problem before where there is a .vms name that is the same with both ships. As a result, the game will cause this error. Make sure that none of your .cmps are sharing similar .vms names.
Might be the issue here.
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Capt. Morgan have you edited your FL ID files at all?