Base that kill a game
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There was an issue in the past with Battleship Essex and gunboats…
I want to say it was fixed by changing the gunboats to fighters or something…
After looking at my notes it seems the issue was at Battleship Norfolk, not Essex. It was fixed by changing the encounter formation in area_gunboats.ini from
ship_by_class = 1, 1, sc_gunboats to sc_fighters.
I doubt that will fix your problem though as you state by removing the guns from the station, your problem went away. My guess is that it’s sound related as previously mentioned.
One other thing, has the ammo been messed with?
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adoxa wrote:
Testing the vanilla (JFLP) version in SP seems to work fine. I changed the power & refire_rate of the weapons and added the hp_type and hp_mount_group (what’s that?) and it still worked. Nothing in the spew?hp_type and hp_mount_group are references FLAC uses to classify weapons to a root. For example, using that feature FLAC prevents battleship guns from being mounted on bases, or base guns being mounted on fighters, etc.
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Everything looks vanilla with minor settings changes to hit points and damage.
That leaves the FLAC adjustments…
Are you sure you have those set properly?
For example, the guns are set to BR_BATTLESHIP_EQUIPMENT, but the base is not.
I don’t recall without going back to the FLAC site if those settings are for player ships or everything.
Try rem’ing out the flac lines in the guns and see if they work then.
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Yes the original codes are from mod run on FLAC which I left to stay if any further development of it need to run again. The problem is now solved commenting those lines from GUN section.
Also that type of ship is flyable in a mod.
Still I’m confused why the other station - Battleship Hood didn’t made problems?
br05.ini[Object] nickname = Br05_01 ids_name = 196681 pos = -5000, 0, -12461 rotate = 0, -40, 0 Archetype = b_battleship ids_info = 65593 base = Br05_01_Base dock_with = Br05_01_Base reputation = gd_im_grp behavior = NOTHING voice = atc_leg_m01 space_costume = pl_male3_head, sh_male1_body difficulty_level = 8 loadout = br_battleship_co_01 pilot = pilot_solar_hardest
loadouts_special.ini
[Loadout] nickname = br_battleship_co_01 archetype = br_battleship equip = infinite_power equip = ge_s_scanner_02 equip = ge_s_tractor_01 equip = ge_bb_engine_01 equip = sfx_rumble_battleship equip = br_battleship_turret01, HpTurret_B1_01 equip = br_battleship_turret01, HpTurret_B1_02 equip = br_battleship_turret01, HpTurret_B1_03 equip = br_battleship_turret02, HpTurret_B2_01 equip = br_battleship_turret02, HpTurret_B2_02 equip = br_battleship_turret02, HpTurret_B2_03 equip = br_battleship_turret02, HpTurret_B2_04 equip = br_battleship_flak_turret01, HpTurret_B4_01 equip = br_battleship_flak_turret01, HpTurret_B4_02 equip = br_battleship_turret04, HpTurret_B4_03 equip = br_battleship_turret04, HpTurret_B4_04 equip = br_battleship_turret04, HpTurret_B4_05 equip = SlowLargeRed, HpRunningLight19 equip = SlowLargeRed, HpRunningLight20 equip = SlowLargeRed, HpRunningLight09 equip = SlowLargeRed, HpRunningLight10 equip = SlowLargeRed, HpRunningLight11 equip = SlowLargeRed, HpRunningLight05 equip = LargeWhiteSpecial, HpHeadLight01
Its a same loadout with dif. name? :roll:
Anyway - the defence is back without further crashes.Thanks all!
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Battleship Essex? If your client side files for it differ from the server youll get a CTD. Check that both are the same?
crawls back in hole
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Sadly, the mystery is still present.
The missing Base line is by default and same custom made base that has that line also crashes FL.
Running FL with server side modification also crashes.Scenario is that it happens in random times, but usually after 1-2 npc respawns that are hostile for him.
Also on server side I have this modification:
<data file="data\equipment\weapon_equip.ini" method="sectionreplace">[Explosion] nickname = br_battleship_flak_turret01_explosion <dest>hull_damage = 102</dest> <source> hull_damage = 3020</data> <data file="data\equipment\weapon_equip.ini" method="sectionreplace">[Gun] nickname = br_battleship_flak_turret01 <dest>refire_delay = 0.500000</dest> <source> refire_delay = 0.250000</data> ```Investigation continues. No rush.
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Honestly, unsure - you mean the weapons are removed and it’s still crashing? The weapons are back and it’s crashing? You’ve removed any NPC’s from the area and it is still crashing - or if you remove them and it doesn’t, does it crash when you shoot the base til it turns hostile and shoots on you (if weapons are there).
There isn’t much to go on… the mod, the changes, what’s running, what you’ve tried in order to rule it out.
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I’ve had issues in the past that were caused by too many activation/deactivations of development mods. The solution was to uninstall FL, reinstall it, and resume work then.
As Chips has told me in the past, get it working properly (vanilla), and then implement your mod edits one (or a few) at a time until the crash resumes. The last one is your culprit (usually).
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Don’t forget to check the spew (Documents and Settings_User_\Local Settings\Application Data\FLSpew.txt) and server log (C:\fl-server-errors.log). You could use Flunhash (which also needs CreateID, both on my site) to automatically translate hash codes to nicknames. (You should use the command line to run createid -s to create the database, but you should then be able to just drop the spew on flunhash and open the resulting FLSpew.txt.txt.)
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Funny thing is that mostly when base starts to shoot in player direction the crash happens.
Server hosted on XP - Client test on Win7
Here is few FLSpew errors:E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[ge_s_tractor_01] not supported/equippable! E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[ge_lnr_engine_01] not supported/equippable! E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[ge_s_tractor_01] not supported/equippable! E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[ge_bb_engine_01] not supported/equippable! E:\FL\Scratch\Source\Client\Space\HUD_Comm.cpp(792) : *** WARNING: invalid MSG id (2872373696) for voice profile (atc_leg_f01) ... and bunch of C:\work\builds\dalibs\dalibs-build\build\Src\WavLib\wavlib.cpp(32) : ERROR:General:StreamingSound: missing MP3 codec? ```For MP3 fix, I saw on your site a codec. I think I not screwed mod with coding, cose it has run for more than 6 years without this issue. In any case I attached FLSpew that was clear before login a char that sits near base and after 3-4 patrols killed by base, one shoot was towards me and a CTD finish. Finally for **fl-server-errors.log** only one that shows, now I can know what is the answer for my [question](http://the-starport.net/freelancer/forum/viewtopic.php?post_id=34755#forumpost34755) !
1: E:\FL\Scratch\Source\Common\CSolar.cpp(109) : *** ERROR: St02_lair_1 is dockable, but doesn’t have a valid base or system to go to
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E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[ge_s_tractor_01] not supported/equippable! E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[ge_lnr_engine_01] not supported/equippable! E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[ge_s_tractor_01] not supported/equippable! E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[ge_bb_engine_01] not supported/equippable!
Those are “standard” errors for battleship bases.
E:\FL\Scratch\Source\Client\Space\HUD_Comm.cpp(792) : *** WARNING: invalid MSG id (2872373696) for voice profile (atc_leg_f01)
And that is a standard error for a custom base (gcs_refer_base__BASE_- in DATA\AUDIO\voices*.ini).