Weird Issue/Error: Crash on 2nd Launch???
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What’s the spew say?
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Bobthemanofsteel wrote:
What’s the spew say?Nothing, apart from a lot of MP3 codec missing and some voice messages errors, i.o.w. the usual stuff that it says even when the game hasn’t crashed.
O, btw, FLScan does not report any related issues, and FLErrorChecker stil doesn’t work (It does startup now that I’ve installed LS’s dll-pack, but it stops working and closes when I do a scan). So, no clue at all, apart from my own experiences.
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We’ll never know what caused this particular issue, because I decided to do the entire model anew. It works correctly now. The old one (the buggy one) was slightly better-looking, but I’ll straighten that out in MilkShape.
Too bad I couldn’t nail this problem down, but it was a succesful learning experience to the extent that I learned an incorrect model can cause issues.
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For FLEC, are all of your INI files decompressed?
Also if you are working in the ‘Program Files (x86)’ folder, that can cause issues as well. If you can provide a download link here or in a PM, I will see if it crashes on my machine…
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LancerSolurus wrote:
For FLEC, are all of your INI files decompressed?Also if you are working in the ‘Program Files (x86)’ folder, that can cause issues as well. If you can provide a download link here or in a PM, I will see if it crashes on my machine…
Hey, I didn’t know your still around here that often! I didn’t wanna bother you after I found FLEC crashed.
My FLEC isn’t even running from the x86 folder - it’s running from a subfolder in my grand Freelancer folder:
C:\FL\Freelancer Resources\Freelancer Modding Tools\FL_Error_CheckerV1_007Should it work only from the Program Files (not x86) folder? I dunno if I still have the installer, and it might very well be the case that I installed this version on a previous computer, and copied it with the entire folder onto this laptop. In some cases, older tools only worked that way, and not if I reinstalled them, so I got accustomed to it.
Do you have a dowloadlink for an installer? Probably won’t do it tonight (deep into Milkshape now) but maybe a fresh intall into the proper folder will get it to work.
PS LS; I watched a couple of your planetary / weather vids and it looked great! But - how many planets are you going to add anyway. I’m not very knowledgable as it comes to sizes of data, but wouldn’t your game become awfully big if you give every planet an explorable terrain?
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Moonhead wrote:
We’ll never know what caused this particular issue, because I decided to do the entire model anew. It works correctly now. The old one (the buggy one) was slightly better-looking, but I’ll straighten that out in MilkShape.Too bad I couldn’t nail this problem down, but it was a succesful learning experience to the extent that I learned an incorrect model can cause issues.
Interesting, and frustrating: the new model behaves in the same way.
No, what they (the old model that produces a crash-at-second-launch, and the new one) have in common, is that they are both based on a vanilla Hawk:
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I used the XML project to clone a Hawk. The clone Hawk, works fine, no issues, crashes etc, and no conflicts with the vanilla Hawk.
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I import the clone Hawk into MilkShape, change a couple of things (and the 2nd time I made sure I did that a lot more cautious and conservative than the 1st time)
Right now, I’m going thru everything I did… The ship now crashes on first launch?? Maybe the whole issue is caused by the .sur file, because I just updated that…
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Replacing the custom .sur by one of a vanilla Hawk seems to totally eliminate the issue, even though it doesn’t 100% match.
So, creating a better .sur is what I need to do. Probably not delete all hardpoints before I export it. (I did that because at a previous experience the hardpoints seemed to be solidified, even the mount etc.)
EDIT: yep, that seems to help. Now I got to see if I can also this ship’s bigger brothers (or maybe I should say ‘sisters’ as ships are usually thought of as females. This one cost me my Saturday evening and gave me a lot of frustrations so I can certainly see similiarites).
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Hehe, actually I meant your FL work folder isn’t in (x86) folder, FLEC can be put anywhere and still work. There is no installer, just a zip file with everything in it.
I wouldn’t be surprised it’s due to that you are running it on a laptop, I have had issues with those before due to the memory footprint of the program.
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LancerSolurus wrote:
Hehe, actually I meant your FL work folder isn’t in (x86) folder, FLEC can be put anywhere and still work. There is no installer, just a zip file with everything in it.I wouldn’t be surprised it’s due to that you are running it on a laptop, I have had issues with those before due to the memory footprint of the program.
Oww, so for now it seems there’s not much to be done about it.
There are also more versions of Windows than there used to be (not just Home and Pro but also Starter and Ultimate or something like it, and then x86 and x64 bersions of those, bleeeh) and I think many of the performance issues of several tools are due to slight incompatibility issues. So, I think it might be a good idea to get a decent 2nd hand laptop and install XP on it.
I’m really happy with FL not being in a Program Files folder. Even though I’m logged in as an admin, I had huge trouble with altering files when it was in there. And modding without altering files is err…
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Well the fix for a laptop is to force a minimum 4 gb swap file which incidentally runs faster anyways since it stops Windows from resizing it when it’s needed. I always set mine to a minimum of 16 gb since I had the HD space for it and it worked perfectly on my old Toshiba laptop.
Windows started the Program Files crap with XP and it took me months to find a work-around to get in that folder, the Temporary Internet Files folder was even worse trying to get access to, most likely this block was implemented due to the viruses and malware using those folders to run out of.
I have tested FLEC using XP, Vista and Win 7, it works fine on my system and the latest 1.013 was built in Vista. BTW, I visit this site every day even if I don’t post, hehe GE is meant to be a replacement for FL so I have to keep up with what you guys and gals want from the game
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LancerSolurus wrote:
GE is meant to be a replacement for FL so I have to keep up with what you guys and gals want from the game
What about enabling Trent (or maybe some other player char?) to snort / smoke / swallow / shoot* cardamine, and get him hooked on it, with all the pros and cons it takes? Like a better / easier control of the ship and equipment when high, and much worse when he’s on withdrawal?
*(I believe the Outcasts inhale it thru their masks, am I right?)
I’ll get into your serious feedback later, first I got some minor bug tracing to do then help my step daughter with some school assignment (which, unfortunately, isn’t space-related at all.)
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a lot could be causing issues with just the file(s) vs ini files (particularly the loadouts.ini and shiparch.ini)… are all the original hardpoints still entact by their default names? I know trying to mount a gun or even shield in the loadouts where the hardpoint is not defined in the cmp, 3db or even shiparch.ini can cause funky things to happen. Also check all the references match the file names within the files by using Freelancer XML Project…
Given the fact that replacing your clone w/ the vanilla model and no longer have issues kinda rules out the lack of definition in the shiparch.ini, but not a missing or miss labelled hardpoint in the 3d file. Also could be trying to reference something that hasn’t been properly linked to the new 3d file (as I mentioned at the end of my first paragraph and using Freelancer XML project to make sure everything is linked correctly). The fact the vanilla model does not crash also suggests that it most likely is not an issue with the platform it’s running on, but the 3d file itself. Lastly, I’ve heard of issues similar if and when a 3d file isn’t made with triangular polys, so that’s something also worth checking… tho I do believe I recall milkshape only working with models that use triangular polys…