Problem with Texas System
-
So is there no other solutions?
-
The only thing I can say is flmod your changes up and attach it / upload it somewhere, then if someone else experiences the same crash it’s down to the changes, if they do not its down to your hardware / software configuration.
That might provide clues as to where the issue actually is rather than us taking stabs in the dark.
-
OK I upload in this web site.
-
Upload to GameFront done, I sayd I’ll upload there but that’s less securised beacause I use Realistic Lighting. My mod revamped
-
Aproximatly… I’ve put HQ textures on it, so that’s realy big.
-
Aproximatly… I’m an HQ fan.
-
that code referenced at the bottom of page 1 is not the system.ini for texas system… it’s for a jumpgate (or jumphole) leading to NY from Texas and should be just one of many nickname segments from the texas system.ini.
However, since the same happens when trying to jump to california system, I’d lean towards objects or NPC issues. Look at the top of each system.ini and you’ll see where the encounters call up their respective .ini’s. Look at both texas and california system.ini’s and omit (use a ; before the line) any encounters that are common/shared in both system.ini’s.
-
Nothing like what you say, it always bug.
-
From Crossfire, but that was only for personnal purpose, and Fagu’s one.
-
So anybody has the solution to my problem?
-
Sorry for triple post but I think it’s an Outcast NPC problem because last hollydays a friend wanted to make a mission against them and the game crash. I can’t know where is the problem cause I never have mod vanilla NPC before the Bug. I’ve the same problem with Randon Rowlet (sorry for orthographics mistakes) probably a missing NPC. Thank you in advance.
-
Shameless near self plug of work done from 2003.
http://www.lancersreactor.com/archive/viewtopic.php?f=29&t=24781
Reading such things can help a little with identifying your crash - and far more than some “error spew” which has been nothing other than misleading in this instance
So try reading through there - probably a few most have never heard of… and it’s nearly 9 years since I wrote it.
Crap i feel old -
Sorry to say you that but… that’s not that. You can verify, I add in a zip Li04.ini, Li01.ini and so with NPC, you can see if there is something wrong.
-
I think you misunderstood the post entirely. For instance, there is far more going on than you realise. NPCs are worthless without the formations, the ships and their loadouts… which means all the weapons, engines and other files those items are referenced from.
System files are worthless without the same files, as well as the asteroids and other files (yes, an exclusion zone defined in the asteroid file can cause a crash in a system… funnily enough).
What you need is a means of troubleshooting because staring at the code is NOT going to solve the issue. It certainly isn’t going to work just shoving up to 100,000 lines of text for others to look through either. Who has the time?
You need a process of elimination, a means of attempting to find out what it is without staring at line after line after line of completely irrelevant code.
One method is to go through your problem file and comment out every single encounter. This includes patrols and population zones. Do you still crash? If you do, it immediately helps to narrow down the issues…
Infact, I’d just start out with the zone around the Jumpgate.
Assuming Li04 I would start by commenting out this:
[zone]
nickname = Zone_Li04_to_Li01
pos = 12771, 0, -90152
rotate = 0, -159, 0
shape = SPHERE
size = 3000
comment = NY gate
sort = 1
toughness = 3
density = 10
repop_time = 10
max_battle_size = 4
pop_type = jumpgate
relief_time = 15
faction_weight = li_p_grp, 10
faction_weight = co_alg_grp, 10
faction_weight = co_hsp_grp, 10
faction_weight = co_me_grp, 10
faction_weight = co_ni_grp, 10
faction_weight = co_os_grp, 5
faction_weight = co_rs_grp, 10
faction_weight = co_ss_grp, 10
density_restriction = 4, unlawfuls
;encounter = area_defend, 3, 0.060000
;faction = li_p_grp, 1.000000
;encounter = area_armored_prisoner, 3, 0.030000
;faction = li_p_grp, 1.000000
;encounter = area_trade_freighter, 3, 0.110000
;faction = co_hsp_grp, 0.330000
;faction = co_me_grp, 0.330000
;faction = co_ss_grp, 0.330000
;encounter = area_trade_transport, 3, 0.110000
;faction = co_alg_grp, 0.170000
;faction = co_hsp_grp, 0.170000
;faction = co_me_grp, 0.170000
;faction = co_ni_grp, 0.170000
;faction = co_rs_grp, 0.170000
;faction = co_ss_grp, 0.170000
;encounter = area_trade_armored, 3, 0.040000
;faction = co_os_grp, 1.000000Also try commenting out trade lane traffic, patrol paths that converge on the gate etc.
I would also try going to the system via a jumphole or via the gates from other systems too
Still crash? Use OpenSP to put your starting position on a station (preferably not near the gate) and see if you can launch…
Process of elimination means that with a quick bit of use of a text editor you can cut out half of the files. Or more.
IF it is a encounter, you can further narrow it down by simply de-commenting them out one at a time and finding when you crash. Then you know where to look … at what that particular npc ship/loadout combo is, what equipment etc.
It appears that the method of troubleshooting and bug hunting is, if anything, getting worse in the remaining FL community. Stop relying upon spewtext and others, start relying upon some deduction and detective work. It isn’t hard, it’s far quicker, and you learn more about the game
-
On a side note I’ve posted about before…
FL spew does NOT get saved if the game crashes, what you are looking at is a previous version of the file. This goes for the server’s spew if it crashes.