Error Free Vanilla
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POINT
for example: Light_Li01_Manhattan
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Here are two packs. One for modding vanilla and one for Total Conversion Mods:
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Thanks DwnUndr I have seen those, however they state it’s not entirely vanilla. I am keeping my initial modifications vanilla.
Just want a clean FL without warnings or errors right now.
Skotty. wrote:
POINTfor example: Light_Li01_Manhattan
I also have seen those examples in other system files. I shall be more specific with my questions.
For any point light source in a system, what would be the correct behavior, and atten_curve entries. I see from another thread there are some examples of atten_curve, but I didn’t see any clarification of if the selection differs between a systems main light source, and these smaller point lightsources.
Thanks
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I don´t think its THAT necessary to fix these type of “errors” ´cause there are so many more “relevant” errors to fix in vanilla FL.
IMHO a 100% ERROR-FREE-Vanilla Version is unlikely to be manageable.
Regarding Adoxas JFLP:
For me it seems to be the best solution today for a “pretty good fixed” Freelancer-Install (not to forget the additional benefits from adoxas work on this)Just as an example for a VANILLA and GAMEPLAY-RELEVANT ERROR:
When you´re launching from Depot MAINZ in Frankfurt via the Dockports 5 and 6 you´ll end up in the damage-zone of the Moon “Stühlingen”…These ARE errors to be fixed AFTER fixing a great amount of already known ini-issues via adoxas JFLP (or SDKs of other modders) `cause many of these “updates” prevent a massive amount of vanilla “spew.txt-entries” and DO actually support a smoother and much more stable server- and client-performance.
But these are just my two cents.
Greetings
J.R. -
Adoxas SDK is actually very good. It cleaned up a lot.
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FLScan II?
I use FLScan v1.3 and FLErrorChecker v 1.012 when building our mod files. I have zero errors using FLScan on our client files and two errors when checking our server files, both of which seem to be related to the use of modded dlls or exes and not the ini files. Doesn’t matter as the server and client files are 100% stable as near as I can tell.FLErrorChecker does cough up some other errors, mostly relating to audio files and hardpoint errors on ships we don’t use so I don’t worry about them.
The problem with using our client mod is that it would most certainly kill playing Single Player. Our server mod is 100% compatible with a vanilla client even though it does enable and add things to the experience. If a modded client tried to access a vanilla server however, they would have problems.
I don’t have a version of our mod that JUST gets rid of the vanilla errors. I would say however that one would probably be welcome to others in the community. My first experiences on modding involved getting rid of those errors. It’s how I taught myself to mod. If you’re capable of identifying the errors you’re capable of eliminating them. Remember though, the elimination of some of the errors may kill single-player ability.
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I found and downloaded FLScan II and find a problem immediately. Looks like every sun has a problem…. How accurate can that be? Also, it states that it can’t find a zone in an asteroids file but when I go to the system ini it’s right there. Based on these two factors I’m guessing it’s riddled with false positives.
I’m sticking with FLScan v1.3 for now.
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Greets Adoxa,
Can you take a moment to explain the ‘out of order’ errors in the market files? Does this merely mean that the entries in the market_misc.ini files must be in the same order as those in the engine_equip.ini, weapon_equip.ini and misc_equip.ini files?
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Looks like it wants good entries to be in the same order as equip entries, which seems pointless to me. For example, [c]misc_equip.ini[/c] defines [c]ge_s_cm_01_ammo[/c] followed by [c]ge_s_cm_01[/c] (line 531 in my file), but [c]misc_good.ini[/c] puts the launcher (good 169 in my files) before the ammo (good 170).
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Yeah, that’s why I wondered. To the best of my knowledge those ‘errors’ have not caused any problems in the game or on the server.