FLEC
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Im using the ENBseries bloom fx in XLR… it generates errors in FLEC that arent actualy errors
just not “stock” FL code… i’ll try see if i can dig it out for you…Here we are from Error Nicknames
C:\XLR\Freelancer\EXE\dacom.ini
Line #39 ==> “gamerenderdevice=d3d9drv.d3d9renderdevice”
[> * Unknown command * ‘gamerenderdevice’
Line #78 ==> “[”
[> This line is too shortC:\XLR\Freelancer\EXE\enbconvertor.ini
Line #1 ==> “[proxy]”
[> ** NOTICE -=> Invalid section * ‘proxy’
Line #4 ==> “proxylibrary=d3d9.dll”
[> * Unknown command * ‘proxylibrary’
Line #6 ==> “partofenbseries=boris-vorontsov.narod.ru”
[*> * Unknown command * ‘partofenbseries’C:\XLR\Freelancer\EXE\enbseries.ini
Line #1 ==> “[proxy]”
[> ** NOTICE -=> Invalid section * ‘proxy’
Line #20 ==> “[bloom]”
[> ** NOTICE -=> Invalid section * ‘bloom’
Line #39 ==> “[input]”
[> ** NOTICE -=> Invalid section * ‘input’
Line #47 ==> “[reflection]”
[> ** NOTICE -=> Invalid section * ‘reflection’
Line #61 ==> “[ssao]”
[> ** NOTICE -=> Invalid section * ‘ssao’
Line #72 ==> “[colorcorrection]”
[> ** NOTICE -=> Invalid section * ‘colorcorrection’
Line #82 ==> “[plugin]”
[> ** NOTICE -=> Invalid section * ‘plugin’
Line #84 ==> “[water]”
[> ** NOTICE -=> Invalid section * ‘water’
Line #88 ==> “”
[*> ** NOTICE -=> Invalid section * ‘shadow’
Line #99 ==> “[motionblur]”just telling the FLEC that this stuff is oki (its stil WIP) would be great… ;D
Cheers.
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**Just give me a list of all of the commands ENB supports and it can be taken care of, I did the same for FLHook already.
EDIT : NVM : Fixed in V 1.012, too be released soon…**
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If you know of any bugs in the program, let me know so I can fix them.
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@Lancer:
If you know of any bugs in the program, let me know so I can fix them.
That initialworld.ini rep checking seems to have something up. It seems to think my admin faction is mismatched with all other groups, which is simply not the case. I’m wondering if this has something to do with the fact that it is a completely neutral faction (ie. 0 to everyone, every 0 to it). I did that intentionally so there was no way it could mismatch. All factions have an entry for all other factions, plus an entry for itself at 0.91. I thought it may be checking for a certain number of decimal places, or to make sure it was noted as float, like: 0.650000 or something. But I changed all of them to reflect that notation, and it still insists on an error
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One error i have found is sometimes when all the boxes are checked so it scans everything it can. It doesnt always show the nicknames page.
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Another suggestion Lancer, is to remove the BI_Audio_Error_List.htm generation, because it’s pointless.
I’m referring to this:
This part is a check to see if all of your built-in audio files are present. Built-in nickname found 'nnv_dock_too_far' : Hash '0xB3E1648C' Built-in nickname found 'nnv_tractor_failure' : Hash '0x9C9DBAC2' Built-in nickname found 'nnv_shield_failed' : Hash '0xA4E11C41' Built-in nickname found 'nnv_formation_lost' : Hash '0x9867AC4F' Built-in nickname missing 'dock_granted' : Hash '0x8C2C1A08' Built-in nickname missing 'dock_denied_hostile' : Hash '0xBCED6E0A' Built-in nickname missing 'dock_denied_locked' : Hash '0x87D89A80' Built-in nickname found 'cannot_dock' : Hash '0x9E09C18D' Built-in nickname found 'waiting_to_dock' : Hash '0x96768800' Built-in nickname found 'repair_droid_activated' : Hash '0xBC290502' Built-in nickname found 'repair_droid_deactivated' : Hash '0xB2876DC1' Built-in nickname found 'repair_droid_exhausted' : Hash '0xAFE0184F' Built-in nickname missing 'entering_formation' : Hash '0x89FA404A' Built-in nickname missing 'formation_denied' : Hash '0x99A76805' Built-in nickname found 'cargo_expired' : Hash '0xAB660081' Built-in nickname missing 'weapon_expired' : Hash '0xBB85884E' Built-in nickname found 'hull_breach_imminent' : Hash '0xBD8DADC3' Built-in nickname found 'engine_critical' : Hash '0x949726C6' Built-in nickname found 'entering_sun_corona' : Hash '0x93A5BA41' Built-in nickname found 'entering_atmosphere' : Hash '0xB4F636C0' Built-in nickname found 'target_reached' : Hash '0xB6214382' Built-in nickname missing 'trail_lost' : Hash '0xA071A205' Built-in nickname found 'nnv_formation_lost' : Hash '0x9867AC4F' Built-in nickname found 'gun_destroyed' : Hash '0xA2B26CCA' Built-in nickname found 'launcher_destroyed' : Hash '0x91F261C1' Built-in nickname found 'turret_destroyed' : Hash '0x87473EC6' Built-in nickname found 'shield_deactivated' : Hash '0xA31D64CD' Built-in nickname found 'shield_activated' : Hash '0x869469CE' Built-in nickname found 'shield_restored' : Hash '0x97F2BD06' Built-in nickname found 'shield_destroyed' : Hash '0x882ECE07' Built-in nickname found 'thruster_destroyed' : Hash '0x8F93208B' Built-in nickname found 'target_out_of_range' : Hash '0x82EBC387' Built-in nickname found 'mine_dropper_destroyed' : Hash '0xB794B40A' Built-in nickname found 'countermeasure_dropper_destroyed' : Hash '0x8B7ED384' Built-in nickname found 'engine_destroyed' : Hash '0xBA0A310F' Built-in nickname missing 'anomaly_detected' : Hash '0x83F4AAC6' Built-in nickname found 'danger' : Hash '0x9A05E348' Built-in nickname found 'radiation_damage_detected' : Hash '0x9E7AA049' Built-in nickname found 'mines_detected' : Hash '0x8191BD40' Built-in nickname found 'volatile_gases_detected' : Hash '0x9B35EA00' Built-in nickname found 'warning' : Hash '0xAD9A098B' Built-in nickname found 'sensor_efficiency_reduced' : Hash '0xB503BE4F' Built-in nickname found 'increased_drag_detected' : Hash '0x89F8594B' Built-in nickname found 'objective_reached' : Hash '0xA9E96B07' Built-in nickname missing 'fire_neutral' : Hash '0x888A0D80' Built-in nickname missing 'fire_friendly' : Hash '0xB84C2E49' Built-in nickname found 'incoming_torpedo' : Hash '0xA3A6978C' Built-in nickname found 'incoming_missile' : Hash '0xA1C018C0' Built-in nickname found 'scanning_cargo' : Hash '0xB1CC6E89' Built-in nickname found 'nnvoice_trade_lane_disrupted' : Hash '0xB962D587' Built-in nickname found 'repair_complete' : Hash '0xBF68F8C0' Built-in nickname found 'scanning_cargo' : Hash '0xB1CC6E89' Built-in nickname found 'gun_destroyed' : Hash '0xA2B26CCA' Built-in nickname found 'launcher_destroyed' : Hash '0x91F261C1' Built-in nickname found 'turret_destroyed' : Hash '0x87473EC6' Built-in nickname found 'shield_deactivated' : Hash '0xA31D64CD' Built-in nickname found 'shield_activated' : Hash '0x869469CE' Built-in nickname found 'shield_restored' : Hash '0x97F2BD06' Built-in nickname found 'shield_destroyed' : Hash '0x882ECE07' Built-in nickname found 'thruster_destroyed' : Hash '0x8F93208B' Built-in nickname found 'target_out_of_range' : Hash '0x82EBC387' Built-in nickname missing 'button_sound' : Hash '0x83A5E0CE' Built-in nickname found 'objective_complete' : Hash '0xB3EEECC5' Built-in nickname found 'objective_failed' : Hash '0xBF7CD345' Error Count = 11
Those ‘missing’ entries can’t be ‘fixed’. Even if you encode and add new files in there, they don’t actually get used by the game. I guess they may still prevent some internal? errors, but they don’t seem to have any effect whatsoever. Looking around, I see ‘no-one’ at all has got these working. Correct me if i’m wrong of course, but from what i’ve tried/heard/seen, it’s pointless
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Lancer Solurus included those in the checks because solutions to them WERE found. See this thread for hints on how to add them:
http://forums.seriouszone.com/showthread.php?t=55735
His methods are not what I would recommend, but you can dissect his work and add it to yours, just give credit.
And, yes, some (if not all) do get used by the game. The most noticable one is ‘Anomoly detected’ when you near a jumphole. And ‘Access granted’ when docking with anything.
Just be sure to do backups up your files before overwriting with his for testing. While he adds those fixes, he introduces dozens of new errors because of other custom content from his own mod. Hence, the dissecting.
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Never visited EoA… Thanks for the links. My apologies to all! I must defo search google more… I would say that would have found that no?! Thanks again.
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Actually that check started because of a FL Spew error. Nobody could seem to find the cause, I ended up running across it in the FL EXE and it had all of those sound entries right there. It was pure luck that I even found them because they aren’t stored as a hash value in the game, they are stored as text and converted by FL to a hash internally. I do quite a bit of that in my game as well.