FLServer crash at content.dll offset c458f
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Are
star = Ek03_sun2
and
msg_id_prefix = gcs_refer_system_Ek04
really present?
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Here’s a plugin I made for the Void server. Never heard back again (I think RL got in the way), so forgot about it. Also forgot about this post, as we thought it was related to mobile bases, as it seems to be due to vanishing dock points. Anyway, restore any previous patches relating to this and install this plugin via [Initial MP DLLs] in Freelancer.ini. Here’s what I wrote then:
If it sees a bad address, it just returns 0 and logs it to Content-0C458F-bad.txt. The log includes the bad base address, the index used to offset it and the count used to choose the index. It also includes the path and docks (get the new CreateID/CRCTool to decode the paths).
Considering this post again, I don’t think there’s any real fix, so just a version that catches the exception (without any logging) is probably the way to go (the simple edit wasn’t enough for Void).
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adoxa wrote:
Considering this post again, I don’t think there’s any real fix, so just a version that catches the exception (without any logging) is probably the way to go (the simple edit wasn’t enough for Void).Hi adoxa, im patched your offset hack and the crash seems really go away, at least for 7 hours test no crash, but if without the offset hack i will get crash per about 10 mins (randomly, when NPC showup) in same location.
But whatever => i want to say “anyway”, i will install this plugin when i got the error again. Thank you.
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NeXoSE wrote:
Hi adoxa, im patched your offset hack and the crash seems really go away, at least for 7 hours test no crash, but if without the offset hack i will get crash per about 10 mins (randomly, when NPC showup) in same location.But whatever, i will install this plugin when i got the error again. Thank you.
adoxa, Your plugin get something for me. Here is the log:
2010-11-28 14:22:24.277: addr = 00000000, index = 0, count = 0
path = 3220634881 Unknown
dock = 2884229450 Bw07_01
dock = 2502019211 Bw07_to_Ek04_hole
dock = 3200522444 Bw07_gas_miner_16I do CRC search via CRCTOOL, but still cannot found those objects in my Mod or SDK.
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BW07_01 (BW07.ini) exists but Ek04 does not. The closest one to that is Ew04…
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LS, I changed Ku(Kusari) to Ek(Empire of Kusari)… I will rebuild Ku in other place and make ku much more boom than right now so dont warry about the Kusari
And i don’t know that is the path, i use CRCTOOL rebuilt a new db but sitll cannot found it. I have adoxa sloved my crash problem but i don’t want the bug jumping in my mod… :oops: All i done to this system is: replace “Ku0” to “Ek0” and add Kusari Navy battleship fleets in zone_bw07_pop_ambient_n
[zone] nickname = zone_bw07_pop_ambient_n pos = -3241, 0, -16018 rotate = 0, 30, 0 shape = ELLIPSOID size = 39791, 13436, 33006 sort = 50 toughness = 9 density = 3 repop_time = 25 max_battle_size = 6 pop_type = Background relief_time = 35 population_additive = false faction_weight = fc_ou_grp, 10 faction_weight = gd_gm_grp, 4 faction_weight = ku_n_grp, 4 encounter = area_scout, 9, 0.480000 faction = fc_ou_grp, 1.000000 encounter = area_trade_freighter, 9, 0.100000 faction = gd_gm_grp, 1.000000 encounter = capitalships_Kusari, 19, 0.420000 faction = ku_n_grp, 1.000000
PS. Hey, Is any side effect if i change 8B0482 to 33C090 in addr 0C458F? I had little reluctant to plug any library in my mod when i just working for the infrastructure…
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Quick question, why did you change Ku nicknames/filenames to EK?
The names displayed are IDS entries, nothing to do with nicknames - so unless Kusari exists as it was, and Empire of Kusari exists in parallel with the same system layouts… (i.e. duplicate files) then I am at a loss why you renamed anything.Nicknames are irrelevant - you could have called your systems donkey_kong_junior_01 instead… the game doesn’t care. So if in game you’re changing Kusari to be Empire of Kusari, you could have left alone the nicknames as it’s irrelevant to the renaming in game…
However, patrol paths going from one system to another (trade paths in particular) may give an issue if they go to a jumphole but don’t continue on the other side (not tested to be sure, but pretty positive Firebase said this back in early 2004). So if you’ve duplicated the systems instead, but they’re placed with jumps to different systems, then this may be an issue.
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@Chips:
That’s because the story line of my mod, some Kusari Systems & Near Kusari Systems has been intruded by Nomads, and some Bretonia System & Near Bretonia System has been infected by virus…crazy story but i already executing it… And i don’t really want Kusari and Bretonia be destroyed, almost all deleted system will be rebuild new place as a new one.@adoxa:
Thank you, your tool, code and offsets always useful. And now i will look in to Systems, mBase, and all related about the path…And for the 0C458F, I don’t see any problem like mem leak or other, but i will keep testing on that. Thank you again.