Freelancer Error Checker
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**New version released, 1.012
.\ support added (thank FF for this one)
NPC and Solar loadouts skipped in hardpoint check (was incorrect anyways)
Individual system check implemented that checks for missing encounters and zones for the [EncounterParameters], [Nebula], [Asteroids] & [Zone] sections.
Encounters = 1.0 check fixed, now converted to a string then compared to total encounter additionsClick HERE for the FL Error Checker (FLEC) V 1.012
Click HERE for the redistributable DLL pack for my programs**
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Thx for the update LS but i’ve already got an issue with this version.
In the Hardpoint errors section it now flags all my custom ships for not having,
Missing hp_bay_surface hardpoint
Missing hp_bay_external hardpoint
Missing HpBayDoor01 hardpoint
Missing HpBayDoor02 hardpointThey are missing because those models don’t have working bay doors. That’s not an error. I took the code out of shiparch for this reason. Game functions fine, never had a problem with those entries being taken out. The previous version didn’t flag these as errors either.
Those sections are only needed if you have working bay doors for jettisoning cargo and tractor beam use. Most custom models don’t have those built in anyway
Further research and i’ve noted it’s even picking up on vanilla stuff that doesn’t come with bay doors like the Nomad fighter, gunboat and battleship amongst others
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I am going to end up rewriting the hardpoint checker. Unfortunately there is no real way for me to know if your model needs those hardpoints or not. If you don’t need those HPs simply ignore the flagged entries. All of the ships in my mod can be flown by the player, including all of the original non-flyable ships…
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I agree there’s no way to know if any ship needs those hardpoints unless they are declared in shiparch. The editor can’t decide for itself lol, but maybe one way of trying to do it is if it’s declared in shiparch then match it with the ship hardpoints check, that way at least if it’s declared in shiparch, then you should have the hardpoints on the model at least, bit like the HpPilot hardpoint.
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I too raised an eyebrow over the new “errors”…
So just to clarify… If I have a .cmp that don’t have any ->
hp_bay_surface, hp_bay_external, HpBayDoor01 or HpBayDoor02
at all… I just take the data out of shiparch 'eh… no need to go re HP a few 100 .cmp’sInvaluable data guys… thankx
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Correct, you can leave the audio entries there if you like so when you press the jettison button you will still hear the doors opening, cept none actually do
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_closeThose are referenced in the main files so you wont get an error if those stay
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Some observations regarding 1.012.
Audio Errors
Factions have “_short” appended; bases and systems append a dash. For example, the nickname “gcs_refer_faction_li_n” (hash 0xB3B6D5CC) is stored in the UTF files as “0xB20BD9CA”, the hash of “gcs_refer_faction_li_n_short”. Similarly, the nickname “gcs_refer_base_li01_01_base” (hash 0xAA35170B) is stored as “0x95078FCA”, the hash of “gcs_refer_base_li01_01_base-”.
System Encounter Errors
The faction value is relative to the total, so it doesn’t matter what they add up to. For example, having two factions at 0.5 is exactly the same as having two factions at 1, 0.1, or 100 - it’s all the same ratio. If there are problems with NPCs not appearing, I don’t think it’s from this.
Nickname Error Log
**E:\Games\Freelancer\data\petaldb.ini
Line #327 ==> “prop = solar_badlands_dynamic, solar\asteroids\models\badlands_dynamic.3db, solar\ast_badlands.mat”
[*> Error[/b]Freelancer will read as many parameters as given (although I didn’t determine if it actually uses them).
E:\Games\Freelancer\data\territory.ini
How can you give me errors on a file I created myself?
**E:\Games\Freelancer\exe\dacom.ini
Line #80 ==> " "
[*> ** NOTICE -=> You need to remove the TAB at the start of this line[/b]Why bother reporting that when it’s quite obvious you don’t need to remove leading space? Perhaps you should say “should” instead of “need”.
**Line #86 ==> “[”
[*> This line is too short[/b]Comments are not processed inside headers. Thus the line “[;TextureLibrary]” contains the header “;TextureLibrary”.
**Line #125 ==> "dcdtettwo = dcdtet "
[*> * Unknown command * ‘dcdtettwo’[/b]Not a command, it creates an alias of an existing map. (It removes the warning generated by the helicopter material when you’re on New Tokyo, in DATA\BASES\KUSARI\ku_01_hokkaido_cityscape.cmp)
**E:\Games\Freelancer\data\Universe\Systems\St03\st03.ini
Line #4 ==> “rpop_solar_detection = false”
[*> The command ‘rpop_solar_detection’ does mot support TRUE/FALSE settings[/b]It is a boolean value, so “true” (or “1”) and “false” (or “0”) are only what it supports. And there’s a typo with “mot”.**********
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adoxa wrote:
Some observations regarding 1.012.E:\Games\Freelancer\data\territory.ini
How can you give me errors on a file I created myself?
That’s a very good point. After adding in a few lines of code into the Constants.ini to utilise some features for the server i get them flagged as an error when they are clearly not. I’ve learnt to ignore some of the errors and use this program in conjunction with FL Scan as you need both imo. Both spot errors the other doesn’t
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Lancer is it possible for you at some stage to add something that checks for “missing bodypart” errors. I constantly get this on MU and it is rather irritiating. Using a file comparison program like winmerge i checked vailla character files with MU ones and they match, i changed all the THN’s for the robot ones as well as making all robots be coded as base_appr in the mbases.ini and every other suggestion posted in the archives yet i still have this error flagging on the server and cannot find the cause.
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… Run the VC redistributable DLL program once. This will install the necessary MFC DLLs and it will also download and install the .NET framework if you haven’t installed it yet.
…Could you please provide a link for that.
(After about 5 to 7 attempts,
i still get an error, when i try 2 start the checker.) -
**Thanks alot, I will see what I can do to fix those problems.
@F!R - Added a link to the dll pack in the first post.
@Dragnite - Do you mean like if it’s missing a hand or foot?
@Adoxa - Thx for the info, I will see what I can to get it working right
Getting an error in you ini, thats because you have it a FL folder, FLEC does a directory scan to find files, just ignore them if you know it’s not part of FL
Removing tabs and spaces - it is a NOTICE not an ERROR, tabs and spaces are a waste of space plus they can sometimes cause the ‘dangling reference’ error in your spew log
Comment inside of a header, what reason would you want it like that ( ex. [;Display] ) ?
rpop_solar_detection = false <– bug in FLEC
dcdtettwo = dcdtet <-- FLEC doesn’t parse your aliases, it only knows the ones in the original FL scripts
@Gibbon - I will change the baydoor hp stuff to notices, I prefer to have my ships contain those HPs so I would still like to know they are present in the shiparch.iniThanks for all of the info, if you know of FLAC or FL Hook files that need skipping, let me know. I added several in this update so that it would skip them, also almost forgot, the ENB series should be skipped as well.**
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@Dragnite - Do you mean like if it’s missing a hand or foot?
that would be a start but also needs to check costumes are right as well.
Sorry i cant give more info as the error logs only state “missing bodypart error” and nothing else.
Maybe someone else who fixed this can type a list of causes for this.
but i already changed:
in mbases.ini the THN’s and the body = to base_appr
also checked there are no 0’s in the space_costume line in the system files.Something that may help this error is flagged when the server starts up and only then. So maybe its a typo or something but im damned if i can find it.
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Nickname error log file
This has started producing a whole list of errors which are not.
Listing all objects in Music.ini as missing which are all there
Listing all objects in Concave.ini as missing which are there
Listing all objects in engine_sounds.ini as missing which are all there
Listing all objects in Sounds.ini as missing which are all there
Listing all objects in bodyparts.ini as missing which are all there
The list goes on. I’m going back to using 1.1 for now as this version is just giving me a headache lol
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That has been reported before, it turned out that a virus checker was interfering with loading the files. Unfortunately I don’t remember which one it was, it may still be in the thread on EOA if it’s still there.
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**I agree it’s odd, I only did minor changes to the current scanning code. The only real change I made was adding support for .\ which is used by some mods for a file path. The core file IO code hasn’t changed at all since version 1.011.
Is it possible you could send the html file that shows what it’s not reading?**
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Definately strange, i dont have any errors like that ive used it 4 or 5 times today while ive been modding and i dont get any of those errors.
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**Thanks, I will see if I can figure out whats going on. Are you running any virus checkers or programs that install a hook into Windows for file access?
Ohh just remembered a second case of this about a year and a half ago, it was a failing HD. I really hope this is not the case :(**