Freelancer Path Generator *Alpha*
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Not sure what you mean, do you mean that they only match jumpgate to jumpgate? or jumphole to jumphole?
All objects are verified as legit objects according to the solararch.ini file first, but no matches to whether a jumpgate goes to a jumphole… afaik that’s all perfectly legal?
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Oh, you didn’t mention it actually looks if the object is a jumpgate/jumphole. If so, even more awesome
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Well, it does now…
Didn’t think properly: Basically this reads all systems - and finds objects with a “goto =” line to find nicknames for all jumpgates.It does this twice, the first time to find nicknames only, the second time to actually find the gate, type, links and all the rest of it. In this second parse it will check whether the nickname of the target location exists in the system it says it’s in. (so Li01_to_Li02 jumpgate, it’d check that Li02 has an Li02_to_Li01 jumpgate in it otherwise it’d throw an error).
I’ve now just made sure that the first parse will only register nicknames of valid jump objects as per the solararch.ini file - so bogus ones with a goto= line without an archetype that exists that is an actual jump object per the solararch, will no longer be added to the valid nickname list.
Cheers
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Okay, honestly heard nothing what-so-ever about any issues, problems or anything else. Had the odd “great”, “works fine”, “it’s working well”, “awesome” type comments, which don’t mention any problems arising in their paths (or whether they used the paths generated) - but wondering whether to just make it into a release version now?
If I do, I’ll add contact details to a help menu or something, so that feedback may be generated etc?
Any last thoughts, hints or requests?
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I’ll implement it into SSM tonight and let ya know if any paths go to coordinate 0,0,0, usually inside of a sun
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Can anyone tell me the crash offset when the flserver dies because of a faulty path file?
I dunno, but i’d assume that’d be a case of just removing any paths (so, no path for Li01 to Li02) and then try to do the jump?
Other than that, no idea.
Well, the point is the server does not crash without any path connections. The only time the server is involved when finding paths, is when missions require you to switch system. All other cases are client side only I think.
Anyways, even when doing missions and having no paths at all, the server will set the waypoint to the middle of the system (usually where the sun is^^), but it wont crash… -
Flserver is called when setting waypoints to different systems. Locally i think its just client.
You can have incorrect paths on the client, and server, however, if you have 9 gates or j/h it gets flaky (no best path) if you have 10+ it will crash the server.
Having no connections obviously is okYou can manually edit the paths providing that the shortest system path is replicated in either illegal or legal paths. The best method for this is to keep them either all J/H (illegal) or all JG(Legal).
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I used the path generator, but there are loads of paths entirely missing, like only a few connections are actually acalculated and whole systems just get ignored…
Flserver is called when setting waypoints to different systems. Locally i think its just client.
What do you mean?
What do I have to do on the client to be sure, the server is “asked”? -
I used the path generator, but there are loads of paths entirely missing, like only a few connections are actually acalculated and whole systems just get ignored…
Flserver is called when setting waypoints to different systems. Locally i think its just client.
What do you mean?
What do I have to do on the client to be sure, the server is “asked”?Not giving me much to go on
Any chance of some extra details, which mod is it perchance? That way I can at least run it and verify the issue, and then work out where it’s gone wrong
It’d be a bonus if you could tell me which system as well - so I know what to look for -
http://www.freelancerserver.de/download/hc_client_mod_v311.zip.flmod
It actually looks like the ini files were not decompressed… but I thought I did run it on a fl sdk installation…
Maybe it was just an error on my part. -
**You can also get a crash if a system contains 11+ JHs & JG combined when you set a waypoint course. This will occur even in vanilla FL. And the crash will happen in any system, not just the one with the extra jumps in it.
Edit : forgot to mention if the system doesn’t have paths leading to and from it, you don’t have to limit it to 10 jh/jgs, thanks F!R for reminding me of that.**
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Probably wouldn’t hurt, it is on my to-do list for FLEC.
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Okay, honestly heard nothing what-so-ever about any issues, problems or anything else. Had the odd “great”, “works fine”, “it’s working well”, “awesome” type comments, which don’t mention any problems arising in their paths (or whether they used the paths generated) - but wondering whether to just make it into a release version now?
If I do, I’ll add contact details to a help menu or something, so that feedback may be generated etc?
Any last thoughts, hints or requests?
I’ve been using this on my mod and i’m in the proccess of updateing the mod. I have added new systems etc and used your program to regenerate the paths, I have tried them and everything seems ok i have not came across any problems at all, no errors generating them and no erros in using the generated paths either…
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@ Chips.
I think you should as some vanilla systems are heavy with them already and some people modding just will not know.
@ Others, you will probably see that the ini’s referred to in universe are sometimes a different case than those they actually refer to. For Lancer Sol, you might want to tidy this up in your error check by having them highlight incorrect/mismatched case for system ini’s. example - Li01 > LI01. There are a number of mismatched case inis referenced from the system entries to the actual system ini file. Whilst I dont believe this in itself will crash the server, its good practice to have them all uniform. I have changed mine, however a quick look will show what I mean. -
**From my own testing the name are not case sensitive in most of the FL files. In some cases such as looting, it is important. I don’t see a problem with adding an additional check for it though since I am just like you, I prefer the case to match. It will most likely have to be a separate check though since the nickname scanner converts all names to lowercase, it requires alot less room in the tree list for the names.
I will need to know exactly which parts you would like checked, the standard scanning I do typically does not know what file the nicknames come from. Another possibility is add a check to let the user turn off the lowercase conversion during the general error checker part…**
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Got an
“IOException, please report as bug”What details do I provide? Where from?
They all seem to revolve around ST01 and ST02.
Not systems we actually use but I presume left overs from SP missions.
We have new Beta and Minor but I presume these have not bbeen deactivated properly? or can they be?If I take the two st ini’s out for the scan I get
st01 not found
st02 not found
st03 file encrypted!
st03b file encrypted!
fp7_system file encrypted!
st01 not found
st02 not found
st03 file encrypted!
st03b file encrypted!
fp7_system file encrypted! -
Did you remove them from universe.ini?