Freelancer Path Generator *Alpha*
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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?
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Hi
no, for the scan I just moved the system ini’s, to see what happened as it wouldn’t complete with them in.
Is removing from the universe.ini the way to get rid of them completely, or is that too simplistic?
Sorry for the simple questions, but part of a team that inherited a mod and we are still learning as we go. The more we find out the more code worries we seem to find within the mod.
Spent all day on a crash issue today, finally traced it to one line of code, but no idea why it crashes. The same line is in many places, including elsewhere in the system ini and was in the version before and causes no problems.
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Hmm, i would advise deactivating the mod, installing the SDK so that all files are overwritten by unencrypted files.
Then, activate the mod (make sure you’ve not got any files inside the mod that are encrypted, not aware of any re-encryption that works 100% effectively!) as maybe these are the issue?If you still get those error messages, then try opening one of the mentioned files and see if it’s encrypted. You can try to decrypt it as well, then compare to the SDK version. If there’s no difference, then remove it from the mod as it’s not required?
When it opens a file, it checks for the bini at the start. If it finds it’, it thinks it is encrypted.
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Thanks, it is the encryption, never looked in those files before, assumed they were decrypted.
I presume that this indicates that the mod may have not been built on the SDK?
If the mode wasn’t so large and long lived I would be tempted to recode it all from scratch