RenderPipeline problems?
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Im stumped…
C:\work\builds\dalibs\dalibs-build\build\Src\RenderPipeline\DX8\dx8_shader_inl.h(84) : WARNING:General:flush_stream_source: D3DERR_INVALIDCALL
&
E:\FL\Scratch\Source\DALib\DALib.cpp(376) : WARNING:General:******* DA SYSTEM: trailing references *******
booth seem to come from some sort of internal stock .dll code reference, nothing pointing to a specific gfx… the engines spewing this well before the game even begins. Disabling/removing all the ENB stuff does nothing & swapping the DAlib back to original don’t help either.
Trully loosing what precious hair i have left here :-?
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If i remember right, you get this error if you have edited plasma, tachyon and particle type ale effects. Such as the kraken pi_particle somthing.
it’s to do with the FParams section.
Take pi_particle_04.ael for an example
After you extract the ale using AleEditor, inside the .ael file you will see this:
Effect_Name = pi_particle_04_flash FParams = 1.3899080753, 0.5562000871, -0.8654705882, 6.4821472168 Effect_Name = pi_particle_04_impact FParams = 0.7084947824, -0.3452103138, 0.8627894521, 8.3187904358 Effect_Name = pi_particle_04_proj FParams = -0.0022258912, 0.0023556906, 0.0012483175, 4.5027322769
What you need to do is change this to somthing like this:
Effect_Name = pi_particle_04_flash ULParams = 0, 0, 1 Effect_Name = pi_particle_04_impact ULParams = 0, 0, 1 Effect_Name = pi_particle_04_proj ULParams = 0, 0, 0
I think it’s the same error i’m thinking of at lest.
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**FParams means Float Params
ULParams means ULONG ParamsThey don’t exist in FL, they exist in the ALE editor so it knows what type of parameters that you want to use.**
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Could it be a vista vs dx8 problem then?
Just to note… i looked at a few other mods i have activated and have found both there too… mods from folks that know way more than i in this area… makes me think its related somehow to my dx. Those mods rarley have a problem that isn’t known about… & have more than proved there stability. so obviously a clientside prob here.
also, i didn’t even know about it till Wolfie led me to it… i had my error checking switched to -1, 1 (severe) and this shows up at level 2.
overall… is it deadly?.. should i care (lol) what i really wanna see is the internal code of “dx8_shader_inl.h(84)” &" DALib.cpp(376)" … i take it (#) is some form of line ref… LS & Adoxa… you guys know the codebase pretty intimately… whats at those refs? & why would DAlib.dll have any trailing references… so very wrong.
Or … just maybe… am i chasing old phantoms down a dead end alley :-?
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The trailing reference was found long ago, its simply spaces after certain parameters, don’t remember which ones though. Adoxa, any chance you could verify this since its based on an old TLR post?
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I really find it hard to believe that blank lines cause that warning. Still… After converting every .ini in and under DATA to binary, I still get them. So, remove all the save games, edit newplayer.fl to remove blanks, still there. Convert freelancer.ini to bini, still there. Remove PerfOptions.ini & UserKeyMap.ini, still there. Anything else?
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Thank u all for your help
Found a few old posts around concerning the trailing ref’s & it seems from overall opinion its not that big a problem… & i’ll be compressing my ini before the final anyways… The 1 custom tachyon ale i have has been altered acordingly (even though it was stated there was no need)… i’ll check the explosion ones latter but i’d rather not touch WHY485’s fine work if i don’t have to.
Any thoughts on that other one?? as there’s 100’s of them just at the loadscreen/menu alone. (start game… menu… exit… check log)… they are just warnings though… not errors I spent 2 hours ingame last night without any probs… well untill that “other” bug of mine croped up… (transports crashing the game on docking) but that’s another tale for another time lol
Once again, Thank you everyone … got a bit to think about now 8-)
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You use ENB?
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That was my first thought FF… so i removed it… didn’t make a lick of diff. that would have been nice if it was the ENB… easy to explain 8-)
EDIT SUPERFACEPALM
I must have missed something disabling my ENB… tried it again and…
no pipeline error… so i loaded a different ENB (flak’s) & still no error…Problem solved! & with a working ENB… bit bright this one though… gonna have to wrangle it back to how i like it…
Lesson… you should always do things 2wice 8-)
I did find one thing though… During my tests i even went and started up a fresh loaded vanilla 1.0 running with the disc… to compare.
In the error logs there were 2 trailing references… & that blasted codec error… thought that was a bit strange as the sound from that version is completely stock. lol…