Crash Offsets
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I’m actually only using jflp.dll, hudshift.dll, mp3codec.dll, and the stuff you very kindly made for me, matchjob.dll, poststorydiff.dll, and if I’m not using the last one I use matchplayer.dll instead.
I can remember when you made matchplayer I said it doesn’t work, and you said are you using 1.0, which I was, so you changed it to work with 1.0, being the saint that you are! So am I in a pickle here with using a mix of some things that should be 1.0 and some that should be 1.1, and what should I do about that, move to 1.1 do you think.
I am using the difficulty modifiers on the HD mod as well if that might cause an issue.
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There’s no requirement for 1.1 on the client, it’s more a server side thing. He was pointing out the difference in the errors you are seeing.
HD edition should be the 1.1 common.dll afaik.
If you are installing the 1.0 version of the game from ISO, and then use the HD edition installer, you will end up with an up to date and patched version. During the installer/setup make sure to choose the different save folder option.
If in THIS state it still has the same issues with crashes then there is definitely something wrong that’s more systemic/unique to your machine/software setup.
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If I’m remembering correctly here, his original issue was crashing to desktop on single player.
And he later said it happens on HD edition which is already 1.1
But, curiously not happening on Discovery.
" I dug out some files of my own I had backed up last used on windows 10 , it wasn’t an issue I was experiencing then, but it is a newer pc build"
So 2 potential problems here:
- Using old game files
- New PC build
"I can remember when you made matchplayer I said it doesn’t work, and you said are you using 1.0, which I was, so you changed it to work with 1.0, being the saint that you are! "
He’s using a plugin that works for 1.0, unless I’m missunderstanding things. But, would that even matter on singleplayer? Was Vanilla having CTDs every half hour or so on docking a thing when Vanilla was played beforr 1.1 came out?
In any case, it seems like the options are either:
- A game files/plugin related issue
- A system issue of some kind
So my thoughts still lean to going back to a clean setup with no plugins or alterations to see if the issue can be reproduced.
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That is what I’ve been doing so our thinking is aligned. I’m running around on base jflp and it seems to be fine, without a 1.1 patch. I’m testing now with just Adoxa’s plugins I’ve mentioned on 1.0, so I’ll see how that goes. It might just be a case of ditching my old files, no big deal.
I don’t expect a game of this age to be flawless on windows 11 and newer hardware anyway, 10th gen intel and a 4060ti, an odd crash here and there will happen.
I’ve been flying a loop of planets, Manhattan to New Tokyo, to New London, to New Berlin and back to Manhattan. If it crashes on a dock with one of those planets, the autosave has me back to the system jumpgate entry, and then it docks fine at said planet. So it doesn’t seem to be related to the planet itself, which is what makes it hard to fathom. FLSpew has nothing other than system exit for the dock crash.
How to pin it down.
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Process of elimination buddy.
Test, add a couple of plugins at a time, re-test until you experience the crash, then you can eliminate 1 by 1 until the crash is confirmed to be with the last plugin you removed.
Re-add that plugin and confirm if the crash is back so to confirm it’s not a fluke incidence.
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Yeah cool, I’m wondering how the job board plugin works, is that something that only triggers when you open the job board itself, or would it cause something to happen on dock. The only other thing I have in mind, because it’s planets I’ve been seeing it on, is the scripts from this https://www.moddb.com/games/freelancer/addons/planetscapes-fixed-for-169-resolutions.
They’re all landing pad scripts, and it crashes as that would be loaded. That has a lot of downloads though and no mention of it.
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Okay thanks. It would have to be a vanilla issue if that were the case. I’m pretty sure I know what was doing it.
It’s my own personal mod so I am using some FX from the Disco mod, specifically a particle FX that they attach to some tradelane rings in nebulas. It replaces the lights with a particle FX, so 16 of them per ring. I added them to the first and last ring in each lane, and also added 12 of them to planetary docking rings.
I think what was happening, and why it was crashing at planets, is that with sometimes 3 tradelanes and a docking ring in that area, it was adding up to 50 or so of these particle FX and the game just can’t cope with it.
I thought it was fine when I used it in the past, but perhaps I was wrong about that, could have been one of the last things I was playing around with before I stopped a couple of years back.