Crash Offsets
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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.
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0x001eea48 , this error happens on a Freelancer that uses the custom dll EquipmentModifications.dll. Exactly if you use total_projectiles_per_fire and time_between_multiple_projectiles keys on a missile weapon. If this weapon is firing a missile and you leave the system or go far enough for it to despawn before the missile explodes, the game crashes
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@josbyte Do you have the modules for these crashes? I’m looking to do a pass and update the offsets page as I’ve been a bit behind, but can’t add any of the latest few you’ve listed unless I know which DLL these crashes occurred in!
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@josbyte said in Crash Offsets:
0x001eea48 , this error happens on a Freelancer that uses the custom dll EquipmentModifications.dll. Exactly if you use total_projectiles_per_fire and time_between_multiple_projectiles keys on a missile weapon. If this weapon is firing a missile and you leave the system or go far enough for it to despawn before the missile explodes, the game crashes
I probably won’t add this one specifically. EquipmentModifications is being actively developed (and will soon be deprecated sompletely), so these offsets will probably not be consistent. The hook has been made for use with a specific mod, so you sort of use it at your own risk of crashing as well!
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@IrateRedKite sorry i always forget
0x0007e244 -> Freelancer.exe
0x0005da50 -> Common.dll
0x00012f1e -> Shading.dll
0x000f7bf2 -> Content.dll
0x0005d9d4 -> Common.dll -
@josbyte Sorry for the delay getting these online! The wiki has now been updated with the new offsets.