Crash Offsets
-
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.
-
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.
-
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.
-
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