HELP! Repeated tradelane crash at first gate goin from LD-14
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I tried what you suggested and replaced the Br04.ini with a sdk 1.3 one. and guess what no crash! this is great now i know the bug is located in the Br04.ini……
Then i checked out the differences between the two inis using a great program called WinMerge that bullwinkle suggrested to me.
now my Modded Br04.ini contains modded giant planets, so i brought in all differences from the working sdk ini to my modded one…except the planets
…and got a Crash…ok…this means it must be the modded giant planets…however i use these in many other system with no problemos…so it must be the relationship between the modded planets and the rest of the modded ini…
Im going hunting for popzone/modded planet overlaps!
…brb
Zoning in…Vital you got something, i took out all patrol paths and guess what …no crash…
Been loading them back in faction by faction, these guys are causing the crash:
[zone]
nickname = Zone_Br04_path_police1_1
pos = 23878, 0, 8133
rotate = 90, 24, 180
shape = CYLINDER
size = 750, 63523
sort = 99
toughness = 6
density = 3
repop_time = 90
max_battle_size = 4
pop_type = lane_patrol
relief_time = 30
path_label = police1, 1
usage = patrol
mission_eligible = true
faction_weight = br_p_grp, 10
density_restriction = 1, patroller
density_restriction = 1, police_patroller
density_restriction = 1, pirate_patroller
density_restriction = 4, lawfuls
density_restriction = 4, unlawfuls
encounter = patrolp_gov_patrol, 6, 0.330000
faction = br_p_grp, 1.000000[zone]
nickname = Zone_Br04_path_police2_1
pos = 6329, 0, 61226
rotate = -90, -11, 0
shape = CYLINDER
size = 750, 58604
sort = 99
toughness = 6
density = 3
repop_time = 90
max_battle_size = 4
pop_type = lane_patrol
relief_time = 30
path_label = police2, 1
usage = patrol
mission_eligible = true
faction_weight = br_p_grp, 10
density_restriction = 1, patroller
density_restriction = 1, police_patroller
density_restriction = 1, pirate_patroller
density_restriction = 4, lawfuls
density_restriction = 4, unlawfuls
encounter = patrolp_gov_patrol, 6, 0.330000
faction = br_p_grp, 1.000000[zone]
nickname = Zone_Br04_path_police3_1
pos = -38500, 0, 34557
rotate = 90, -88, 180
shape = CYLINDER
size = 750, 102837
sort = 99
toughness = 6
density = 3
repop_time = 90
max_battle_size = 4
pop_type = lane_patrol
relief_time = 30
path_label = police3, 1
usage = patrol
mission_eligible = true
faction_weight = br_p_grp, 10
density_restriction = 1, patroller
density_restriction = 1, police_patroller
density_restriction = 1, pirate_patroller
density_restriction = 4, lawfuls
density_restriction = 4, unlawfuls
encounter = patrolp_gov_patrol, 6, 0.330000
faction = br_p_grp, 1.000000Why exactly? im not sure but it definitely is related to the new giant planets……
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This is probaly the same thing i get get near LD-14… & many other places as well… that are near a patrol path of some kind
Really… We need a new SDK… one that actualy takes into account all the things we’ve found over the past 2 years (like this) & is clean & somewhat more stable. I for one am quite sick of tracking down bugs in the vanilla code… hence my little “break” atm.
Ras… your probably the 100,000,000th person to be bitten by this m8
Maybe something for Adoxa to take onboard for the next JFLP (if there is one?.. don’t make me beg man… lol)Best of luck Ras
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When you made your planets and positioned them vertically too, did you move the tradelanes and tradelane zones and patrol paths too?
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definately, yes. if you have a patrol that has to dock with a certain base, the base must be at least quite near to the path. except for npc’s the entries of a system are independent from each other. another problem could therefore be within e.g. your solararch.ini or the sph itself. maybe planet leeds, as it is not used in any other system (if im right). however, remember or note down everything you try out and every change. makes work much faster
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In Order to find out weather your crash is patrol_path behavior related:
Step 1:
raise this constant(2-4 times or more):25000000f in content.dll, 0x??????, 0x1195D4 = square of the distance from the end of the patrol_path to the object over which patrol_path NPCs won't dock with it (so far tested only with jumpgates; raising this may prevent PP crashes?)
still crashes(make no less than 10 tests)?
Step 2:
Comment out all of your encounters that use patrol_path behavior.No crashes? Check everything that is related to your patrol_path behavior encounters.
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Vital wrote:
In Order to find out weather your crash is patrol_path behavior related:
Step 1:
…
Step 2:Nice tests, Vital!
.