Help needed Error checking my MOD (German)
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Allready tried all the Error checkers that I was able to find.
With CRC tool i mam able to find some of these issues but I dont know how to fix them… (like the jumpgate effects… maybe its because of the display time = 0 ???)
Most of the Errors dont occur ALL the time and some do like the invalid voicemessage…
here are some of the FLSPEW-Errors:WARNING: Unknown camera type? (ChaseCamera)
WARNING: Voice message 2351700488 is invalid for voice 3073825485
E:\FL\Scratch\Source\Client\cmn\SoundArch.cpp(360) :
WARNING: unknown Sound archetype ‘0x0’
E:\FL\Scratch\Source\Client\Space\JumpEffect.cpp(300) :
WARNING: jump gate effect number (0) named (0x0) did not create.
E:\FL\Scratch\Source\Client\Space\JumpEffect.cpp(300) :
WARNING: jump gate effect number (1) named (0x0) did not create.
cmn\ShapeDB.h(242)
WARNING: ShapeDB: unable to find shape ‘’
cmn\ShapeDB.h(242)
WARNING: invalid MSG id (2684724226) for voice profile (0xa2c8870d)
E:\FL\Scratch\Source\Client\space\StarSys.cpp(716)
WARNING:General:Sc_FMHEAD_MOTION_WALLA_CASL_000LV_XA_% failed to map JOINT (parent: Head01, child: B_Top Lip) channel.C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Anim\Anim.cpp(757)
and so on… and so… and so on
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THX Adoxa… helped a lot !
…but …there is one more thing that bugs me like hell:
Some of my commodities (in fact: a lot of them) apear on
ALL"base-infocards" (marked visited Base in game and F9) as for
the base buyable commodities, even if they are not explicit anounced in the market ini-file.
Changing the IDS to another range in order to get them out of my “MOD.DLL” doesnt fix this problem… :-(( -
Thanks a lot adoxa… I am very grateful for your help.
As far as I can see in this Forum you are a real FL-wizard.…appreciated and many greetings to you in “down under”
I realized another error lately:
The minefield i made worked and suddenly I realize that the mines
doesnt do damage anymore even when they explode close to the ship…
Very strange cos they WORKED in the past…Any clue?
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Not really. If you can see the mines, I guess the [Asteroids] section and its file are okay. You’ll have to check what type of asteroid you have (from the asteroid file); its definition in DATA\SOLAR\asteroidarch.ini; and its explosion in DATA\FX\explosions.ini. Sure you’re ship is just not noticing the damage?
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Thats the point… tested several ships and everywhere the same effect
even with weak shields and Starflier ship.
Very strange thou… cos it worked fine a view weaks ago…
The ship is NOT noticing the damage…
Maybe a FLHOOK issue or some of my commodities_info with
volume = 0 that I ve added to display some Text to the Pilot in Cargo… or…
I dont know folks… this is so anoying… -
Nope… just added a path inside the field inside the minefield (theres a Base inside)
with cargo-scanning patrols.
But even outside the minefield the mines explode but do NO DAMGE !Thats what I found in explosion_ini:
effect = gf_explosion_smallship04, 0.000000 -
FLSpew.txt is always logged; you need a patch to disable it. It’s located at %USERPROFILE%\Local Settings\Application Data\Freelancer\FLSpew.txt (on XP, anyway). A custom log file can be created by changing the log values in EXE\freelancer.ini.
Taking Zone-21 as an example, we have:
UNIVERSE\SYSTEMS\LI01\li01.ini
file = solar\asteroids\Li01_zone21_mine_field.iniSOLAR\ASTEROIDS\li01_zone_21mine_field.ini
asteroid = mine_spike1, -0.9, 0, 0.05, 110, 0, 10, mineSOLAR\asteroidarch.ini
nickname = mine_spike1
explosion_arch = explosion_large_mineFX\explosions.ini
nickname = explosion_large_mine
radius = 200
hull_damage = 40000If you’re not taking damage, I guess something along this chain is broken.
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Have finally found the error:
I did change the value
[ShieldEquipConsts]
HULL_DAMAGE_FACTOR = 0 in constants.ini and had the shield
damage of all the weapons redone manually.
Since there is no energy-damage-value in explosions.ini…
so… I just added one for all explosions with hull_damage and everything is fine !!!I am glad to have you folks here to help me with hinds.
Adoxa seems to be the magic in person afaic see here.
Thanx AGAIN !!!
Greetings -
Question:
How can I define an extra HP in ships. ini for a mountable “Token”
without making it a HP for Thrusters, Shields, Armor, Scanners,
Power supplies,.Tractors or Weapons since I allready use all these types of HP
for equipment and don´t want to enable players to mount
2 Power supplies for example…
Think you folks know what i mean… hope soEdit:
I did these Tokens as commodities to work as access_code to dock via FLHook.
The downside is: you loose em when you die. thats why i ask you for
a solution to this Problem. -
as cargopods would be nice…
where do they show up for the player and will they still
be there after you died?And… may I ask you for an example how to do this?
Or… is it possible to exclude some commodities from death
penalty in MP ? Maybe with something like FLHOOK ?
or…is it just a brainfart
I know… I am kind of ridiculous compared to other modders…