FL Client Error Log Reader?
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This has been a pet peeve of mine for a long time now. When I go to test for bugs, I see no errors come up on the flserver command screen. But when I go look into the flspew or FL client error log there are a number of errors. The issue is, for the most part, all the numbers and names absolutely mean nothing to me and I can’t correct the error the game is getting pissy about.
Hence, I’m asking is there someone out there that knows how to decipher this? Or, better yet, can make a program, similar to the CRC tool, that allows us to figure out what the engine is complaining about?
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rem initial step to create the database createid -sh rem use the database to translate hashes to nicknames (or descriptions) flunhash flspew.txt | more ```You should use the command line for [CreateID](http://adoxa.110mb.com/freelancer/createid.zip), but after that you should be able to just drop flspew.txt on [Flunhash](http://adoxa.110mb.com/freelancer/flunhash.zip), then view the resulting flspew.txt.txt.
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Awesome. I was able to find some new bugs and now can fix them. That being said, how would I go about finding the fixes for these types of errors?
C:\work\builds\dalibs\dalibs-build\build\Src\RendComp\VMesh\VMPartArch.cpp(697) : NOTICE:General: VMESH: couldnt find material 3859000974 C:\work\builds\dalibs\dalibs-build\build\Src\RendComp\VMesh\VMPartArch.cpp(697) : NOTICE:General: VMESH: couldnt find material 4085157495
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CreateID only works on the ini files; you’ll still have to run materials through CRCTool. Of course, if they really don’t exist, that won’t help either (the first doesn’t in vanilla; the second is shield_1). Hm, one way might be to run everything through XML Project, then search the files for 0x, to find which meshes weren’t decoded. That should at least tell you the which model is using the material.