Thinking Caps on for the summer
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Ok this may become a regular spot for all you experts as I need some mentoring
We have inherited an established mod and are having to debug and move it on. So we are trying to get my head round how all of FL works, so what happens is, spend a few hours looking for answer, changing things then come to the experts. For clues and/or help.
This happens on loading FLserver before FL is started. Nice big red errors, 20 identical.
NOTICE:General:ENGINE::load_engine_components: aggregation of ‘RenderManager’ [] returned [OK]
E:\FL\Scratch\Source\Server\gf\pubGF.cpp(120) : *** ERROR: Cannot find bodypart -
Is this a mod with added ships? Looks to me that there is something missing from a SUR file on the new ship.
Tho this is new to me as well. -
Looks more like missing body parts to me…
check your mbase.ini in data\missions
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I’d go character bodyparts as well, mbase or even bodyparts.ini in the CHARACTERS folder
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Incorrect form of an npc character body.
So, what Gibbon says is best bet to start. Also make sure nothing dumb has been done to trent and his body structure. -
Tunicle where in game are you when this happens, in space or on a base, knowing which will help narrow the possibilities.
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HI
Not in game at all, this is the FLserver error we get when you start FLserver.We have a number, I thought I would start at the beginning
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In console view, how far down the list of green entries do you get before that error starts.
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Quite a way (in yellow as green did not show well on board, green in console)
Loading initial data…
C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(1111) : NOTICE:General:Current DACOM.DLL version: 1.11.173
C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(1112) : NOTICE:General: Compiled against version: 1.11.173
C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(852) : NOTICE:General:DACOM: initialize: dllpath: ‘C:\Program Files\Microsoft Games\test\EXE’
C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(880) : NOTICE:General:DACOM: initialize: Loading DLL’s from [libraries] group.
C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(618) : NOTICE:General:DACOM: AddLibrary: DLL ‘C:\Program Files\Microsoft Games\test\EXE\readfile.dll’ [1.11.173]
C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(618) : NOTICE:General:DACOM: AddLibrary: DLL ‘C:\Program Files\Microsoft Games\test\EXE\engbase.dll’ [1.11.173]
C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(618) : NOTICE:General:DACOM: AddLibrary: DLL ‘C:\Program Files\Microsoft Games\test\EXE\x86math.dll’ [1.11.173]
C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(618) : NOTICE:General:DACOM: AddLibrary: DLL ‘C:\Program Files\Microsoft Games\test\EXE\rendcomp.dll’ [1.11.173]
C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(618) : NOTICE:General:DACOM: AddLibrary: DLL ‘C:\Program Files\Microsoft Games\test\EXE\system.dll’ [1.11.173]
C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(618) : NOTICE:General:DACOM: AddLibrary: DLL ‘C:\Program Files\Microsoft Games\test\EXE\Thorn.dll’ [1.11.173]
C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(618) : NOTICE:General:DACOM: AddLibrary: DLL ‘C:\Program Files\Microsoft Games\test\EXE\DebugLib.dll’ [1.11.173]
C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(618) : NOTICE:General:DACOM: AddLibrary: DLL ‘C:\Program Files\Microsoft Games\test\EXE\rp8.dll’ [1.11.173]
C:\work\builds\dalibs\dalibs-build\build\Src\DACOM\Dacom.cpp(618) : NOTICE:General:DACOM: AddLibrary: DLL ‘C:\Program Files\Microsoft Games\test\EXE\shading.dll’ [1.11.173]
C:\work\builds\dalibs\dalibs-build\build\Src\RenderPipeline\DX8\rp_dx8.cpp(763) : NOTICE:General:RenderPipeline
C:\work\builds\dalibs\dalibs-build\build\Src\System\SysContainer.cpp(291) : NOTICE:General:SystemContainer: LoadSystemComponents: Loading ‘DirectX8’ [] returned [OK]
C:\work\builds\dalibs\dalibs-build\build\Src\System\SysContainer.cpp(291) : NOTICE:General:SystemContainer: LoadSystemComponents: Loading ‘MaterialLibrary’ [] returned [OK]
C:\work\builds\dalibs\dalibs-build\build\Src\System\SysContainer.cpp(291) : NOTICE:General:SystemContainer: LoadSystemComponents: Loading ‘TextureLibrary’ [] returned [OK]
C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Engine\engine.cpp(508) : NOTICE:General:ENGINE::load_engine_components: aggregation of ‘Animation’ [] returned [OK]
C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Engine\engine.cpp(508) : NOTICE:General:ENGINE::load_engine_components: aggregation of ‘Hardpoint’ [] returned [OK]
C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Engine\engine.cpp(508) : NOTICE:General:ENGINE::load_engine_components: aggregation of ‘RenderManager’ [] returned [OK]
E:\FL\Scratch\Source\Server\gf\pubGF.cpp(120) : *** ERROR: Cannot find bodypart
followed by 19 other identical ones
then
Starting logic thread…
Server running, ready for log in.
Connecting to list server…
Established connection to list server…
Sending game information to list server… -
Okay scratch that, I’ve managed to create the errors and it looks like it could be bodies after all
E:\FL\Scratch\Source\Server\gf\pubGF.cpp(120) : *** ERROR: Cannot find bodypart li_captain_head
However every one that I got has the body nickname at the end, any chance you have bodies without nicknames in the INIs
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Thanks for the help/tip I have narrowed it to the faction_prop.ini
Now to scrutinize that
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just narrowed it down to that myself, it means you have 20 missing heads or bodies in that file.
space_costume = li_captain_head, , comm_ge_generic2
something like that points at the two commas “, ,”
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4 entries with the same 5 lines are the problem
space_costume = , robot_body_a
space_costume = , robot_body_b
space_costume = , robot_body_c
space_costume = , robot_body_d
space_costume = , robot_body_e -
4 entries with the same 5 lines are the problem
space_costume = , robot_body_a
space_costume = , robot_body_b
space_costume = , robot_body_c
space_costume = , robot_body_d
space_costume = , robot_body_eHmm, old issue. Try putting a 0 or something infront? Someone solved it, and I note some of my old docks have a 0 infront of them instead of being blank?
space_costume = 0, robot_body_e
No idea, it’s been some years since I looked at the files.
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wrong way around Chips, FLE added that 0 to the docking characters and FL keeps spitting out errors because of it, it should read “space_costume = , robot_body_?” as that’s how they are in vanilla. Unfortunately this is the faction_prop.ini and robots just do not belong in it, I’ve tried all manner of combinations with the same result ERROR: Cannot find bodypart .
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Just thought I’d pitch in here - I managed to get robot bodies in space working using the following:
space_costume = robot_body_a, robot_body_a space_costume = robot_body_b, robot_body_b space_costume = robot_body_c, robot_body_c space_costume = robot_body_d, robot_body_d space_costume = robot_body_e, robot_body_e ```This required me to copy the [Body] entries of the robots in bodyparts.ini to [Head] entries, for example:
[Body]
nickname = robot_body_A
mesh = characters\bodies\robot_body_A.dfm[Head]
nickname = robot_body_A
mesh = characters\bodies\robot_body_A.dfm -
Hi, again
thanks for all the help, yes I added a head entry and it seemed to workIt also seemed ok when I changed space_costume to base_appr, it didn’t generate error in FLserver or FLSpew and I didn’t notice any problems in game. Is this a workable solution?
Noticed a no_head entry in 2 mission file
no_head, robot_body_a but couldn’t get it to work, any ideas? -
Well after more testing I can find nothing amiss with
changing the space_costume into base_appr
which solves the error that has apparently, according to the TLR archive, been in the mod since December 2003, so thank you all for helping. ;D
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Huh, base_appr still gives the costume to in-space NPCs, huh? Neato, I’ll have to try it out. What’d you have, “base_appr = , robot_body_a” ?
5/23