Game crashes on ship launch
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Here’s the ship’s files, attached to this post. It’s a modified version of Kuze’s Serpent from his ship pack, and I’m thinking something went wrong when I modified and re-exported it.
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Don’t worry about loadouts.ini, it’s not an npc ship problem, the loadout is already in goods.ini
OK - I opened the model OK in hardcmp and in Milkshape, I can’t see anything obvious but I will try a flight tomorrow unless someone can do it for you before me.
I am not sure the following is valid:
nanobot_limit = 0Make it temporarily:
nanobot_limit = 10
shield_battery_limit = 10And a bit more integer cleanup, remove the x.000000’s from these too:
fuse = intermed_damage_smallship01, 0.000000, 625
fuse = intermed_damage_smallship02, 0.000000, 312
fuse = intermed_damage_smallship03, 0.000000, 156It’s just cosmetic.
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The nanobot limit of 0 is indeed valid. Broken Bonds is doing away with hull regens and making shield batteries regen your entire shield. But, you only get one or two. But, the point is, that setting is the same on all our ships, so it shouldn’t be the source of the crash either.
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Erm, have you tried launching with a different ship to rule out system crashes? I don’t mean just launch once and say “yup, working” - launch about a dozen times.
After that, if you’re not sure whether it is your ship - copy and paste that shiparch.ini entry to the bottom of the file, and then use a stock FL ships cmp/mat reference. Obviously comment out the non existent hardpoints HpDI01 or whatever those are, and the counter measure 02.
You could also comment out these on your own entry too…no idea what your cmp file has. Dunno if bad references cause crashes shrugs
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No that’s OK, several mods use other hardpoints including HpEnginexx like this for mounting addon equipment.
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Capt. Morgan:
Your ship model is fine.
I replaced my starting ship with it (.cmp, .mat, .sur) and all is well.
So your problem is elsewhere.
Post up your loadouts.ini entry for the devil too.
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Long shot… but check your shield
check everything its sold with actually… swap stuff out like power and engine’s. I’ve had this before but not for a long time last ship to do this to me was the FA37… i believe that was due to the shield link, it was about 2 years ago so my memory of exactly why has faded…
EDIT:
Woah…
make
addon = LargeWhiteSpecial, HpHeadlight01, 1
into
addon = LargeWhiteSpecial, HpHeadlight, 1
or check the CMP to make sure… most headlights don’t have the “01”
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I’m surprised nobody has mentioned the icon. Looking at the code posted i see the ship uses a custom icon. If that’s not made properly there’s a ctd just waiting to happen. Agree totally with Startrader as well, follow his guidelines for tidying up your code, looks better, runs better, neater
I had a look at the model as well, nothing obvious with the model itself, seems fine actually.
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I’ve assumed all along that the shield is class 2?
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02,
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01That’s:
addon = shield01_mark02_lf, HpShield01, 1But I think it may be a loadout problem, waiting for him to post the loadouts.ini entry for it.
HpHeadLight01 is correct, it’s in the .cmp
Gibbon - Capt.Morgan says the ship appears in the dealer and he can buy it, so isn’t the icon ok (as long as the ship’s picture is correct)?
Can’t remember, can it cause a crash on launch if it’s ok in the dealer?
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There is no loadouts.ini entry for this one. Loadouts.ini looks like it’s intended for NPC ships, which we haven’t included yet. So, there isn’t an entry there for any of our ships. The files it’s in are the ones linked on the first post. The loadout at purchase is in the goods.ini entry.
Also, I’m going to be away from home until probably Saturday evening, so I won’t actually be able to get anything else done with this until then.
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I’m from the same team. Strange thing happened to me yesterday.
After a long time I started the mod and tried to repeat the crash. I don’t remember changing anything before, but this time one of the broken ships undocked without a crash.
That isn’t all, though. I noticed a crazy bug with it. My shield was up as I was being hit by a station. All effects showed a shield hit, but the shield level wouldn’t budge. Hull was getting damaged instead!
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OK maybe it’s time to delete the Freelancer folder and saved games folders, and use a fresh copy of the mod.
I have had annoying things like this, and using a fresh copy fixed it.
Don’t use FLMM to de-activate, just delete the Freelancer folder to get rid of all corruption, and also re-install FLMM.
Use a fresh clean copy of FL and activate the mod into it.
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This is getting silly. I just “reinstalled” FL (deleted the directory and all saves, copied a backup of vanilla installation I always use) and activated the mod again… The same behavior. It undocks OK, hull gets damaged instead of shield. What the hell?
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The same behavior. It undocks OK, hull gets damaged instead of shield. What the hell?
I’ve had this problem before where there is a .vms name that is the same with both ships. As a result, the game will cause this error. Make sure that none of your .cmps are sharing similar .vms names.
Might be the issue here.
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Capt. Morgan have you edited your FL ID files at all?
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Good pointer Sushi - the devil’s lod 0 vms node is called “Group1.lod0.vms”
I bet there are other ships in that mod with this name!
I don’t have that in my mod so there’s no conflict.
As a guide, I call mine “ships.(shipgroupfolder).(shipfolder).(shipname).lod0.vms”
OK guys - over to you!
Let us know what you find after you fix this ship.
You may have trouble finding the other ship that is conflicting, it is probably spawned outside your base in an NPC encounter as soon as you launch.
You mentioned there were 2 ships causing this, check the other one too.
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That seems to have been the problem, at least with the Devil. I re-exported it, hardpointed it again, and it worked like a charm. We’ll find out if that’s the problem with the other one, and let you know.
EDIT: Yep, that was the problem with both. Time to move on to debugging the ships. Thanks yet again!
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No, hold on - you still have other ship(s) with the same node name, this is why the devil (and the other ship) crashed on launch - one of the other ships that is spawned in an encounter outside your base. You need to find it, and there may be others. Sloppy modelling.