Base that kill a game
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Players that come close to one base in moment it start to shoot get CTD. Either on Win7 or XP watching it from distance greater than 1 K they are safe. Possible the issue is sound that is heard?
Here is the Event crash report:Faulting application name: Freelancer.exe, version: 6.66.0.0, time stamp: 0x00534d69 Faulting module name: Freelancer.exe, version: 6.66.0.0, time stamp: 0x00534d69 Exception code: 0xc0000005 Fault offset: 0x000f7a90 Faulting process id: 0x480 Faulting application start time: 0x01cc196e9ba458e5 Faulting application path: C:\Program Files\Microsoft Games\Freelancer\EXE\Freelancer.exe Faulting module path: C:\Program Files\Microsoft Games\Freelancer\EXE\Freelancer.exe Report Id: f3635973-8562-11e0-870d-5cac4ccc611b
If someone is interested with solving the error I can provide more details of particular base.
Help, please. -
vanilla base?
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Strange thing. With striping all defence from it the CTD doesn’t happen. Enabling any Turret (one, two or all) the crash is present.
Yea, its a vanilla base - Battleship Essex in Dublin.br05.ini
[Object] nickname = Br05_04 ids_name = 196684 pos = 18589, 0, -6495 Archetype = b_battleship ids_info = 65591 dock_with = Br05_04_Base reputation = br_n_grp behavior = NOTHING voice = atc_leg_f01 space_costume = ge_female1_head, br_female_elite_body difficulty_level = 8 loadout = br_battleship_br_01 pilot = pilot_solar_hardest
loadouts_special.ini
[Loadout] nickname = br_battleship_br_01 archetype = br_battleship equip = infinite_power equip = ge_s_scanner_02 equip = ge_s_tractor_01 equip = ge_bb_engine_01 equip = sfx_rumble_battleship ;equip = br_battleship_turret01, HpTurret_B1_01 ;equip = br_battleship_turret01, HpTurret_B1_02 ;equip = br_battleship_turret01, HpTurret_B1_03 ;equip = br_battleship_turret02, HpTurret_B2_01 ;equip = br_battleship_turret02, HpTurret_B2_02 ;equip = br_battleship_turret02, HpTurret_B2_03 ;equip = br_battleship_turret02, HpTurret_B2_04 ;equip = br_battleship_flak_turret01, HpTurret_B4_01 ;equip = br_battleship_flak_turret01, HpTurret_B4_02 ;equip = br_battleship_turret04, HpTurret_B4_03 ;equip = br_battleship_turret04, HpTurret_B4_04 ;equip = br_battleship_turret04, HpTurret_B4_05 equip = SlowLargeRed, HpRunningLight19 equip = SlowLargeRed, HpRunningLight20 equip = SlowLargeRed, HpRunningLight09 equip = SlowLargeRed, HpRunningLight10 equip = SlowLargeRed, HpRunningLight11 equip = SlowLargeRed, HpRunningLight05 equip = LargeWhiteSpecial, HpHeadLight01
weapon_equip.ini
[Munition] nickname = br_battleship_turret01_ammo hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 8400 energy_damage = 0 one_shot_sound = fire_capship_forward_gun munition_hit_effect = br_capgun_01_impact const_effect = br_gunboat_maingun lifetime = 0.900000 force_gun_ori = false mass = 1 volume = 0.000100 [Gun] nickname = br_battleship_turret01 ids_name = 263409 ids_info = 526345 DA_archetype = equipment\models\turret\br_turret01.cmp material_library = equipment\models\br_turret.mat HP_child = HPConnect hit_pts = 10576 explosion_resistance = 1.000000 debris_type = debris_turret_huge parent_impulse = 20 child_impulse = 80 volume = 0 mass = 10 damage_per_fire = 0 power_usage = 100 refire_delay = 2.000000 hp_gun_type = hp_turret_special_10 hp_mount_group = BR_BATTLESHIP_EQUIPMENT muzzle_velocity = 1222.199951 toughness = 1.000000 flash_particle_name = br_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_battleship_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 90 lootable = false [LOD] obj = Root LODranges = 0, 1200 [LOD] obj = barrel LODranges = 0, 700 [Munition] nickname = br_battleship_turret02_ammo hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 4000 energy_damage = 0 one_shot_sound = fire_capship munition_hit_effect = br_capgun_01_impact const_effect = br_capgun_01_proj lifetime = 0.900000 force_gun_ori = false mass = 1 volume = 0.000100 [Gun] nickname = br_battleship_turret02 ids_name = 263410 ids_info = 526346 DA_archetype = equipment\models\turret\br_turret02.cmp material_library = equipment\models\br_turret.mat HP_child = HPConnect hit_pts = 10576 explosion_resistance = 1.000000 debris_type = debris_turret_large parent_impulse = 20 child_impulse = 80 volume = 0 mass = 10 damage_per_fire = 0 power_usage = 150 refire_delay = 1.000000 hp_gun_type = hp_turret_special_9 hp_mount_group = BR_BATTLESHIP_EQUIPMENT muzzle_velocity = 1222.199951 toughness = 1.000000 flash_particle_name = br_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_battleship_turret02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 90 lootable = false [LOD] obj = Root LODranges = 0, 1000 [LOD] obj = barrel LODranges = 0, 600 [Motor] nickname = br_battleship_flak_turret01_motor lifetime = 1 accel = 166.666702 delay = 0 [Explosion] nickname = br_battleship_flak_turret01_explosion effect = br_flakcannon01_impact lifetime = 0.000000, 0.000000 process = disappear strength = 100 radius = 2 hull_damage = 102 energy_damage = 0 impulse = 0 [Munition] nickname = br_battleship_flak_turret01_ammo explosion_arch = br_battleship_flak_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = fire_capship detonation_dist = 0.500000 lifetime = 5 Motor = br_battleship_flak_turret01_motor force_gun_ori = false const_effect = br_flakcannon01_proj HP_trail_parent = HPExhaust seeker = DUMB DA_archetype = equipment\models\weapons\li_rad_missile.3db material_library = equipment\models\li_equip.mat mass = 1 volume = 0.000100 [Gun] nickname = br_battleship_flak_turret01 ids_name = 263413 ids_info = 264413 DA_archetype = equipment\models\turret\br_turret04b.cmp material_library = equipment\models\br_turret.mat HP_child = HPConnect hit_pts = 6576 explosion_resistance = 1.000000 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 50.000000 mass = 10 damage_per_fire = 0 power_usage = 0 refire_delay = 0.500000 muzzle_velocity = 83.300003 toughness = 2.000000 flash_particle_name = br_flakcannon01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_battleship_flak_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 90 lootable = false [LOD] obj = Root LODranges = 0, 400 [LOD] obj = barrel LODranges = 0, 500 [Munition] nickname = br_battleship_turret04_ammo hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 833 energy_damage = 0 one_shot_sound = fire_capship munition_hit_effect = br_capgun_01_impact const_effect = br_capgun_01_proj lifetime = 0.900000 force_gun_ori = false mass = 1 volume = 0.000100 [Gun] nickname = br_battleship_turret04 ids_name = 263412 ids_info = 526347 DA_archetype = equipment\models\turret\br_turret04.cmp material_library = equipment\models\br_turret.mat HP_child = HPConnect hit_pts = 10576 explosion_resistance = 1.000000 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 0 mass = 10 damage_per_fire = 0 power_usage = 25 refire_delay = 0.330000 hp_gun_type = hp_turret_special_8 hp_mount_group = BR_BATTLESHIP_EQUIPMENT muzzle_velocity = 1222.199951 toughness = 1.000000 flash_particle_name = br_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_battleship_turret04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 90 lootable = false [LOD] obj = Root LODranges = 0, 400 [LOD] obj = barrel LODranges = 0, 500
light_equip.ini
[Light] nickname = SlowLargeRed inherit = LargeRed avg_delay = 2 blink_duration = 3 [Light] nickname = LargeWhiteSpecial glow_color = 255, 255, 255 color = 155, 155, 155 bulb_size = 0.700000 glow_size = 4.000000 flare_cone = 30, 0
Thanks for interests and help
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There was an issue in the past with Battleship Essex and gunboats…
I want to say it was fixed by changing the gunboats to fighters or something…
After looking at my notes it seems the issue was at Battleship Norfolk, not Essex. It was fixed by changing the encounter formation in area_gunboats.ini from
ship_by_class = 1, 1, sc_gunboats to sc_fighters.
I doubt that will fix your problem though as you state by removing the guns from the station, your problem went away. My guess is that it’s sound related as previously mentioned.
One other thing, has the ammo been messed with?
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adoxa wrote:
Testing the vanilla (JFLP) version in SP seems to work fine. I changed the power & refire_rate of the weapons and added the hp_type and hp_mount_group (what’s that?) and it still worked. Nothing in the spew?hp_type and hp_mount_group are references FLAC uses to classify weapons to a root. For example, using that feature FLAC prevents battleship guns from being mounted on bases, or base guns being mounted on fighters, etc.
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Everything looks vanilla with minor settings changes to hit points and damage.
That leaves the FLAC adjustments…
Are you sure you have those set properly?
For example, the guns are set to BR_BATTLESHIP_EQUIPMENT, but the base is not.
I don’t recall without going back to the FLAC site if those settings are for player ships or everything.
Try rem’ing out the flac lines in the guns and see if they work then.
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Yes the original codes are from mod run on FLAC which I left to stay if any further development of it need to run again. The problem is now solved commenting those lines from GUN section.
Also that type of ship is flyable in a mod.
Still I’m confused why the other station - Battleship Hood didn’t made problems?
br05.ini[Object] nickname = Br05_01 ids_name = 196681 pos = -5000, 0, -12461 rotate = 0, -40, 0 Archetype = b_battleship ids_info = 65593 base = Br05_01_Base dock_with = Br05_01_Base reputation = gd_im_grp behavior = NOTHING voice = atc_leg_m01 space_costume = pl_male3_head, sh_male1_body difficulty_level = 8 loadout = br_battleship_co_01 pilot = pilot_solar_hardest
loadouts_special.ini
[Loadout] nickname = br_battleship_co_01 archetype = br_battleship equip = infinite_power equip = ge_s_scanner_02 equip = ge_s_tractor_01 equip = ge_bb_engine_01 equip = sfx_rumble_battleship equip = br_battleship_turret01, HpTurret_B1_01 equip = br_battleship_turret01, HpTurret_B1_02 equip = br_battleship_turret01, HpTurret_B1_03 equip = br_battleship_turret02, HpTurret_B2_01 equip = br_battleship_turret02, HpTurret_B2_02 equip = br_battleship_turret02, HpTurret_B2_03 equip = br_battleship_turret02, HpTurret_B2_04 equip = br_battleship_flak_turret01, HpTurret_B4_01 equip = br_battleship_flak_turret01, HpTurret_B4_02 equip = br_battleship_turret04, HpTurret_B4_03 equip = br_battleship_turret04, HpTurret_B4_04 equip = br_battleship_turret04, HpTurret_B4_05 equip = SlowLargeRed, HpRunningLight19 equip = SlowLargeRed, HpRunningLight20 equip = SlowLargeRed, HpRunningLight09 equip = SlowLargeRed, HpRunningLight10 equip = SlowLargeRed, HpRunningLight11 equip = SlowLargeRed, HpRunningLight05 equip = LargeWhiteSpecial, HpHeadLight01
Its a same loadout with dif. name? :roll:
Anyway - the defence is back without further crashes.Thanks all!
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Battleship Essex? If your client side files for it differ from the server youll get a CTD. Check that both are the same?
crawls back in hole
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Sadly, the mystery is still present.
The missing Base line is by default and same custom made base that has that line also crashes FL.
Running FL with server side modification also crashes.Scenario is that it happens in random times, but usually after 1-2 npc respawns that are hostile for him.
Also on server side I have this modification:
<data file="data\equipment\weapon_equip.ini" method="sectionreplace">[Explosion] nickname = br_battleship_flak_turret01_explosion <dest>hull_damage = 102</dest> <source> hull_damage = 3020</data> <data file="data\equipment\weapon_equip.ini" method="sectionreplace">[Gun] nickname = br_battleship_flak_turret01 <dest>refire_delay = 0.500000</dest> <source> refire_delay = 0.250000</data> ```Investigation continues. No rush.
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Honestly, unsure - you mean the weapons are removed and it’s still crashing? The weapons are back and it’s crashing? You’ve removed any NPC’s from the area and it is still crashing - or if you remove them and it doesn’t, does it crash when you shoot the base til it turns hostile and shoots on you (if weapons are there).
There isn’t much to go on… the mod, the changes, what’s running, what you’ve tried in order to rule it out.
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I’ve had issues in the past that were caused by too many activation/deactivations of development mods. The solution was to uninstall FL, reinstall it, and resume work then.
As Chips has told me in the past, get it working properly (vanilla), and then implement your mod edits one (or a few) at a time until the crash resumes. The last one is your culprit (usually).
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Don’t forget to check the spew (Documents and Settings_User_\Local Settings\Application Data\FLSpew.txt) and server log (C:\fl-server-errors.log). You could use Flunhash (which also needs CreateID, both on my site) to automatically translate hash codes to nicknames. (You should use the command line to run createid -s to create the database, but you should then be able to just drop the spew on flunhash and open the resulting FLSpew.txt.txt.)
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Funny thing is that mostly when base starts to shoot in player direction the crash happens.
Server hosted on XP - Client test on Win7
Here is few FLSpew errors:E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[ge_s_tractor_01] not supported/equippable! E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[ge_lnr_engine_01] not supported/equippable! E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[ge_s_tractor_01] not supported/equippable! E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[ge_bb_engine_01] not supported/equippable! E:\FL\Scratch\Source\Client\Space\HUD_Comm.cpp(792) : *** WARNING: invalid MSG id (2872373696) for voice profile (atc_leg_f01) ... and bunch of C:\work\builds\dalibs\dalibs-build\build\Src\WavLib\wavlib.cpp(32) : ERROR:General:StreamingSound: missing MP3 codec? ```For MP3 fix, I saw on your site a codec. I think I not screwed mod with coding, cose it has run for more than 6 years without this issue. In any case I attached FLSpew that was clear before login a char that sits near base and after 3-4 patrols killed by base, one shoot was towards me and a CTD finish. Finally for **fl-server-errors.log** only one that shows, now I can know what is the answer for my [question](http://the-starport.net/freelancer/forum/viewtopic.php?post_id=34755#forumpost34755) !
1: E:\FL\Scratch\Source\Common\CSolar.cpp(109) : *** ERROR: St02_lair_1 is dockable, but doesn’t have a valid base or system to go to
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E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[ge_s_tractor_01] not supported/equippable! E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[ge_lnr_engine_01] not supported/equippable! E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[ge_s_tractor_01] not supported/equippable! E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[ge_bb_engine_01] not supported/equippable!
Those are “standard” errors for battleship bases.
E:\FL\Scratch\Source\Client\Space\HUD_Comm.cpp(792) : *** WARNING: invalid MSG id (2872373696) for voice profile (atc_leg_f01)
And that is a standard error for a custom base (gcs_refer_base__BASE_- in DATA\AUDIO\voices*.ini).