Problem with Texas System
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I think you misunderstood the post entirely. For instance, there is far more going on than you realise. NPCs are worthless without the formations, the ships and their loadouts… which means all the weapons, engines and other files those items are referenced from.
System files are worthless without the same files, as well as the asteroids and other files (yes, an exclusion zone defined in the asteroid file can cause a crash in a system… funnily enough).
What you need is a means of troubleshooting because staring at the code is NOT going to solve the issue. It certainly isn’t going to work just shoving up to 100,000 lines of text for others to look through either. Who has the time?
You need a process of elimination, a means of attempting to find out what it is without staring at line after line after line of completely irrelevant code.
One method is to go through your problem file and comment out every single encounter. This includes patrols and population zones. Do you still crash? If you do, it immediately helps to narrow down the issues…
Infact, I’d just start out with the zone around the Jumpgate.
Assuming Li04 I would start by commenting out this:
[zone]
nickname = Zone_Li04_to_Li01
pos = 12771, 0, -90152
rotate = 0, -159, 0
shape = SPHERE
size = 3000
comment = NY gate
sort = 1
toughness = 3
density = 10
repop_time = 10
max_battle_size = 4
pop_type = jumpgate
relief_time = 15
faction_weight = li_p_grp, 10
faction_weight = co_alg_grp, 10
faction_weight = co_hsp_grp, 10
faction_weight = co_me_grp, 10
faction_weight = co_ni_grp, 10
faction_weight = co_os_grp, 5
faction_weight = co_rs_grp, 10
faction_weight = co_ss_grp, 10
density_restriction = 4, unlawfuls
;encounter = area_defend, 3, 0.060000
;faction = li_p_grp, 1.000000
;encounter = area_armored_prisoner, 3, 0.030000
;faction = li_p_grp, 1.000000
;encounter = area_trade_freighter, 3, 0.110000
;faction = co_hsp_grp, 0.330000
;faction = co_me_grp, 0.330000
;faction = co_ss_grp, 0.330000
;encounter = area_trade_transport, 3, 0.110000
;faction = co_alg_grp, 0.170000
;faction = co_hsp_grp, 0.170000
;faction = co_me_grp, 0.170000
;faction = co_ni_grp, 0.170000
;faction = co_rs_grp, 0.170000
;faction = co_ss_grp, 0.170000
;encounter = area_trade_armored, 3, 0.040000
;faction = co_os_grp, 1.000000Also try commenting out trade lane traffic, patrol paths that converge on the gate etc.
I would also try going to the system via a jumphole or via the gates from other systems too
Still crash? Use OpenSP to put your starting position on a station (preferably not near the gate) and see if you can launch…
Process of elimination means that with a quick bit of use of a text editor you can cut out half of the files. Or more.
IF it is a encounter, you can further narrow it down by simply de-commenting them out one at a time and finding when you crash. Then you know where to look … at what that particular npc ship/loadout combo is, what equipment etc.
It appears that the method of troubleshooting and bug hunting is, if anything, getting worse in the remaining FL community. Stop relying upon spewtext and others, start relying upon some deduction and detective work. It isn’t hard, it’s far quicker, and you learn more about the game
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On a side note I’ve posted about before…
FL spew does NOT get saved if the game crashes, what you are looking at is a previous version of the file. This goes for the server’s spew if it crashes.
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Try using flscan2, pretty freakin good at catching encounter problems.