Freelancer Path Generator
-
No complaints here Chips, very many thanks for the utility, it solved my problems.
All the best pal.
-
Hmm, what a difference some boredom and old code makes.
I’ve made a change or two to include a warning regards to paths being greater than 10 in length.Question is - would people like this as an option or just a warning?
Option:- It will just alert you but write out the path and continue.
- It will alert you, but it will not write out the path, and continue.
Additionally, is it right that this issue only affects legal paths, and only if they’re longer than 10 system connections in length? As it writes extremely fast, you’ll basically only see it in the errors window that pops up (if any errors were encountered) at the end of its run.
Oh, Merry Xmas too
-
i guess if you get a warning about paths you still should be able to remove the damaged path manually so a warning would be enough
but ive a different question about the path calculation
if you want to go from A to D… which path would be created (over B or C?) or how does that tool decide between possible paths
I dont assume that it would create 2 paths leading to D coz that would crash the game -
i guess if you get a warning about paths you still should be able to remove the damaged path manually so a warning would be enough
but ive a different question about the path calculation
if you want to go from A to D… which path would be created (over B or C?) or how does that tool decide between possible paths
I dont assume that it would create 2 paths leading to D coz that would crash the gameIt’ll create only one path for sure
Which will it choose? Simply down to which order is in the files I think… but it will select A, B, D (for example) and every path going through these (ie if there was an E beyond D) should similarly select A, B, D, E.
I just ran a quick check - these are the paths generated where FL has this type of circumstance.
So plotting from Liberty to Kusari, two possibles on the pathway…li01, li03, iw06, ku02, ku01, ku03
li03, iw06, ku02, ku01, ku03
li02, li01, li03, iw06, ku02, ku01, ku03ku03, ku01, ku02, iw06, li03
ku03, ku01, ku02, iw06, li03, li01
ku03, ku01, ku02, iw06, li03, li01, li02On the return it’s plotting the exact same path in the event that this may cause an issue.
So testing again, going from Liberty to Rheinland.
li01, li04, iw01, rh02
li02, li01, li04, iw01, rh02
li04, iw01, rh02rh02, iw02, li04
rh02, iw02, li04, li01, li02
rh02, iw02, li04, li01As you can see, it all plots one way through iw01 on the way out.
However, I assume due to ordering of the gates on the return way - it’s plotting via iw02 instead. They all plot via iw02, so as you progress through your plotted route the path will remain passing through the same systems. If you reach your destination and plot a path back, it’ll be along a different choice for the B/C dilemma, but as you progress down the route -the choice will remain constant from the start (ie it’ll be C for the whole route out, but B on the plotted route back). There is no change as you go from one system to another in plotting (as far as I can see, lots of paths to check to verify this though!I’ll download the thingy to check what the original FL files do
Hmm, guessing it makes no odds then:
Path = Rh01, Li01, Rh01, Rh02, Iw02, Li04, Li01
Path = Li01, Rh01, Li01, Li04, Iw01, Rh02, Rh01Pretty much the same differences as I got.
-
Personally I would modify my problem system to make it less than 10 paths, so a clear warning is good for me.
Did you make the modification yet Chips? Let us know when we can download it please.
Happy New Year to you and everyone.
-
Yes, sorry, been a bit slow about informing.
I got carried away making auto-updaters and all sorts. They’re not needed, and have been removed - I just got carried away creating them is all ::)http://freelancer.artificiallyintelligent.co.uk/downloads/FL_Path_Generator.zip
Any feedback welcome. There hasn’t been extensive testing on this - mainly due to time of year and, as said, getting carried away with silly ideas
-
Another option to consider is to simply delete the path files - Freelancer will regenerate them itself. However, it doesn’t take into account locked gates, and I don’t know about the 10+ problem.
If you want best path to use jump holes, use FL Hack (it’s not quite enough to simply swap the legal/shortest files around).
-
Adoxa,
I tried your suggestion, deleting the old path files one at a time or all at once - FL didn’t rebuild them. What else do I need to do to achieve this please?
And your tip on switching to using jumpholes for plotting - how to use FL Hack for this please? I use Ioncross. (Ignore me if this is a silly question, I haven’t looked at it yet, just found it!)
Thanks.
-
The paths are regenerated after starting a new game, or loading an existing one. Starting the server will also create the paths.
If you want your server (since you mention IonCross) to use jump holes for best path, you will have to use FL Hack to start it (check “Solo”). Otherwise you don’t need to do anything except check the option (but if you’re toggling whilst playing, you’ll have to load a game for it to take effect).
-
Chips wrote:
Yes, sorry, been a bit slow about informing.
I got carried away making auto-updaters and all sorts. They’re not needed, and have been removed - I just got carried away creating them is all ::)http://freelancer.artificiallyintelligent.co.uk/downloads/FL_Path_Generator.zip
Any feedback welcome. There hasn’t been extensive testing on this - mainly due to time of year and, as said, getting carried away with silly ideas
This link does not work for me. (?)
-
Checked just now, works OK for me. (Amazing!) lol
-
It (path file auto-generation by FL) didn’t work for me Chips old bud. Now it seems there’s something in my mod that is stopping it from auto-generating the pathfiles, I need to find out what it is.
-
Found it!
It was my Borg system having 13 jumpholes! FLServer.exe crashed on startup with the path files deleted.
I removed 3 of the jumpholes, it regenerated the path files and started OK.
I put one back to make it 11, deleted the path files and it crashed on startup again.
Removed that hole again and it regenerated and started.
Luckily I only have the one system with more than 10 holes and it’s easy to fix.
I have run your utility Chips, the first run told me there were 2 errors for ST03b being encrypted and 60 errors for paths too long, and it didn’t write them - I ran it again and selected “Keep long paths” and had the same errors - I attach all the files in the zip here, including the original ones I made with the beta version, the two runs, and the FLServer auto-generated ones, and the errors list.
No energy to look inside them right now, I’m knackered, going to bed!
Please let me know what you find.
In any case I like your utility and will continue to use it, many thanks for it pal. 8-) :pint:
-
I use ye proggy Chips… alot more over the past few days…
I have a Q…Im had a ton of “to long” errors… so i went back and deleted ALOT of jumpholes and gates … ensuring no more than 10 all up and limited paths… ( i had a few “nexus” type systems… that are now self contained) …
But now the error count has doubled? would setting a Gate to a hole… somewhere in the middle of the “run” fix that… or not make much diff at all?..
& whats the benefit of keeping/not keeping long paths … obviously the shorter ones are better… but don’t contain all the jumps… im getting the same CTD’s both ways…
& a touch off topic… but kind of in the same realm… Transport encounters… tradelane paths with large transports… ect…
is this a known cause for problems with mods?.. im starting to think i’d be better off wipeing every trade zone/path and starting agian… has anyone else been at “this point” with vannila factions, paths… 'n all that… thoughts?.. I’d rather not kill “all” NPC trading… thats kinda dull… nothing to loot lol
-
I don’t think there’s any problem with having long paths in the path files - the problem is due to enumerating the connections within a system. The patch mentioned in another thread will stop that crash occurring, at the expense of ignoring gates/holes after the tenth. I haven’t looked into what effect having a long path without the enumerator seeing it does, or even if the enumerator needs to see it. So apply the patch, restore all the additional jump objects and re-experiment…
-
Yes the long paths are not a problem as far as I can see they haven’t been causing my crashes, it’s just having more than 10 jumpgates / jumpholes in a system that causes the random crashes.
I have proved that for myself, because I had to fix my systems to reduce the jumps to 10 to be able to not have crashes (FL Server crashed when docking, much more heavily at one base than any other base in the same system). So be sure you have maximum of 10, if you use the patch and it works for you with absolutely no crashes then great!
But in my case I want to have a very stable mod, so I’m going to comply with as many “requirements of FL” as I can.
Thanks everyone.