Just revert to an earlier save, it makes plenty of them along the way, you won’t lose out on much in the way of time. It’s not worth the hassle.
Timmy51m
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Yeah, it would be nice to clear this up. I know he’s made changes to shields, but placing the equivalent player shield on cosmo doesn’t cause any problems. He does return to a fully charged shield state after he gives up as opposed to about 5% with an npc shield, I don’t know why that is though seeing as there’s no time for the recharge rate to take effect.
He’s told me he’s using the HD mod as his base, so assume that any changes made in the HD mod are present.
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Upload the file somewhere and I’ll have a look at it if you like. You broke something, you’ve just given up looking for what it is. I personally think it’s always best to bury dead bodies rather than leave them rotting in the street, causes disease later on and more dead bodies.
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Okay, so the npc shield does regen very slowly anyway, even though it only has a value of 1. When I try it his shield goes to 0, hull takes damage, he gives up and it restores a very small amount of shield which then regens slowly.
Have you tried starting a new game with a new save file in case the save is broken?
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But you said his shield regenerates…
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In equipment/st_equip.ini
NPC shield
[ShieldGenerator]
nickname = npc_shield01_mark03
regeneration_rate = 1
max_capacity = 1124Player shield
[ShieldGenerator]
nickname = shield01_mark03_lf
regeneration_rate = 25
max_capacity = 1124Cosmo is not supposed to die is he from memory, It’s messing up the triggers and fuses somehow, it’s supposed to light a burning fuse, and he whines a lot. If you kill him it fails.
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Didn’t you say something about putting player shields on NPC’s a while ago, and I said at the time things can get complicated if you’re making a single player mod. NPC’s shields don’t regen, so it would suggest you might have somehow changed his shield type.
Missions/mission02/npcships.ini
[NPCShipArch]
nickname = MSN02_Cosmo
loadout = MSN02_CosmoShips/loadouts.ini
[Loadout]
nickname = MSN02_Cosmo
equip = npc_shield01_mark03, HpShield01That would be the first thing to check, if that’s good then have you edited the values of npc shields to regen?
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This is what happens when we’re watching a David Attenborough show and also obsessed with Freelancer.
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Okay thanks. It would have to be a vanilla issue if that were the case. I’m pretty sure I know what was doing it.
It’s my own personal mod so I am using some FX from the Disco mod, specifically a particle FX that they attach to some tradelane rings in nebulas. It replaces the lights with a particle FX, so 16 of them per ring. I added them to the first and last ring in each lane, and also added 12 of them to planetary docking rings.
I think what was happening, and why it was crashing at planets, is that with sometimes 3 tradelanes and a docking ring in that area, it was adding up to 50 or so of these particle FX and the game just can’t cope with it.
I thought it was fine when I used it in the past, but perhaps I was wrong about that, could have been one of the last things I was playing around with before I stopped a couple of years back.
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NPC shields don’t recharge, player shields do. You’re going to have to think about the balance effect of them having rechargeable shields and not being able to fire all of their guns flat out if you change out power plants, because they will still keep firing a single gun rather than stop and recharge unless they’re evading.
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Hey bud, Glock sent me a message a couple of years ago on the old starport site. We abused each other in the usual manner, as is custom, and that was the last I spoke to him.
He was still running Asylum51 a few years ago, but it wasn’t FL related. I think it was a forum for batshit crazies to voice their concerns about socialist trouser weasels, he was off his meds at that time I suspect.
I like to believe he and Deacon rode off into the sunset together on their bikes whistling Dixie, and lived happily ever after. The status of Lewis and the other horsemen is unknown.
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Yeah cool, I’m wondering how the job board plugin works, is that something that only triggers when you open the job board itself, or would it cause something to happen on dock. The only other thing I have in mind, because it’s planets I’ve been seeing it on, is the scripts from this https://www.moddb.com/games/freelancer/addons/planetscapes-fixed-for-169-resolutions.
They’re all landing pad scripts, and it crashes as that would be loaded. That has a lot of downloads though and no mention of it.
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That is what I’ve been doing so our thinking is aligned. I’m running around on base jflp and it seems to be fine, without a 1.1 patch. I’m testing now with just Adoxa’s plugins I’ve mentioned on 1.0, so I’ll see how that goes. It might just be a case of ditching my old files, no big deal.
I don’t expect a game of this age to be flawless on windows 11 and newer hardware anyway, 10th gen intel and a 4060ti, an odd crash here and there will happen.
I’ve been flying a loop of planets, Manhattan to New Tokyo, to New London, to New Berlin and back to Manhattan. If it crashes on a dock with one of those planets, the autosave has me back to the system jumpgate entry, and then it docks fine at said planet. So it doesn’t seem to be related to the planet itself, which is what makes it hard to fathom. FLSpew has nothing other than system exit for the dock crash.
How to pin it down.
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I’m actually only using jflp.dll, hudshift.dll, mp3codec.dll, and the stuff you very kindly made for me, matchjob.dll, poststorydiff.dll, and if I’m not using the last one I use matchplayer.dll instead.
I can remember when you made matchplayer I said it doesn’t work, and you said are you using 1.0, which I was, so you changed it to work with 1.0, being the saint that you are! So am I in a pickle here with using a mix of some things that should be 1.0 and some that should be 1.1, and what should I do about that, move to 1.1 do you think.
I am using the difficulty modifiers on the HD mod as well if that might cause an issue.
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This is all the different offsets I have this year, mostly not in the crash offsets list, anyone have any info on how I debug this?
-----My Files-----
Common.dll 0x000c21de
Common.dll 0x00091eb8
Common.dll 0x00010d61
Common.dll 0x000af6fcContent.dll 0x000c458f (Possibly related to missing faction entries in an mbases.ini entry)
Content.dll 0x000d9021EngBase.dll 0x0000eab5
alchemy.dll 0x0000701b (Rare crash, occurs inconsistently when creating an instant jump fx)
SERVER.dll 0x0006d276
KERNEL32.DLL 0x0005b37e
ntdll.dll 0x00049585
ntdll.dll 0x00049575-----HD MOD-----
alchemy.dll 0x0000701b (Rare crash, occurs inconsistently when creating an instant jump fx)
ntdll.dll 0x00047418-----DISCO------
Common.dll 0x00091f38 (ship_archetype = <blank> in players file)
Freelancer.exe 0x0001b061 -
HD mod saves in its own folder, still in docs though. Are you saying to move it out of docs somewhere else. HD mod is installed on a different drive as well, on an ssd, could move the save folder onto that drive as well.
Disco deletes single player saves when you start the launcher, so I only play it online, but what it does store is in the standard FL save folder.
I thought maybe it was jflp.dll because I’m not using much at all, HD mod uses it but Disco doesn’t, so I disabled it, but it still crashed on dock after a while.
It did catch a couple of other errors last night when it crashed, all 3 errors at the same time, but in this order.
Faulting application name: Freelancer.exe, version: 1.0.1223.11, time stamp: 0x3e401b79
Faulting module name: Common.dll, version: 1.0.1223.11, time stamp: 0x3e401cd3
Exception code: 0xc0000005
Fault offset: 0x000af6fc
Faulting process id: 0x0x13F0Faulting application name: Freelancer.exe, version: 1.0.1223.11, time stamp: 0x3e401b79
Faulting module name: Common.dll, version: 1.0.1223.11, time stamp: 0x3e401cd3
Exception code: 0xc0000005
Fault offset: 0x000af6fc
Faulting process id: 0x0x28E4Faulting application name: Freelancer.exe, version: 1.0.1223.11, time stamp: 0x3e401b79
Faulting module name: Common.dll, version: 1.0.1223.11, time stamp: 0x3e401cd3
Exception code: 0xc0000005
Fault offset: 0x000af6fc
Faulting process id: 0x0x2E10 -
Happens on Freelancer HD, interestingly doesn’t happen on Discovery. Can zip around online there no probs.
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Good to know.
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I installed FL from my old disc, do you think that’s an issue nowadays?
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I wasn’t thinking that, grateful for any feedback. I dug out some files of my own I had backed up last used on windows 10 , it wasn’t an issue I was experiencing then, but it is a newer pc build, so it could be hardware related even if it seems unlikely to me. I built it a couple of years ago now so if there were any instability issues I should have caught them long ago.
I tried FLScan on the files and didn’t catch any errors, but I think what I’ll do is try the HD install and see if that runs stable. That should tell me something useful.
Thanks for pointing me in some kind of direction.
Freelancer story glich and save editing
NPC Shield wont go under 10%
NPC Shield wont go under 10%
NPC Shield wont go under 10%
NPC Shield wont go under 10%
NPC Shield wont go under 10%
NPC Shield wont go under 10%
Idea for a new Cruise Disruptor
Crash Offsets
NPC Loadout - Shields and Reactors
Blast from the past!
Crash Offsets
Crash Offsets
Crash Offsets
Crash Offsets
Crash Offsets
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