that probably would crash the client but i dont think that it would crash the server
engbase.dll offset 000124bd
- Evil_Croopy
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yeah i think i have discovered the crash its to do with the freight_trainx2.3db & x3 i was using the buggy .3db mesh
so i have swopped them for the bug free .cmp meshes -
hmm, i guess i have to check what i am using in this case coz the crash offset looks familar
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there is a similar error with the nomad capital,
:EDIT: the last error was a bad .sur file that some how made it past me, its was kinda what i figured when the server and client both crashed. (offset 000ea3fb)
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I found a great tool OBJtoSUR, for making custom surs that you can add in hit point ids
for my surs i picked the main hull "bubble" and dropped the sub groups as the surs with sub groups did not load into flmodel tool.
Then amended the hard point list with cm, mine and thruster hardpoints "HpThruster01" ect
here is the link for the page with the tool
The Starport - A Freelancer Game Fansite :: Tutorial - OBJ to SUR Converter [Forum - Modeling and Texturing] -
for some reason i never had any problems with surs and hardpoints
the objtosur tool is certainly nice but it usually creates surs which are simply too big
the bigger a sur is the more lag it does create on a server -
Try the shield bubble mode, the subgroups need to be simplified or you just have the subgroup as a sur when you export as obj.
I have a few test to do but adoxa bad hits has not picked any up since i have made the new surs, i use Flhook with player control to suppress crashes
here have a look over my surs :Corpses-AlienWorlds.zip.flmod - Datei über Box freigegeben -
hmm
your weapon surs at least seem to open in hardcmp
the vanilla surs didnt
thats at least somethingits just that most of the surs that i created were manually exported by me using the sur exporter for milkshape (1.1)
they dont contain any hardpoints
and they dont cause crashes or issues at offset 000124bd... they just work fine and seem to be smaller than anything what the sur converter producesThats something i dont understand... people seem to have these problems but i never ran into such.
Ive created hundreds of surs this way... and by now I should have noticed it when something is wrong. -
odd any sur files i created from milk shape looked great but always crashed the server.
I made the weapons the same as the ships, import the cmp into milkshape, export as obj then use the objtosur tool exclude the subgroups and add the Hid`s
I was getting bad hits with vanilla weapons as well so i added in the weapon Hid`s to the ship sur`s -
maybe i just have been doing something different than the others... dunno
the only thing that matters in the end is that its workingand your work with the sur converter is also pretty nice
how would you proceed if you have a ship model that has a very large number of polygons?
somehow the sur has to be simplified -
In milkshape you make simple shapes that fit the groups that you wish to have a sur file, then use the convex tool, mine crashes milkshape so i left this bit out.
I guess you could use the dx tool to cut polys but i found this just mangled the shapes -
hmm ok will try that
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"and by now I should have noticed it when something is wrong."
did you try making an encounter that spawns lots of npcs ? (you may have to watch out for you overhead)
you will soon pick up bad hits quickly, plus it pretty amazing to witness huge npc battles. -
have been using this method now on some objects that gave me probs with collission detection
and yes.... tested large npc fights with large groups of NPCs (vanilla + custom ones) and didnt notice anythng unusual eventhough most of them are still using old custom surs. (more than 60-70 npcs involved)
What i am not sure about is the shield bubble atm. It does not look like the obj-surs have one.