Posts by Manhattan_Guy

    Wow. Again, this is some real progress. Right, if the position of the names on the universe map is EXE based, then I think the definition wich system belongs to wich colony is also there. If Alcander would fill us in on that one, that would be a huge step towards creating new colonies or assigning the systems to different ones.

    RIght, that would be a solution, but only a partial one. After all, by editing those entries, you edit both the text that appears in certain systems in original Freelancer plus you edit the texts on the universe map. But you can´t assign the IDs to other systems then in orig. FL and you can´t create new ones. So, the EXE would be the next thing to look at.

    It´s definitely possible. Let them use moors. And when you set their HpMount way in front of the ship and adjust the camera as well, you can even dock with them and won´t have messed up hangars, because the ship´s too big.

    No, there are no liberty battleship wreckages in the system or anywhere... By the way, that´s the only error I didn´t manage to fix. All others don´t show up anymore now. But still I get a crash, and still it doesn´t matter where, so I don´t think it has something to do with it. I am now using an fresh copy of Freelancer and manually install my mod (I fortunately kept a FLMM script up to date). It went fine, until I added the factions. So I will add things very carefully there now and test after every faction added into the files. Hopefully, that way I can finally track the error down. My nerves are blank and this doesn´t make sense to me, but hopefully I´ll find out what this damned error is.

    Okay, here´s an update: First of all, renaming the savegames folder MultiPlayer and SinglePlayer to make the savegames inaccesible to the game didn´t change anything. So I tried the flserver solution. I joinded the server with a new character. When I am launching and the loading sequence is over, I get a "connection has been lost"-message and find myself in the main menu. When I leave the game and look at the server console, after a few secons it says, "flserver has encountered an error and needs to be closed". In fact, flserver shows quite a lot of warnings and errors. Here are a few: 1. - E:FLScratchSourceCommonCEqObj.cpp(454) : *** WARNING: alloc_equip: Archetype[0x8000bec6 not supported/equippable! I checked the hash: this is the engine used for the liberty dreadnoughts. 2. - E:FLScratchSourceServergfpubGF.cpp(135) : *** ERROR: Cannot find accessory comm_wilham E:FLScratchSourceServergfpubGF.cpp(135) : *** ERROR: Cannot find accessory comm_reichman These two are there several times. All directly beneath each other. 3. - E:FLScratchSourceCommonGoodList.cpp(450) : *** ERROR: Cannot open goods file ..dataequipmentengine_good.ini As you predicted, this error also showed up? What is it?

    Sorry for the double posts, but now I am desperate. I have deleted EVERYTHING saying bw11.ini. Even the now unused bw11 system folder and the asteroid field files. It is STILL crashing! The only other thing I changed was adding freighters with new loadouts as NPCs to the Red Hessians, but that worked, I even saw them in action. Then I got the changes, commented somethign out and the crashes began. I have searched the files I edited for semi-colons I might have misplaced or not removed, but nothing came up. EDIT: Okay, now I got FLScan to work, but it too showed no errors concerning the crashes. What am I supposed to do now?

    Okay, here´s a similar one. I´ve created a new system and filled it with bases, asteroid fields, population zones, patrols, then I created very simple characters on one of the system´s bases, one for each faction in the system, just to make sure the factions work properly before I set up mbases.ini correctly. I then created jump holes and gates into other systems. I entered through one of the holes and it worked. After I while I noticed, that I got CTDs when inside the asteroid fields, so I checked that. It turned out some patrols had their waypoints (meaning the changes of direction) so close to each other, that it could well be the source of the crashes. So I commented out the entries for these patrols. Thinking the problem was solved, I then made a backup of mbases.ini and started creating the final bar characters. While doing so, I remembered I still needed to check sopmething, so I loaded the autosave created, after I entered the system through the jump hole for the first time. After the loading screen, I got a CTD. So I took the backup of mbases.ini and tried again. Again, CTD. Remembering I had removed patrols near the jump hole, I included them again. Additionally, I loaded a savegame on a base in the neighbouring system, Dresden. Loaded fine, but when I tried to launch from there -- CTD after the loading screen. It´s the same if I start a new game (with OpenSP mod) and launch from Manhattan for the first time. Everywhere. So I checked flspew -- which showed no error -- and looked at filemon to determine when exactly the game hung up. Turned out the game managed to load all the encounters and then crashed. My guess now is, mbases.ini is the source of the error for I haven´t anything else that could crash the game regardless of the system. I myself couldn´t find any errors that would crash the game. Everything apart of the little entry for the base with the get-the-patrols-to-work-characters. But maybe I am just too frustrated, so here it is. Ah, just a quick note, I DO know you should not land on this base, for it would crash. As I said, very basic. But at least the rest worked. ------------------------------- [MBase nickname = Bw11_01_Base local_faction = fc_rh_grp diff = 15 msg_id_prefix = gcs_refer_base_Bw11_01_Base [MVendor num_offers = 2, 4 [BaseFaction faction = fc_rh_grp weight = 60 npc = bw1101_hessians_001_m npc = bw1101_hessians_002_m npc = bw1101_hessians_003_f npc = bw1101_hessians_004_m [BaseFaction faction = rh_n_grp weight = 10 npc = bw1101_military_001_m [BaseFaction faction = rh_ksk_grp weight = 10 npc = bw1101_ksk_001_m [BaseFaction faction = rh_m_grp weight = 10 npc = bw1101_kruger_001_m [BaseFaction faction = gd_bh_grp weight = 10 npc = bw1101_bounty_001_m [GF_NPC nickname = bw1101_hessians_001_m body = sh_male2_body head = sh_male3_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220969 affiliation = fc_rh_grp voice = rvp106 misn = DestroyMission, 5.924538, 11.101916 room = bar [GF_NPC nickname = bw1101_hessians_002_m body = sh_male2_body head = sh_male3_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220969 affiliation = fc_rh_grp voice = rvp106 misn = DestroyMission, 5.924538, 11.101916 room = bar [GF_NPC nickname = bw1101_hessians_003_f body = sh_male2_body head = sh_male3_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220969 affiliation = fc_rh_grp voice = rvp106 misn = DestroyMission, 5.924538, 11.101916 room = bar [GF_NPC nickname = bw1101_hessians_004_m body = sh_male2_body head = sh_male3_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220969 affiliation = fc_rh_grp voice = rvp106 misn = DestroyMission, 5.924538, 11.101916 room = bar [GF_NPC nickname = bw1101_military_001_m body = sh_male2_body head = sh_male3_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220969 affiliation = rh_n_grp voice = rvp106 misn = DestroyMission, 5.924538, 11.101916 room = bar [GF_NPC nickname = bw1101_ksk_001_m body = sh_male2_body head = sh_male3_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220969 affiliation = rh_ksk_grp voice = rvp106 misn = DestroyMission, 5.924538, 11.101916 room = bar [GF_NPC nickname = bw1101_kruger_001_m body = sh_male2_body head = sh_male3_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220969 affiliation = rh_m_grp voice = rvp106 misn = DestroyMission, 5.924538, 11.101916 room = bar [GF_NPC nickname = bw1101_bounty_001_m body = sh_male2_body head = sh_male3_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220969 affiliation = gd_bh_grp voice = rvp106 misn = DestroyMission, 5.924538, 11.101916 room = bar [MRoom nickname = bar character_density = 4 [MRoom nickname = Planetscape character_density = 3 ---------------------------- Uh, this really is a long one. But I hope you can help me.

    I already have FLSpit, but of what use is it, if I don´t have the spew file? Anyway, thanks, that was what I was looking for.

    As I said, if I put all my XML-scripts together, the file would be 800 KB large. Not really good for bugfixing. <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Actually, I haven´t changed a thing in New York yet. I think I´ll reinstall Freelancer and if the bug´s still there, I´ll look over the INI-files after I activated the mod. Maybe some entries got messed up. But in which file should I look? What (except of the system file) can make the game crash to desktop when launching? Well, I just remembered I was editing the savegame right before the crash, maybe this has something to do with it. I will try that out, too.

    The mod is 21.5 MB big, it does a lot. That is my problem, you are right. Some additional info I just found out: 1. I work like this: First I change everything in a special Freelancer installation I call Freelancer (modded). When everything is tested and works, I write the changes into my FLMM-mod, mostly using XML-scripts (except for mbases.ini). Then I activate the mod in a standard Freelancer installation to see if the script works. My modded Freelancer works perfectly, but the installation with the mod activated doesn´t. So it´ll have to be the script. FLMM can work with the scripts and activate the mod smoothly. So it has to be WHAT it changes, that is the problem. Considering how large my scripts are ( 800 KB ), I am know trying to figure out in which file the critical modifications are done, so I can examine that part in detail. The follwing might help. 2. In the very first sequence, when Trent is coming to Manhattan, the news channel symbol is supposed to appear and then dissapear into the lower right corner. Well, it is just a white square in the version with the activated mod, whereas it works fine in the modified version. 3. The scripts on Manhattan (both on the landing pad and in the bar and equipment dealer) are not showing fluidly in the activated-mod-version. Instead, ther are lags of about one second at various points. Again, the manualy edited version doesn´t have this problem. 4. Since I can´t launch from the planet, these are the only clues I have right now. I´ll look into some of the edited files of the activated-mod-version tomorrow to see if there are any obvious mistakes and analyse those clues, but now I´ll go to bed. It´s 2:00 AM in Germany right now. I hope these clues can give you an idea of the problem and where it might lie. Edited by - Manhattan_Guy on 8/7/2005 5:02:50 PM

    What I was refering to was the second part of MACE´s question. By editing the script used by the ship dealer already existing and adding another place for a ship to be sold, it might be possible to have more than three ships in ONE ship dealer room. BTW: Alcander, do you know anything about how the systems are defined as part of a certain colony (e.g. NEW YORK SYSTEM, *LIBERTY SPACE*)? Maybe even how to add new systems to new colonies and rearrange the old systems into other colonies? Edited by - Manhattan_Guy on 8/7/2005 6:19:09 AM

    Well, I think Argh has done something in this direction (in his sexist THN topic). I think the attachment from facial animations to dialogue lines is done in a THN-script as well. If we can find this one, we could remove the facial animations that only Trent´s head can do and insert some generic ones that every head can perform.