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21

Friday, December 10th 2004, 7:20am

I sent a first version of the tool I was talking about to harrier. It´s not really brilliant, it just changes cleanup into a matter of ´dragging and dropping´ your data folder onto the script.

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22

Friday, December 10th 2004, 3:56pm

Watercooler Warrior, Will give it a go later today and let you know what I think. Harrier <img src=´http://members.optusnet.com.au/~audioele/mypic121.jpg ´> Retreat[![! ---- I´m too badly messed up now[![!
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23

Saturday, December 18th 2004, 9:37am

To Warzog concerning Robot error messages, We have found a workaround to get rid of the these error messages. It appeared that the error was generated by the robot commodity trader that uses the li_commtrader_fidget.thn file. I removed the section that called that particular head shake movement from the file to remove the source of the error messages. Of course it will also effect the humanoid commodity traders, but there is still a lot of head movement going on that I doubt anyone will miss that particular one. I have sent the patched file for submission on the TLR to bp. If you would like to have the file earlier, just drop me an email. BuckDanny
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warzog

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24

Saturday, December 18th 2004, 10:26pm

buck Danny: Thanx for the offer, but I kinda like the datapad animation. Good to know that someone´s finally fixed it! Great work! Watch your 6!
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harrier

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25

Monday, December 27th 2004, 5:18am

Watercooler Warrior, I have extensively tested the ini analyser and while it works well (or seems to) I still have trailing references.. this is after: 1. Testing it on the mod files 2. testing it on Freelancer with the mod in place. Subsequent file comparisons have highlighted lines in files corrected by the ini analyser.. and they show where unnoticed errors have been hiding.. <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> it seems obvious that there are files in the freelancer files that are used by Freelancer that contain trailers and are not .ini files, either that or the messages I still see are no longer relevent. One point, and I daresay this is not possible, it would be handy, if instead of showing all files having the same date, it only showed the ´corrected´ versions. Good little tool tho..<img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Harrier
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26

Monday, December 27th 2004, 10:50pm

I feel useful now. <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Comments/responses below; this is good stuff... <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>it seems obvious that there are files in the freelancer files that are used by Freelancer that contain trailers and are not .ini files, either that or the messages I still see are no longer relevent. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> I´ve done some playing with this also, and I am now convinced that simply cleaning up extra whitespace generally doesn´t do a darned thing in and of itself. What I have found, however, is that most mods are full of minor errors that might be related: accidental linebreaks and trailing commas from global edits that went wrong. This isn´t too surprising since modders are essentially working on a humongous database that has no integrity checking. <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>One point, and I daresay this is not possible, it would be handy, if instead of showing all files having the same date, it only showed the ´corrected´ versions. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> It´s quite possible. I didn´t do it with this version because I was lazy. <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> What I did to each file was this: read it, checked it line by line, and wrote it to a temporary file. Then I deleted the original and renamed the temporary, hacking up the change dates on all of them in the process. No checking to see if there were changes. How does this sound? I´ll add in a check for changes. If there are none, I delete the temp file and go on. If there are some, instead of delete-and-rename, I will overwrite the original file with the content of the new file. This will leave the creation date the same, and change the date modified ONLY on files which actually needed cleaning.

harrier

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27

Tuesday, December 28th 2004, 10:04pm

WatercoolerWarrior, &quot;The check for changes&quot; addition would be very handy as it will highlight files that are &quot;incorrect&quot; without changing the dates on the &quot;correct&quot; ones. this will enable us to find and correct files that we may never have gone anywhere near.. i.e. not modded..., and include them in the mod files..<img src=smilies/icon_smile_approve.gif width=15 height=15 border=0 align=middle> Since I got the bug to remove trailers.. I have done lots of checking.., one method I used was to search for double spaces within Freelancer with the mod loaded.. I found something like 22 of them in various files, some of which were native Freelancer files that were not included in SDK 1.3.. so had never been modded..by anyone (so far as we know<img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>) about 4 of these found their way into our mod files.. the result was that the mod loaded faster and ran smoother.. tho they still appeared in Flspew..but far less in number...<img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> <img src=smilies/icon_smile_angry.gif width=15 height=15 border=0 align=middle> .....<img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Harrier
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Louva-Deus

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28

Tuesday, December 28th 2004, 10:40pm

What files would those be? All the ini files in the data folder tree are included in the SDK.
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29

Wednesday, December 29th 2004, 2:27pm

Louva, I will answer this on Harrier´s behalf. He will surely wikk correct me if I am wrong. Harrier is not referring to files in the Data folder but to files in the exe folder. BuckDanny
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parabolix

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30

Wednesday, January 5th 2005, 5:06pm

This is a fix for the invisible gun problem. I have been working with Harrier on this for many moons now, and we´ve finally figured out a solution. This solution should solve the flspew errors that look something like this: E:FLScratchlibsincludeIMaterialImpl.h(575) : NOTICE:General:texture verify failed: nomad surface: NomadRGB1_NomadAlpha1 Those errors occur when you use a nomad cmp for your guns. Nomad cmps are used for when you need invisible guns. The only problem is that when they aren´t used on Nomad ships, the game isnt able to find the textures and throws this error at you. The Nomad .cmp is textured in a way that is unique (or at least very unusual) to Freelancer. It is kind of like making a ship, assigning a .mat file, then deleting the .mat from the directory. The game will look for it, and not find it. To fix this problem, follow these simple instructions. First, go into weapon_equip.ini and locate your gun that uses the Nomad .cmp. Look under the gun tab at the model. The gun shouldnt need a .mat file but needs the following lines copied in after the line that designates the cmp (it doesnt need to be there, but is good for the sake of organization and simplicity). material_library = ships
omad
omad_fx.txm nomad = true Paste those lines after the .cmp line. It should eliminate any such errors with that weapon. Note that you will need to do this to any of your guns that use Nomad cmps for it to be 100% effective. {{{UPDATE}}} Working with Harrier, we´ve recently discovered that some weapons still throw nomad errors even after making the changes i mentioned before. In the rare case that it does, here is a backup plan. First off, delete the nomad = true line from your weapon. Highlight the Model and Material Library entries and paste this over them: DA_archetype = equipmentmodels urretli_cruiser_gun01.cmp material_library = equipmentmodelsli_turret.mat That should eliminate any nomad errors since it isnt related to nomad textures at all. - para Edited by - parabolix on 1/14/2005 3:33:44 PM

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31

Saturday, March 19th 2005, 10:27am

Sorry to drag this back up but... did anyone find the solution to this one from the original post? E:FLScratchSourceCommonExclusionZoneMgr.cpp(368) : *** ERROR: DATA ERROR: edge fraction must be added to exclusion zone 2676050435 inorder for transitions to work E:FLScratchSourceCommonExclusionZoneMgr.cpp(368) : *** ERROR: DATA ERROR: edge fraction must be added to exclusion zone 3212916227 inorder for transitions to work E:FLScratchSourceCommonExclusionZoneMgr.cpp(368) : *** ERROR: DATA ERROR: edge fraction must be added to exclusion zone 2676040195 inorder for transitions to work It seems to be sigma 13 but i´ve put in extra edge fraction entries and it still comes up. It´s bugging (groan) me. Edit : These as well WARNING:General:Joint Root&lt;-&gt;barrier not found! WARNING:General:Joint Root&lt;-&gt;cloudcaps not found! WARNING:General:Joint Root&lt;-&gt;dirt_soot_ring not found! WARNING:General:Joint Root&lt;-&gt;edinburgh not found! Edited by - Anton on 3/19/2005 10:59:28 AM

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32

Saturday, March 19th 2005, 1:03pm

Anton, Where did you put those edge fraction lines, I mean in which zones? They should go in Zone_Bw05_oxygen_pocket_001 Zone_Bw05_oxygen_pocket_002 Zone_Bw05_oxygen_pocket_003 BuckDanny Edited by - Buck Danny on 3/19/2005 1:08:26 PM Edited by - Buck Danny on 3/19/2005 1:11:15 PM
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33

Saturday, March 19th 2005, 4:02pm

Ah... i put them in jump hole zones... i was checking for zones marked as exclusion, referenced from asteroid files and having the same property flags... I don´t think i lookded at nebula (cringes due to own stupidity). Thanks Buck <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Now - any thoughts on the Joint Root thing? This has been seen in a few original systems and in guangxi from evo 1.28. It occurs as i´m typing that that system uses a bretonia starsphere... ambles off to peer at files...

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34

Saturday, March 19th 2005, 4:08pm

From the sound of it they must come from a planetscape/cityscape thn file. Planetscape and the starspehere and other environmentals things do not fit with eachother.
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Anton

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35

Saturday, March 19th 2005, 4:56pm

lol got it <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> its the starsphere_dark.cmp - I´m using Evo 1.28 as a base for my mod... Its got all the original internal names but the part names are missing from the Cmpnd section of the cmp.

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36

Friday, June 3rd 2005, 2:18am

I am having problems figuring out this error. ERROR: ArchDB::Get(3092071043) failed ERROR: Thorn_Psys: Failed to find [VisEffect ring. If I can get help with this great. This is really starting to annoy me. Also, is there a way to figure out what the ArchDB code mean? Thanks, Nightstalker [IMGhttp://www.geocities.com/ussharps/Nightstalker-SWS2.jpg[/IMG
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37

Friday, June 3rd 2005, 7:07am

This may be one of the reversed CRC codes. Going to work on CRCTool to generate and search for these...

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38

Saturday, June 25th 2005, 9:56am

Whoooo - no search function = crap. 3092071043 = generic_pilot This is the one I am after... any takers or anyone with a clue. I know I have seen it before, but I cannot find a relevent thread on the forum <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> related link: <A href=´http://www.lancersreactor.org/t/forum/topic.asp?topic_id=37193&amp;forum_id=18&amp;Topic_Title=Error+messages&amp;forum_title=Freelancer+General+Editing+Forum&amp;cat_title=&amp;M=False´ Target=_Blank>here</a> bah, remembered I sorted my problem ages ago <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> I forgot to implement 1.30 code into 1.29 <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Edited by - Chips on 6/25/2005 10:12:06 AM

Louva-Deus

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39

Wednesday, June 29th 2005, 1:28pm

I have some fun new ones for you guys. E:FLScratchSourceClientGfMirrorDatabase.h(264) : *** WARNING: Synchronization failed E:FLScratchSourceClientcmnEngineLight.cpp(577) : WARNING:General:invalid light detected: atten all zero E:FLScratchSourceClientspaceEffect.cpp(892) : *** WARNING: ParticleEffect::start_effect: archetype invalid (null archetype passed specified) Also can anyone remind me where to find the source of these buggers? C:workuildsdalibsdalibs-builduildSrcRendCompRenderMgr.cpp(191) : NOTICE:General:RenderMgr: dtor: Archetype 130652560 has dangling render data C:workuildsdalibsdalibs-builduildSrcRendCompRenderMgr.cpp(191) : NOTICE:General:RenderMgr: dtor: Archetype 130652960 has dangling render data C:workuildsdalibsdalibs-builduildSrcRendCompRenderMgr.cpp(191) : NOTICE:General:RenderMgr: dtor: Archetype 130653864 has dangling render data C:workuildsdalibsdalibs-builduildSrcRendCompRenderMgr.cpp(191) : NOTICE:General:RenderMgr: dtor: Archetype 130653976 has dangling render data C:workuildsdalibsdalibs-builduildSrcRendCompRenderMgr.cpp(191) : NOTICE:General:RenderMgr: dtor: Archetype 130654688 has dangling render data All of these errors are from a mod based on Evolution 1.28.02
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zacam

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40

Friday, July 8th 2005, 10:34pm

I´ve also encountered some seemingly impossible to track down messages as well. &quot;Voice message 2351700488 is invalid for voice 3073825485&quot; &quot;Voice message 2279119488 is invalid for voice 3073825485&quot; &quot;Voice message 2213849798 is invalid for voice 3073825485&quot; I know that 3073825485 = NNVoice. Also, but not as occuring is the following: &quot;NOTICE:General: VMESH: couldnt find material 163618903&quot; Other than that, I´ve gotten rid of most all error/warning messages in the game (excepting FATE_UNKNOWN of course, still working on that.)
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