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warzog

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1

Wednesday, December 1st 2004, 6:34am

Ahhh.... Two easy ones!!! The first one, the robot error messages are caused by the THN used to animated them: fixture = li0202_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scriptsvendorsli_host_fidget.thn, bartender fixture = li0202_fix_ship, Zs/NPC/Shipdealer/01/A/Stand, scriptsvendorsli_shipdealer_fidget.thn, ShipDealer fixture = li0202_fix_trader, Zs/NPC/Trader/01/A/Stand, scriptsvendorsli_commtrader_fidget.thn, trader fixture = li0202_fix_weaponsdealer, Zs/NPC/Equipment/01/A/Stand, scriptsvendorsli_equipdealer_fidget.thn, Equipment (They´re in the mBases.ini) If you change them to: fixture = li0202_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scriptsvendorsfidget_vendor_male_02.thn, bartender fixture = li0202_fix_trader, Zs/NPC/Trader/01/A/Stand, scriptsvendorsfidget_vendor_male_02.thn, trader fixture = li0202_fix_ship, Zs/NPC/Shipdealer/01/A/Stand, scriptsvendorsfidget_vendor_male_02.thn, ShipDealer fixture = li0202_fix_weaponsdealer, Zs/NPC/Equipment/01/A/Stand, scriptsvendorsfidget_vendor_male_02.thn, Equipment That´ll remove the error messages. The original THN´s are for people, not robots. There is another file, for the Bartender, but unless he´s at a bar, I wouldn´t use it. He wipes the bar with a rag, and the rag will sit there ´til he wipes it again. (Looks kinda funny seeing a rag floating in mid-air.) The above THN has the robot looking at, and entering data into a datapad. (I´ve only used this to help debug my mods, gets to be a real pain looking through pages of those "error" messages.) ------------------------------------------------------------------------------------------ As to the second, I believe that´s a Nebula problem... What it´s asking for is data to tell FL how far away something becomes visible, fades, and how to make the objects appear. Here´s the info from one of the New London system´s zones: [zone nickname = Zone_Br01_Southampton_toxic_001 pos = -53559, 0, -32362 shape = SPHERE size = 7000 damage = 60 spacedust = radioactivedust spacedust_maxparticles = 100 edge_fraction = 0.100000 interference = 0.700000 sort = 99.500000 Your error message states that you need to add that "edge_fraction = 0.100000" entry into 3 "Exclusion Zones." Presumably Exclusion Zones in a Nebula. (Or a Nebula-like area in an Asteroid field, as in the above example.) (Nebulae can be a real pain to get working right!) Watch your 6! Edited by - warzog on 12/1/2004 7:33:18 AM
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2

Wednesday, December 1st 2004, 8:19am

I´m so glad to hear that somebody actually knows what flspew messages mean <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> I´m only now getting to the point where I can decipher them when I royally screw up <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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3

Thursday, December 2nd 2004, 2:16pm

Warzog, Thanks for that, we already knew how to get rid of the robot messages by replacing them with human traders, but as you know there are quite a lot of them scattered about the freelancer universe and would like to fix them, rather than replace them.. The nebula thing is a handy tip... thanks for the info Harrier <img src=´http://members.optusnet.com.au/~audioele/mypic103.jpg ´> Retreat[![! ---- I´m too badly messed up now[![!
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4

Friday, December 3rd 2004, 5:42am

Harrier: You´re welcome! I´ve been considering replacing the robot thn´s permanently, now that my mod has 396 of them! It may become a problem for those who want to play it MP. Can you imagine the amount of spew they can generate in mp? Watch your 6!
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5

Friday, December 3rd 2004, 6:43pm

Warzog, Well when you &quot;fix&quot; them.. lol.. (no offence intended), can we have the necessary files..? they do have a way of providing many lines per visit.. he he. It is odd that they have never received any attention.. Now I have another question for you.. I have been trying to remove ALL trailing references, and had a flash of insight, I searched for double spaces (with the mod loaded) in freelancer, and found a native freelancer file that had line after line of them..(over 100), a file in the exe folder called dacom.ini that references a .dll (dacom.dll) Do you, or anyone else for that matter, know what it does? I rectified it and as a consequence the whole game seems to load very smoothly.. seems to load faster too.. In all a found over 20 ini´s that have this failing.. now I do not expect to ever get rid of them all.. but they seem to do something ... that´s not good. always the last couple (or more) lines in flspew after a crash.... Harrier <img src=´http://members.optusnet.com.au/~audioele/mypic103.jpg ´> Retreat[![! ---- I´m too badly messed up now[![!
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6

Saturday, December 4th 2004, 7:40am

Well... DAcom.ini controls the graphics affects. Things like fires, explosions, glass, lasers, etc. As to the lines of nothing... You may have a bad instalation, as mine don´t have that problem. Watch your 6!
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7

Saturday, December 4th 2004, 9:04am

Does anybody know of a utility that can search through INIs and look for these automatically? I can´t even get Crimson Edit (my text editor of choice) to find and destroy these, let alone do it as a batch operation...
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Anton

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8

Saturday, December 4th 2004, 5:26pm

I get this horrible feeling that i´ll sound condescending... search function of win xp seems to find double spaces etc well <img src=smilies/icon_smile_shy.gif width=15 height=15 border=0 align=middle> edit : of course it don´t fix em... but i get that ´ouch´ feeling cos a clean FLPatch 1.4 install shows lots files with double spacing in or at end of lines <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> +++ out of cheese error - redo from start +++ <A href=´http://www.xts.fnhq.net/´ Target=_Blank>Xtreme Team Studios</a> Edited by - Anton on 12/4/2004 5:30:45 PM Edited by - Anton on 12/4/2004 5:58:45 PM

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9

Sunday, December 5th 2004, 2:42am

Lol... it´s OK Anton... I should´ve said, &quot;find and replace&quot;... which is the problem. I don´t seem to have figured out how to get rid of blank lines... let alone a batch process that would do it to the SDK (just to test out whether that´d improve stabilty and efficiency, as I´m sure those lines are stripped by FL.EXE at runtime... aside from those nasty trailing references...
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10

Sunday, December 5th 2004, 4:30am

i guess for the blank lines, a little command line util is the one for the job.. just search in C for two /n control codes together... Same principal i guess for trailing references - scan the lines for two or more spaces together and make it one space (or none if end of line). Do we have clues on comments and their effect? many of the files found with double spacing are due to the comments... do these count as trailing references? +++ out of cheese error - redo from start +++ <A href=´http://www.xts.fnhq.net/´ Target=_Blank>Xtreme Team Studios</a>

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11

Sunday, December 5th 2004, 4:54am

Anton, Good question, A trailing reference can be one space in the wrong place.. and to search for these is very difficult.. now I have always been told that anything after a comment was ignored but what about spaces after the comment.. or more specifically where does the comment finish and the trailing references start .. now lets say that you place a comment then hit the enter key and then without thinking hit the spacebar.. ergo one more trailing reference... to my way of thinking.... and now proof... there are trailing references in unmodded files that CAME with Freelancer.. now stock Freelancer runs fine on mp.. so it would appear they matter not...... It´s just that as soon as we start adding variables, with tiny mistakes, the problem start.. or am I imagining the crashes.... Harrier <img src=´http://members.optusnet.com.au/~audioele/mypic121.jpg ´> Retreat[![! ---- I´m too badly messed up now[![!
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12

Monday, December 6th 2004, 8:27am

&quot;It´s just that as soon as we start adding variables, with tiny mistakes, the problem start.. or am I imagining the crashes....&quot; Freelancer is nasty that way... It´ll tolerate one, or two tiny mistakes... But it remembers you have them... And it adds them up... And eventually... It gives up, and crashes! (But it won´t explain why it crashed!) Watch your 6!
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13

Tuesday, December 7th 2004, 2:50pm

Ermm, I our quest to track down warning messages in flspew we came across some other oddities.. E:FLScratchSourceServerSpaceEqObj.cpp(396) : *** WARNING: EqObj::use_item() couldn´t find target item on Client request. E:FLScratchSourceCommonAiIBehaviorManager.cpp(206) : *** WARNING: IBehaviorManager: state graph not found in database! Any idea what causes these... Harrier <img src=´http://members.optusnet.com.au/~audioele/mypic121.jpg ´> Retreat[![! ---- I´m too badly messed up now[![!
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14

Tuesday, December 7th 2004, 5:49pm

Anton, did you really mean this? <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>..just search in C for two /n control codes together... <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> The reason I´m asking is I just did a bytewise scan of the SDK files and they seem to uniformly use Windows-style carriage return + linefeed endings. I´m used to thinking of
as meaning just a linefeed, although a lot of editing tools will loosely use
to mean Windows-style line endings. In any case, I´m curious about the actual constraints for whitespace problems in INI files. I did a quick linting script a few days ago, and I could pretty easily extend it to globally &quot;purify&quot; a Freelancer INI file - clean out extraneous lines, standardize line endings, change tabs/nbsp to ordinary spaces, remove trailing/leading/multiple spaces, and so on. I just need some feedback from more experienced people about the real requirements Freelancer has. Here´s what I was thinking of as a general methodology for such a tool. + Reads line-by-line, and will emit the lines with the standard necessary line termination. + Translate tab, non-breakingspace to standard spaces. Then trims initial and final whitespace from the line, and replaces multiple spaces with a single space anywhere within the line. + Removes all initial blank lines from the file. + Within each section, removes all blank lines except the final one before the next section begins. + At the end of the file, leaves exactly 1 blank completed line. I´m not sure about some of the other issues such as how comments are treated. I could pretty easily make it drop comments completely, split them off from the lines on which they occur, or whatever else might be necessary.

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15

Wednesday, December 8th 2004, 1:49am

<img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> are you a *nix person? /n will be what the OS it is compiled on (and hopefully for) wants it to be. I use this in a coupla progs. I´ve never compiled a tool on my Linux boot for use in windows to test the theory. I am a total noob in Linux however lol *Edit : That is a fine program plan btw - you gonna implement it? +++ out of cheese error - redo from start +++ <A href=´http://www.xts.fnhq.net/´ Target=_Blank>Xtreme Team Studios</a> Edited by - Anton on 12/8/2004 1:52:12 AM

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16

Wednesday, December 8th 2004, 5:12am

Harrier: <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>E:FLScratchSourceServerSpaceEqObj.cpp(396) : *** WARNING: EqObj::use_item() couldn´t find target item on Client request. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Never seen this one before... But... It sounds to me like a server is running one mod, and the client, another. Or more than likely, the client version is missing some small thing that the server´s version has. <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>E:FLScratchSourceCommonAiIBehaviorManager.cpp(206) : *** WARNING: IBehaviorManager: state graph not found in database! <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> This one is caused by the FreelancerDataAIState_Graph.db file. (Which you can read using Notepad.) It´s caused because the state_graph called is not in the state_graph.db file. I included a modified version in some of my Privateer mods, until I realized that it only affects certain formations. (Which are fairly rare in Privateer.) If you check your &quot;NPCships.ini&quot; files, odds are that you either omitted the entry, misspelled it, or entered something that isn´t in the State_Graph.db file. As there´s the Main NPCships.ini, plus one in each of the 14 mission folders, plus the &quot;npcship_test.ini&quot; (Which should never be touched), it´s hard to isolate it further, without knowing which one(s) you´ve edited. Here´s a ship from the main NPCships.ini file: [NPCShipArch nickname = MSN01a_Liberty_Rogue loadout = MSN01a_Liberty_Rogue level = d1 ship_archetype = pi_fighter pilot = MSN01a_Liberty_Rogue state_graph = FIGHTER-----------------------------Here´s the one to check! npc_class = unlawful, FIGHTER Edit: Near as I can figure, the acceptable entries are: NOTHING--------Used by bases, jumpgates, tradelanes &amp; docking rings: &quot;Behavior = NOTHING&quot; PLAYER---------Not sure where this one is used FIGHTER--------Fighters/Freighters/CSV/etcetera TRANSPORT----Self-explanitory GUNBOAT-------Ditto CRUISER--------Cruisers and Battleships Anything else will cause the aforementioned error. Edit #2: I suppose that changing a &quot;Behavior = NOTHING&quot; entry in a system file to something other than those listed could also cause an error. But so could changing a &quot;Behavior = NOTHING&quot; to one of them, too! I´ve never tried. Watch your 6! Edited by - warzog on 12/8/2004 8:49:44 AM
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Louva-Deus

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17

Wednesday, December 8th 2004, 7:39am

<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>E:FLScratchSourceServerSpaceEqObj.cpp(396) : *** WARNING: EqObj::use_item() couldn´t find target item on Client request. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> The only time I can recall seeing this error was related to wrecks while using player looting code. It has to do with the fuse used for player looting being applied to wrecks, usually this accompanies FATE DISSAPEAR errors. I could be wrong though since I can´t verify it until my computer arrives that has all my files. @WatercoolerWarrior - Basically here is what would need fixing: Data is enclosed in quotes. {sp} = space Step 1: convert all tabs/nbsp to regular spaces Step 2: &quot;{sp}{sp}&quot; -&gt; &quot;{sp}&quot; fix bini output double-space error Step 3: &quot;={sp}=&quot; -&gt; &quot;=&quot; fix bini output error &quot;={sp}=&quot; Step 4: &quot;,
&quot; -&gt; &quot;
&quot; remove ending commas Step 5: &quot;{sp}
&quot; -&gt; &quot;
&quot; remove ending spaces Step 6: &quot;{sp}Entry1&quot; -&gt; &quot;Entry1&quot; remove preceding spaces Step 7: &quot;


&quot; -&gt; &quot;

&quot; remove multiple blank lines Step 8: The next thing that needs fixing are the missing exists = true statement in the bini format. In compressed form if an entry has no value it is seen as value = true, when decompressed bini does not fix the missing value. &quot;Entry1{sp}={sp}Entry2&quot; -&gt; &quot;Entry1{sp}={sp}
Entry2&quot; stacked entries &quot;Entry1{sp}Entry2&quot; -&gt; &quot;Entry1{sp}
Entry2&quot; stacked entries &quot;Entry1
&quot; -&gt; &quot;Entry1{sp}={sp}true
&quot; fix bini error, missing exists = true &quot;Entry1{sp}
&quot; -&gt; &quot;Entry1{sp}={sp}true
&quot; fix bini error, missing exists = true &quot;Entry1{sp}=
&quot; -&gt; &quot;Entry1{sp}={sp}true
&quot; fix bini error, missing exists = true &quot;Entry1{sp}={sp}
&quot; -&gt; &quot;Entry1{sp}={sp}true
&quot; fix bini error, missing exists = true Special lines: Section headers (enclosed in square brackets) remove all spaces and commas Comment lines (lines starting with &quot;;&quot; semicolon) do nothing Hope that´s good enough for a start and I will hopefully be able to test your results in a week or two. Edited by - Louva-Deus on 12/8/2004 7:50:41 AM
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18

Wednesday, December 8th 2004, 2:04pm

Not a Unix/Linux person, although I know vi pretty well (gives me something to talk to *nix people about). I do a bit of Windows admin scripting work, so most of my knowledge is a mix of WSH and .NET. I prototyped the tool last night already in WSH, plain old uncompiled VBScript that reads file names from standard input and writes a similarly named .tmp file that´s been cleaned (e.g., DataMissionsM04m04.ini gets a &quot;cleaned&quot; version in DataMissionsM04m04.tmp). If you want a current version, let me know. I probably won´t make the effort of releasing it here until I have a few other similar tools done as well so I can just bundle them together. It turns out that the SDK files are primarily clean; I did a crude comparison after writing the tmp files, just comparing file sizes, and only about 35 or so files were different - and 29 of those were mission INI files.

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19

Wednesday, December 8th 2004, 11:14pm

Warzog, Many thanks.. we are on the track of it now... might be a wrong entry in npcships.ini.. Louva-Deus, Thanks also, we have modified the wrecks to give us a workaround, and that seems to have fixed them, however we think it may be one of the custom ships. WatercoolerWarrior, I would really like to get my hands on such a tool, and would be happy to help test it, does it work on all files in say the Freelancer directory or do we need to do them file by file?. This would obviously still take a fair time to do, however it would be quicker than looking at individual files on a line by line basis, as thats as boring as watching cheese mature...<img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle><img src=smilies/icon_smile_shock.gif width=15 height=15 border=0 align=middle><img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> lol... we are getting there though they still appear in flspew..... <img src=´http://members.optusnet.com.au/~audioele/mypic121.jpg ´> Retreat[![! ---- I´m too badly messed up now[![!
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20

Thursday, December 9th 2004, 4:54am

You´re Welcome! (And good luck finding it!) Watch your 6!
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