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1

Thursday, February 16th 2012, 1:58am

engbase.dll offset 000124bd

i get this error when my flserver crashes

engbase.dll offset 000124bd can any one help me with this crash ?
thank you for replies

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2

Thursday, February 16th 2012, 9:27am

a problem with npcs
try if this plugin fixes is
http://adoxa.3eeweb.com/freelancer/dlp.php?f=shieldoffline

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3

Thursday, February 16th 2012, 11:24am

thank you :) i will give it a go :).

ok how do i use the dll ? just add it to resources ? lolz i found the read me bit :)

This post has been edited 1 times, last edit by "Evil_Croopy" (Feb 16th 2012, 11:24am)


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4

Thursday, February 16th 2012, 3:31pm

add the name of the file to the dacom.ini and the dacomsrv.ini (there should already be some dll files in there)

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5

Thursday, February 16th 2012, 10:27pm

yeah i added the dll to dacomsrv and no crashes all day, man i love you i have tryed to find this crash bug for ages
its so random and never gets reported in the server error log.
Thank You!

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6

Friday, February 17th 2012, 9:20am

no prob - over the years i ran into many similar errors

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7

Wednesday, February 22nd 2012, 11:05pm

The error did not stop.
the dll shows as loaded in the console ....
Stopped NPC`s using batteries, edited shiparch so all the ships use HpShield01, removed the shield online sound, lastly i have set shield rebuild time to zero.
still i am getting the 000124bd error.
I noticed that the npc shield rebuild, is there a default time ?
Do have any other leads that i can follow ??????

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8

Thursday, February 23rd 2012, 5:43pm

the plugin just is meant to stop rebuild of npc shield when they are actually dead but not exploded yet due to a running fuse

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9

Thursday, February 23rd 2012, 9:31pm

ok i have finally worked this out..



when any mounted equipment is hit the damage is passed to the ship`s root, now the client wont crash but the server will. This is due to the Hp not being listed in the meshes .sur, so the damage can not be passed (function in engbase.dll) and the sever crashes.





This this were the damage gets "spashed" on to the meshes root like CollisionGroup`s







[GUN]



parent_impulse = 20


child_impulse = 80




as a test i deleted all the *.sur files from EQUIPMENT on the server, the next error was when a shield was hit.
I am currently testing with .sur`s removed and child & parent impulse commented out

This post has been edited 2 times, last edit by "Evil_Croopy" (Feb 23rd 2012, 9:31pm)


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10

Friday, February 24th 2012, 1:10pm

makes perfect sense
good work

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11

Friday, February 24th 2012, 2:07pm

ok after some testing i am getting very good results.

Server Side

first i removed the .sur files from equipment and other places that i had made .sur for mounted equips.

on the hud i can see weapons still taking damage but no crashes.

i tryed "root_health_proxy = false" as an entry in a weapon i had made but this sadly did not work.

Ship .surs

i made the ship surs with sur builder



now i still got a few "BAD HITS" these were on the thruster, ECM & Shield meshes(mounted equpiment), so i imported the models in to MS renamed the groups and exported the new cmps and edited relevant files.

now this is a bit of a kicker for me

i received a crash from a missile projectile getting hit "li_rad_missile.3db", maybe the projectile stuff needs a hit box ?? but the missiles are untouched ... maybe its a false report ...

So my next step is to make new .cmps for all mounted equips and projectiles.

i will post back more info



My other plan is to use vanilla surs and match the mod`ed ships to them.

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12

Tuesday, March 6th 2012, 12:06pm

Results from Testing.

all mounted equipment sur files were deleted before test were run.

Microsoft / Digital Avail did not use unique names for their groups inside cmp/3db meshes.

after renaming the groups and exporting the new meshes the crashes from the cm dropper, ku_thruster and li_rad_missile crashes from these appear to have ceased.


in conclusion it appears that you will need to repair some of the sur files used by projectiles and mounted equipment as well as adding HpIds to sur files that you have made or to vanilla meshes that you added extra Hard points to ie: thrusters ect.



My next question is which is the best method/app to append sur files with Hard Point ids ?

This post has been edited 1 times, last edit by "Evil_Croopy" (Mar 8th 2012, 3:36pm)


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13

Tuesday, March 6th 2012, 5:25pm

I wonder why i never ran into problems with hpids on my surs (ive not added them) but dont experience any crashes

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14

Thursday, March 8th 2012, 3:32pm

do you use vanilla sur files or custom sur files and or multi part meshes?
these type of crashes can be random so the way to push the probability is increase density and max battle in your system encounter use cap ships with missiles in the mix, now sit back a wait ...

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15

Thursday, March 8th 2012, 3:37pm

custom ones only
single part and multi part ones
(a few hundred surs)

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16

Thursday, March 8th 2012, 4:34pm

o0 how did you make the sur files ?

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17

Thursday, March 8th 2012, 5:18pm

the single part ones by just exporting them in milkshape after they got cleaned
maybe the settings play a role here
after that i opened them in a sur tool changed some settings and exported them again

i can not say which of the steps makes the surs resistent to the problem
all i know is that i dont experience any problems

maybe there is even a totally different explanation as my mod is highly different from vanilla FL
with tons of plugins, fixes and changed hex values

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18

Wednesday, March 20th 2013, 1:07pm

i have a new error >< in common.dll 000ead48 < is this a patrol path / encounter crash ??

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19

Wednesday, March 20th 2013, 2:32pm

probably... remove the paths from the system and see if the error remains

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20

Wednesday, March 20th 2013, 5:47pm

yes i have removed paths and now looking for the crash, but i was unable to find the offset >< TY for answering so quick :)



now i have a crash

in common.dll

offset 000ea3fb

both the client and sever crashed



at one time the server did not crash i returned to the server and the next offset was

00100cce in common.dll both server and client crashed.

Source code

1
2
3
4
5
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NOTICE:General: VMESH: couldnt find material 4100510260
C:\work\builds\dalibs\dalibs-build\build\Src\RendComp\VMesh\VMPartArch.cpp(697) : NOTICE:General: VMESH: couldnt find material 4100510260
C:\work\builds\dalibs\dalibs-build\build\Src\RendComp\VMesh\VMPartArch.cpp(697) : NOTICE:General: VMESH: couldnt find material 4100510260
C:\work\builds\dalibs\dalibs-build\build\Src\RendComp\VMesh\VMPartArch.cpp(697) : NOTICE:General: VMESH: couldnt find material 0
C:\work\builds\dalibs\dalibs-build\build\Src\RendComp\VMesh\VMPartArch.cpp(697) : NOTICE:General: VMESH: couldnt find material 0
C:\work\builds\dalibs\dalibs-build\build\Src\RendComp\VMesh\VMPartArch.cpp(697) : NOTICE:General: VMESH: couldnt find material 0


is the las lines in flspew.txt, is a missing material going to crash clien and server ????

This post has been edited 2 times, last edit by "Evil_Croopy" (Mar 20th 2013, 5:47pm)


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