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Total Conversion mod

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Post Mon Mar 26, 2007 2:23 pm

Total Conversion mod

I've been working on a total conversion mod. And in the process deleted all of the systems using FLE. Afterwards I tried to load FL and it crashed on startup. Does anyone have any suggestions on how to successfully delete the systems?

Thanks

Post Mon Mar 26, 2007 4:14 pm

uhm...I think you were successful in deleting all your systems.

But why did you crash when you loaded up your mod?
Chances are where you set up your starting ship to land and whether or not it was set to follow the story line. (If it's going to try to follow the story line..well, that's a moot point since it isn't there anymore)

I experienced something like that once with I did exactly the same thing as you did. Why it crashed had something to do with the starting point.

Post Mon Mar 26, 2007 5:39 pm

E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Bw08_01_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Ew02_01_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Hi01_01_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(li01_02_base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(li01_02_base) failed.

these are the errors I get

Post Mon Mar 26, 2007 6:35 pm

Some systems are very tightly linked with the game. New York (Li01), Freeport 7 and others such as the story systems (StXX) are rather important and can make the game crash. Instead of deleting all those systems, I'd just suggest to put them in a far off place on the map and make them "visit = 128". If you remove all links to the system, it'll be just as if it wasn't there.

If you truly want to remove all the systems, you'll have to hunt for all references of those systems. Check the Market files, the Story files, the Nebula and Asteroids folders mainly. Any reference to a system in those will give out errors or crashes.

Post Mon Mar 26, 2007 6:48 pm

so basically include the enitre SDK and hunt through it to find all the entries. wow, ok. Thanks for the help!

Post Mon Mar 26, 2007 6:59 pm

TC_SDK_new

this should help.... i hope you'll reconsider attempting a new TC (even small mods can take a long time depending on skill/knowledge levels of the game) but whatever floats your boat. there are lots of great mods out there that could use more modders, and players

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