Mod activates Server doesn''t...
I'm developing a mod that activates just fine in FLMM but when I try to fire up FLServer.exe the console gets as far as;
C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Engine\engine.cpp(508) : NOTICE:General:ENGINE::load_engine_components: aggregation of 'RenderManager' [ returned [OK
and then gives me the Freelancer-Server has encountered a problem and needs to close message.
This is only when a certain portion of the mod is activated. When the rest of the mod is activated everything seems to work properly and FLServer fires up just fine. I'm going through the significant section but nothing is jumping out at me.
FLMM is activating the added *.dll file and creating a flmm1.dll file for the entries that are generated by the script and those look all right as near as I can tell. Freelancer.ini references the *.dlls correctly. I'm thinking it has something to do with the *.dlls but I don't know what to look for.
When creating the one *.dll I basically copied over the flmm1.dll file that was created in the earlier version of the mod and placed it in the exe folder. Now I'm permitting flmm to add the additional information (generated ids_name info) and creating a new flmm1.dll in addition to the renamed one already included in the exe folder. It looks like FLMM is adding the *.dll files properly and they look OK.
So, again. Where do I begin to look?
C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Engine\engine.cpp(508) : NOTICE:General:ENGINE::load_engine_components: aggregation of 'RenderManager' [ returned [OK
and then gives me the Freelancer-Server has encountered a problem and needs to close message.
This is only when a certain portion of the mod is activated. When the rest of the mod is activated everything seems to work properly and FLServer fires up just fine. I'm going through the significant section but nothing is jumping out at me.
FLMM is activating the added *.dll file and creating a flmm1.dll file for the entries that are generated by the script and those look all right as near as I can tell. Freelancer.ini references the *.dlls correctly. I'm thinking it has something to do with the *.dlls but I don't know what to look for.
When creating the one *.dll I basically copied over the flmm1.dll file that was created in the earlier version of the mod and placed it in the exe folder. Now I'm permitting flmm to add the additional information (generated ids_name info) and creating a new flmm1.dll in addition to the renamed one already included in the exe folder. It looks like FLMM is adding the *.dll files properly and they look OK.
So, again. Where do I begin to look?