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How to debug crashes

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Post Mon Apr 03, 2006 2:07 pm

How to debug crashes

I'm using Victor's Mod 1.62. For some reason, I get random crashes whenever I leave dock, be it planets or stations. So far it seems completely random, but it is often, sometimes up to 1 out of 2 dockings.

Anyway I'm pretty sure Victor is never going to work on it again, so I'm wondering if any modders here could point me in the right direction for me to do my own debugging. Are there any crash logs for the client?

I should note I'm also running the server on my machine. None of the other clients have reported this problem. It was flawless when I first started the mod, but about when I got my first heavy ship, and started exploring non-liberty space, things started crashing.

Post Mon Apr 03, 2006 3:21 pm

OK I noticed the server console give sa lot of similar warnings, like the following:

WARNING: Object(0x8bea558b) missing equipment archetype(8F2CE548)

Can someone point me in the right direction of where to look to try to fix that?

Post Mon Apr 03, 2006 3:43 pm

download CRCtool, create a database file with victors mod activated and save the database - then select the database and search it for that object CRC#'s (btw, i queried my own database and the object is ku_destroyer)

Post Tue Apr 04, 2006 8:38 am

This is an old one, I had to do a bit of digging just find where I'd put it. This was done back before we had our bughunting progs, it was a case of trial and error to find the bug's back then.

Open loadouts_special.ini and search for "Kusari_Destroyer_Loadout", under this are 6 "ku_destroyer_turret04" this is the problem with this one as turret04 doesn't exist so change them to turret03 or make a turret04 in weapon_equip.ini.
Now add this to the end of this file.

[Loadout#
nickname = Nomad_Gunboat_Loadout
archetype = no_gunboat
equip = infinite_power
equip = ge_ng_engine_01
equip = ge_s_scanner_02
equip = nomad_turret01_mark01, Hp_1_01
equip = nomad_turret01_mark01, Hp_1_02
equip = nomad_turret01_mark01, Hp_1_03
equip = nomad_turret01_mark01, Hp_1_04
equip = nomad_turret01_mark01, Hp_1_05
equip = nomad_turret01_mark01, Hp_1_06

[Loadout#
nickname = Nomad_Battleship_Loadout
archetype = no_battleship
equip = infinite_power
equip = ge_s_scanner_02
equip = nomad_turret01_mark01, Hp_1_01
equip = nomad_turret01_mark01, Hp_1_02
equip = nomad_turret01_mark01, Hp_1_03
equip = nomad_turret01_mark01, Hp_1_04
equip = nomad_turret01_mark01, Hp_1_05
equip = nomad_turret01_mark01, Hp_1_06
equip = nomad_turret01_mark01, Hp_1_07
equip = nomad_turret01_mark01, Hp_1_08
equip = nomad_turret01_mark01, Hp_1_09
equip = nomad_turret01_mark01, Hp_1_10
equip = nomad_turret01_mark01, Hp_1_11
equip = nomad_turret01_mark01, Hp_1_12
equip = nomad_turret01_mark01, Hp_1_13
equip = nomad_turret01_mark01, Hp_1_14
equip = nomad_turret01_mark01, Hp_1_15
equip = fx_Nomad_battleship_engine, HpEngine01

This will add the two loadouts that are missing, save that one and open ships\loadouts.ini and search for these,

bh_gun01_mark05
bh_gun01_mark06
bh_gun02_mark04
bh_gun02_mark05

these are just typo's they should read,

gd_bh_gun01_mark05
gd_bh_gun01_mark06
gd_bh_gun02_mark04
gd_bh_gun02_mark05

you should have a couple of each to change, they are loadouts for wrecks.

Save that and open solar\loadouts.ini, here you want "XLargeWhiteSpecial" remove the "X" from each one you find.

There's one other error but unless you plan on removing the OpenSP part of this mod it won't affect you.

Please remember to add a closing square bracket where you see a # as the forum code doesn't show them.
**shuffles of with a new headache**

Edited by - Bejaymac on 4/4/2006 11:07:01 AM

Post Wed Apr 05, 2006 12:43 pm

awesome, thanks for the info guys. I'll check it out.

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