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Odd Freelancer error messages. Find help or give assistance

This is where you can ask for help and post your knowledge on error messages from using the various tools that describe error messages in MODs such as DataStorm the Freelancer MOD Scanner the server console and FLSpit.

Post Wed Dec 08, 2004 1:50 am

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 +++

Xtreme Team Studios

Edited by - Anton on 12/8/2004 1:52:12 AM

Post Wed Dec 08, 2004 5:13 am

Harrier:

E:\FL\Scratch\Source\Server\Space\EqObj.cpp(396) : *** WARNING: EqObj::use_item() couldn't find target item on Client request.

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.


E:\FL\Scratch\Source\Common\Ai\IBehaviorManager.cpp(206) : *** WARNING: IBehaviorManager: state graph not found in database!

This one is caused by the Freelancer\Data\AI\State_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 "NPCships.ini" 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 "npcship_test.ini" (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 & docking rings: "Behavior = NOTHING"
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 "Behavior = NOTHING" entry in a system file to something other than those listed could also cause an error.
But so could changing a "Behavior = NOTHING" to one of them, too!
I've never tried.

Watch your 6!

Edited by - warzog on 12/8/2004 8:49:44 AM

Post Wed Dec 08, 2004 7:40 am


E:\FL\Scratch\Source\Server\Space\EqObj.cpp(396) : *** WARNING: EqObj::use_item() couldn't find target item on Client request.

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: "{sp}{sp}" -> "{sp}" fix bini output double-space error
Step 3: "={sp}=" -> "=" fix bini output error "={sp}="
Step 4: ",\n" -> "\n" remove ending commas
Step 5: "{sp}\n" -> "\n" remove ending spaces
Step 6: "{sp}Entry1" -> "Entry1" remove preceding spaces
Step 7: "\n\n\n" -> "\n\n" 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.

"Entry1{sp}={sp}Entry2" -> "Entry1{sp}={sp}\nEntry2" stacked entries
"Entry1{sp}Entry2" -> "Entry1{sp}\nEntry2" stacked entries

"Entry1\n" -> "Entry1{sp}={sp}true\n" fix bini error, missing exists = true
"Entry1{sp}\n" -> "Entry1{sp}={sp}true\n" fix bini error, missing exists = true
"Entry1{sp}=\n" -> "Entry1{sp}={sp}true\n" fix bini error, missing exists = true
"Entry1{sp}={sp}\n" -> "Entry1{sp}={sp}true\n" fix bini error, missing exists = true

Special lines:
Section headers (enclosed in square brackets) remove all spaces and commas
Comment lines (lines starting with ";" 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

Post Wed Dec 08, 2004 2:05 pm

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., \Data\Missions\M04\m04.ini gets a "cleaned" version in \Data\Missions\M04\m04.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.

Post Wed Dec 08, 2004 11:15 pm

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... lol... we are getting there though they still appear in flspew.....




Retreat[![! ---- I'm too badly messed up now[![!

Post Thu Dec 09, 2004 4:55 am

You're Welcome!
(And good luck finding it!)

Watch your 6!

Post Fri Dec 10, 2004 7:21 am

I sent a first version of the tool I was talking about to harrier. It's not really brilliant, it just changes cleanup into a matter of 'dragging and dropping' your data folder onto the script.

Post Fri Dec 10, 2004 3:57 pm

Watercooler Warrior,

Will give it a go later today and let you know what I think.

Harrier


Retreat[![! ---- I'm too badly messed up now[![!

Post Sat Dec 18, 2004 9:38 am

To Warzog concerning Robot error messages,

We have found a workaround to get rid of the these error messages.
It appeared that the error was generated by the robot commodity trader that uses the li_commtrader_fidget.thn file.
I removed the section that called that particular head shake movement from the file to remove the source of the error messages. Of course it will also effect the humanoid commodity traders, but there is still a lot of head movement going on that I doubt anyone will miss that particular one.
I have sent the patched file for submission on the TLR to bp.
If you would like to have the file earlier, just drop me an email.


BuckDanny

Post Sat Dec 18, 2004 10:27 pm

buck Danny:
Thanx for the offer, but I kinda like the datapad animation.
Good to know that someone's finally fixed it!
Great work!

Watch your 6!

Post Mon Dec 27, 2004 5:19 am

Watercooler Warrior,

I have extensively tested the ini analyser and while it works well (or seems to) I still have trailing references.. this is after:
1. Testing it on the mod files
2. testing it on Freelancer with the mod in place.

Subsequent file comparisons have highlighted lines in files corrected by the ini analyser.. and they show where unnoticed errors have been hiding..

it seems obvious that there are files in the freelancer files that are used by Freelancer that contain trailers and are not .ini files, either that or the messages I still see are no longer relevent.

One point, and I daresay this is not possible, it would be handy, if instead of showing all files having the same date, it only showed the 'corrected' versions.

Good little tool tho..

Harrier

Post Mon Dec 27, 2004 10:51 pm

I feel useful now.

Comments/responses below; this is good stuff...


it seems obvious that there are files in the freelancer files that are used by Freelancer that contain trailers and are not .ini files, either that or the messages I still see are no longer relevent.

I've done some playing with this also, and I am now convinced that simply cleaning up extra whitespace generally doesn't do a darned thing in and of itself.

What I have found, however, is that most mods are full of minor errors that might be related: accidental linebreaks and trailing commas from global edits that went wrong. This isn't too surprising since modders are essentially working on a humongous database that has no integrity checking.



One point, and I daresay this is not possible, it would be handy, if instead of showing all files having the same date, it only showed the 'corrected' versions.


It's quite possible. I didn't do it with this version because I was lazy.

What I did to each file was this: read it, checked it line by line, and wrote it to a temporary file. Then I deleted the original and renamed the temporary, hacking up the change dates on all of them in the process. No checking to see if there were changes.

How does this sound?
I'll add in a check for changes. If there are none, I delete the temp file and go on. If there are some, instead of delete-and-rename, I will overwrite the original file with the content of the new file. This will leave the creation date the same, and change the date modified ONLY on files which actually needed cleaning.

Post Tue Dec 28, 2004 10:05 pm

WatercoolerWarrior,

"The check for changes" addition would be very handy as it will highlight files that are "incorrect" without changing the dates on the "correct" ones. this will enable us to find and correct files that we may never have gone anywhere near.. i.e. not modded..., and include them in the mod files..

Since I got the bug to remove trailers.. I have done lots of checking.., one method I used was to search for double spaces within Freelancer with the mod loaded.. I found something like 22 of them in various files, some of which were native Freelancer files that were not included in SDK 1.3.. so had never been modded..by anyone (so far as we know) about 4 of these found their way into our mod files.. the result was that the mod loaded faster and ran smoother.. tho they still appeared in Flspew..but far less in number... .....

Harrier

Post Tue Dec 28, 2004 10:41 pm

What files would those be? All the ini files in the data folder tree are included in the SDK.

Post Wed Dec 29, 2004 2:28 pm

Louva,

I will answer this on Harrier's behalf. He will surely wikk correct me if I am wrong. Harrier is not referring to files in the Data folder but to files in the exe folder.

BuckDanny

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