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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 Sun Dec 11, 2005 3:29 am

Hi there.
I have some probs with my FLMM. always when i try to install a mod for it i get error message "The central directory was not found in the archive (or you were trying to open not the last disk of a multi-disk archive'' i have the latest FLMM and FL SDK but still this doesn't work.
have tried to move the directory/file but still same message. anyone experienced the same?

Post Sun Dec 11, 2005 6:32 am

I think your problem is that your not getting the full download. TLR is a Very busy site with limited bandwidth, when a lot of people download at the same time the server tends to abort some of the downloads to save bandwidth.

You best bet is to find a time when TLR is quieter or use a download manager.

Post Mon Dec 19, 2005 2:29 pm

I'm having problems concerning my router. How do I configure the port information so I can host a server for my mod?


Thanks.


~SilverCyan.

Post Wed Dec 21, 2005 11:07 am

Another FLSpew error message. It goes like this:

<pre><font size=1 face=Courier><font size=1 face=Courier>E:\FL\Scratch\Source\Common\Archetype.cpp(60) : *** ERROR: ArchDB::Get(2410222594) failed </font> </font></pre>

I made a full scan of the game with my mod activated using CRCTool and then looked it up, but the tool can't find the nickname of the hash.

Another hint might be that the game crashes directly at startup (after the three intro movies) instead of showing the menu. FLServer shows this error in the console and then crashes. My first guess were the save games, so I deleted them all. No change.

It still has to be something very global, if it crashes the game on startup. So which files are read by Freelancer on startup and could contain an archetype-related error, that is not scanned by CRCTool's standard search strings?

EDIT: I found out where the error is located. Commodities. I changed my mod's commodities.xml into commodities.txt to prevent any changes in that matter. Now it starts up properly. Now the question is: Where could an archetype error occur in select_equip.ini or goods.ini, which are the files edited by the commodity script.

Edited by - Manhattan_Guy on 12/21/2005 11:22:39 AM

Post Thu Jan 26, 2006 6:48 pm

Black Eagle: "2. WARNING: alloc_equip: Archetype[0x86dd08ca not supported/equippable!
"0x86dd08ca" is the "ge_s_tractor_02", my Advanced tractor beam, you can buy and mount on your ship. I have this also on many NPC encounters. So, what is wrong with it?"

Not sure if you got any pointers to this?

When I had similar problems with equipment (engines, thrusters), it turned out to be that non-moving ships like bases and wrecks had loadouts which included these items.

So check the loadouts for any stationary ships (wrecks or bases) in your mod, and if you use standard loadouts for them then you need to copy those loadouts to new nicknamed loadouts and remove these items. For the new wreck loadout names I use the FL standard and call them "SECRET_" followed by the loadout name, e.g. "li_dreadnought01" became "SECRET_li_dreadnought01". For base ships I use the suffix "_base", for example "li_dreadnought01" becomes "li_dreadnought01_base".

By the way, I discovered after many hours of hair-pulling that wreck loadouts with "_01" suffix (e.g. "wreck25_loadout_01" do not drop their loot! But if you change it to "wreck25_loadout_1" or "wreck25_loadout01" then all is well. "_02", "_03" etc were all OK. Please tell me why?!!!

Good luck.

Roleplay: - the art of self-deceipt!

Post Fri Jan 27, 2006 3:14 am

Hi Startrader!

Many thanks for these hints! It really helped and I now have less error messages in FLSpew (almost all are gone now).
Great!!! Thanks for this!

Black Eagle

Post Tue Feb 07, 2006 3:56 am

I've been tweaking and combining a couple of mods - part of a ship pack, some equipment and changing the starting ship - and have run into a problem I can't seem to track down. I had been messing with the ship's .cmp to add some lights, and got that working. However, now when I try to load the mod up in FLMM, it comes back with one of two error messages, depending on what I mess with in the script before trying again. The first one I came across was:

Error: Unable to find section '[Tractor'(...) in 'C:\Program Files\Microsoft Games\Freelancer\data\equipment\misc_equip.ini'

Now, I looked at the part of the script in which misc_equip.ini is being appended to add a second tractor beam, which is coding that had been working all day. Somehow I had managed to get the </data> tag placed after the power plant (right above it), so I figured that must have been it. But no, after moving the tag where it should be, it still wouldn't work. Opened misc_equip.ini itself and checked to make sure nothing had gotten messed up in there. It's all in place. Eventually, I just took out the tractor beam part, and changed all references to ge__s_tractor_02 elsewhere in the script to the original beam, ge_s_tractor_01. Yet, it still gave me the error, even though now there was no mention of any tractor beam outside of the original game coding. Odd, I thought. By this time I had tried reinstalling the game. Same result. Reinstalled SDK 1.3 and tried again. Then a new error message popped up.

Error: Unable to find dest 'Act_SetShipAndLoadout = ge_fighter, msn_playerloadout' in 'C:\Program Files\Microsoft Games\Freelancer\data\MISSIONS\M01A\m01a.ini'

At this point I am even more thoroughly confused, so I rechecked the starting ship part of the script and the m01a.ini file. Both look fine. I even tried deleting the part of the script for the ship change, and rewrote it. That didn't help. So I went back, copied and pasted the script from the tutorial, and changed the necessary ship and equipment references. And it's still doing the same thing.

So, at this point, I'm absolutely lost, and at my wits' end. And for the life of me, I can't remember what it was I was doing right after the last time it worked. I have a feeling I put some new light definitions into the script, and swapped three of the running lights for those. But I remember trying it after changing all of that back, too, and it didn't help. I'm pretty sure when I did that I got the error relating to the tractor (which I can only assume was because I didn't have the SDK installed). Furthermore, I can't remember if I had the SDK installed when it was working. I think it was, but I'm not 100%

Well, sorry about the long post, although hopefully someone will have some ideas as to what might be causing the problem and what I might try to remedy it. Any help would be much appreciated.

Post Tue Feb 07, 2006 4:06 am

............. Ok, never mind... I'm freaking stupid...

Well, I figured it out... I had been making copies of the script at intervals in case I messed something up royally... They all still had the .xml file extension. So it was loading like eight scripts at once, and some of them must have been contradicting each other. So, yeah, I feel really stupid.

But hey, it was a four hour lesson well-learned, I guess. Won't be doing that again...

Post Fri Feb 17, 2006 1:03 pm

hi before i begin i have to say great site guys!
right down to business can anyone help i added the titan to planet manhattan but then found you have to be a 30 something level pilot to buy it! is there any way to remove the limit or jump levels without doing the missions.
second and last can anyone give me an idiots guide to installing the babylon 5 ships mod as i've done everything the install says but it still doesnt work.

many thanks in advance
voider

On this wintery frontline hell, Death comes to call

And at dawn You'll Greet Him, With the Taste of his own blood.

Post Tue Feb 21, 2006 6:29 pm

Hello all Im new to this forum thing so please bear with me lol. Im using the freeworld star wars mod and I was trying to warp to Yavin using the Corellian gate, and it keeps shutting my whole computer down. Gives me this code, c:\docume~1\hp_owner\locals~1\temp\werbff2.dir00\mini022106-02.dmp and this one also, c:\docume~1\hp_owner\locals~1\temp\werbff2.dir00\sysdata.xml. I hope this information might prove usefull to someone and help me out in the process. Thanks all.

Post Sat Mar 04, 2006 3:46 am

Okay, the problem is as follows:

I've now tried for several hours to fix the error that the game crashes to desktop when I launch from any base in Omega-5 (which I heavily modified). I've used both FLScan and the INI Analyzer to search for errors, but there are none. FLSpew gives me the following message:

<pre><font size=1 face=Courier>E:\FL\Scratch\Source\Common\Archetype.cpp(60) : *** ERROR: ArchDB::Get(2927279950) failed </font></pre>

But CRCTool cannot find this archtype. I've searched for the standard strings and added "archetype", "DA_archetype" and "ship_archetype". No results.

What other lines (in which files?) could cause an archetype error but do not show up when I create a database with the strings stated above?

I'm pretty lost here. It seems to be no archetype of an object defined in the system INI and all factions flying around in the system only use old ships, so it FLScan should be able to find the error, right? But it doesn't. I need help.

Post Sun Mar 05, 2006 12:30 pm

*bump* No ideas?

(I believe this is the reason there are so many new topics on these errors -- nobody looks into this one.)

Post Sun Mar 05, 2006 5:54 pm

Manhattan Guy,

While I do not recognise the number its telling you (and you'd know this) that it's failing to load an archetype that's needed..

couple of questions..

Does it only happen in Omega 5.. ?
Does it happen instantly you attempt to launch? or when the ship is entering space?
..
I dont know how to solve this but i presume you are running the crc tool within freelancer proper and with the mod enabled..

Also, I agree with you about ppl continually posting the same type of stuff without reading the stickied thread.. .. maybe they consider their problem "unique" ..

Harrier

Post Mon Mar 06, 2006 5:38 am

Indeed I think that I use CRCTool correctly, with the mod activated.

Well, yes, it only crashes in Omega-5. And there is a loading screen before it crashes, so this leads me to believe that something is not right with the patrols.
Now, I will first use filemont to see if there are any special files Freelancer reads when crashing. If that doesn't get me any results, I will modify an edited version of the file and comment out the patrols to see if the error is caused by those.

I'll keep you up to date.

Post Sat Mar 11, 2006 11:58 pm

Manhattan_Guy:
It sounds to me like you may have either a typo, or a missing model.
Somewhere, you're asking Freelancer to load something that it can't find.
Oh, and by typo, I not only mean a spelling typo, but also, a capitalization, or a punctuation typo.
(I've gotten into the habit of "copy-n-pasting," rather than typing, in order to avoid typo's.)

Watch your 6!

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