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no materials found, trailing references - help please

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 Thu Oct 20, 2005 10:28 pm

no materials found, trailing references - help please

WARNING: no material found for asteroids in field (solar\asteroids\li01_Pittsburgh_debris_field_001.ini)
WARNING:General: DA SYSTEM: trailing references
WARNING:General: DA SYSTEM: trailing references

whats this no material error?i converted this field to dynamic large debris per Mephistophles' method...and these trailing references are driving me crazy - i'm pretty sure its that and not the field thats crashing it as i get crashes in other systems without my new dynamic debris too

Post Sat Oct 22, 2005 12:13 pm

found it!i guess you can't have more than two shiparch files - grr

Post Sat Oct 22, 2005 1:43 pm

Why would you want to have more than one shiparch?

Post Sat Oct 22, 2005 2:28 pm

for the same reason i'm reorganizing everything - FL IS MESSY!!!
anyways,i'm organizing it alphabetically and i'll split the two files between fighters/freighters and everything else

my FX fix is 95% done - almost every effect has been united with its viseffect entry with careful attention to top down dependency(in engines i just gave up and started rewriting them,they're so scrambled) - this makes editing them much easier for me, and in the process i found about 30 unused weapon effects for house energy weapons, like kusari neutron gun effects - also found 4 afterburner effects for all the houses

separated weapons into gun types,photon etc,missiles,mines -
removed all of the gun stats you tagged so they have only tags, then built type classified scripts to edit each weapon type ini - this makes comparing two or three factions different advantages in an energy weapon easier etc - removed individual ranges / velocities per weapon and generalized those values to type as i did not think variation for the same energy type was realistic in a vacuum or very interesting

reduced # of shields from 90 shields to 30 - really, who needs that many shields to choose from, especially considering that 50 of them are utterly worthless in MP.

now i'm starting in on renaming every ship damage hardpoint to make them uniform, as well as tackling the corsair/pirate fighter mixup again

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