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Odd Console error

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 Fri Oct 28, 2005 2:13 pm

Odd Console error

Okay, I have created a mod, that adds to the game about 20 new factions (and sets the player's reputation to them in newplayer.fl and mpnewcharacter.fl), one ship (buyable at Manhattan) and a new system as well as editing the Rheinland systems.

Now, when I open up a server with the mod activated and join, it begins: When the character selection display should appear, at first there is the "taking longer then expected" message, then "loading" and then the "connection to the server has been lost" message. When exiting to the server's console, I get one single error message:

<pre><font size=1 face=Courier>E:\FL\Scratch\Source\Common\Archetype.cpp(60) : *** ERROR: ArchDB::Get(2259460045) failed </font></pre>

When I scan Freelancer with activated mod using CRCTool and search for the Hash, it says "Not found". How can that be? How can something that is not referenced to anywhere cause an error involving an Archetype not loaded?

Please help.

Post Fri Oct 28, 2005 2:20 pm

Possibly because FLserver doesn't like you? Had that happen once. Got the most bizzare error like that. Freakin wierd...

Post Fri Oct 28, 2005 2:24 pm

Well, my guess would be it's one of the .fl files, because they are the only ones not searched by CRCTool. However, I haven't changed anything there except the new factions' reputations. And that doesn't involve any archetypes.

Post Fri Oct 28, 2005 3:31 pm

Quick update: I've removed the .fl files and tried out again. No change. I then removed all changes to the factions. Now it's working. Now my guess is that missing archetype is reference to from a line CRCTool isn't searching for, probably the faction_prop.ini. I'll keep looking.

Post Fri Oct 28, 2005 4:25 pm

2259460045 = li_elite3

Bear in mind this is using the hashcodes from Evolutions 1.29...unless you also have a ship named "li_elite3" then I'm thoroughly confused.

Post Fri Oct 28, 2005 4:41 pm

Well, I indeed use such a ship. The Liberty VHF. Anyway, I fixed that one (let the CRCTool search for every string in faction_prop.ini refering to a ship), only to find out it wasn't the source of the error. I get another error message now, when launching:

<pre><font size=1 face=Courier><font size=1 face=Courier>E:\FL\Scratch\Source\Common\CEqObj.cpp(454) : *** WARNING: alloc_equip: Archetype[0x8000bec6 not supported/equippable! </font> </font></pre>

Anyone's got an idea what this string might be? My updated CRCTool database using faction_prop.ini as well is at a loss here. "Not found."

Oh, it has something to do with factions, cuz when I reenter them into the mod, it starts crashing, if I remove them, it's working fine.

Edited by - Manhattan_Guy on 10/28/2005 5:42:08 PM

Post Fri Oct 28, 2005 4:46 pm

ge_lbd_engine_01

are you compiling a database of the entire freelancer folder?
you should have two,one vanilla w/ sdk and the mod database as tmp.cdb

Edited by - Cold_Void on 10/28/2005 5:47:01 PM

Post Fri Oct 28, 2005 5:29 pm

Oh, thanks.

Strange, CRCTool was configured to search for the "nickname" line as well, still it didn't include the name of this engine.

Anyway, this can also not be the reason, because the battleship engine problem is appearing often and proved not to be fatal. That's strange, because I copied the factions out of a INI-edited Freelancer version, which worked with the same settings. Looks like I have not included everything referenced to from the factions.

Post Sat Oct 29, 2005 10:13 pm

Manhattan_Guy,

This post should by rights be in the "Mod Errors Board" Forum..

Archetype errors are covered in there ..

once you have seen this I will move the thread.

Harrier

Post Sun Oct 30, 2005 12:42 am

Okay.

BTW: I solved the problem. As I said, I copied the faction files from a working version of Freelancer -- well, not as working as I though it was. Somehow it was corrupted, probably because someone messed up the factions again (who could that be? ).

So I took the recent backup and copied all changes I had made apart from the factions. Seeing that was working, I used this version as basis for my FLMM-Mod.

Post Sun Oct 30, 2005 11:50 pm

moved..

Harrier

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