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Same error as UnicornZ

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 Tue Apr 11, 2006 2:13 pm

Same error as UnicornZ

Hello.

I've got the same problem like UnicornZ.

Everytime I'm encountering one of my custom ship encounter, the server is shutting down and displayed this:

<pre><font size=1 face=Courier>C:\work\builds\dalibs\dalibs-build\build\Src\EngBase\Engine\engine.cpp(1897) : WARNING:General:Engine: destroy_joint: Failing to disconnect -1 <- 29732552, not connected. </font></pre>

But the solution, that UnicornZ posted in his thread doesn't help or doing I'm wrong?

Here is the shiparch.ini entry:

<pre><font size=1 face=Courier>[Ship
ids_name = 524552
ids_info = 524364
ids_info1 = 524364
ids_info2 = 524364
ids_info3 = 524364
ship_class = 2
nickname = glador
LODranges = 0, 4000
msg_id_prefix = gcs_refer_shiparch_hfighter
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = ships\LFT\GLADOR\Glador.cmp
material_library = ships\LFT\GLADOR\Glador.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\kusari\k_fighter.ini
pilot_mesh = generic_pilot
nanobot_limit = 100
shield_battery_limit = 100
hold_size = 150
mass = 300.000000
linear_drag = 1.000000
max_bank_angle = 30
camera_offset = 13, 42
camera_angular_acceleration = 0.030000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 20000
explosion_arch = explosion_li_freighter
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 24000.000000, 24000.000000, 104000.000000
angular_drag = 60000.000000, 60000.000000, 60000.000000
rotation_inertia = 16800.000000, 16800.000000, 16800.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
shield_link = co_elite2_shield01, HpMount, HpEngine01,HpEngine02, HpEngine03, HpEngine04, HpEngine05, HpEngine06, HpEngine07, HpShield01
num_exhaust_nozzles = 7
hp_type = hp_freighter_shield_special_4, HpShield01
hp_type = hp_freighter_shield_special_3, HpShield01
hp_type = hp_freighter_shield_special_2, HpShield01
hp_type = hp_freighter_shield_special_1, HpShield01
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02
hp_type = hp_turret_special_6, HpTurret04, HpTurret03, HpTurret02, HpTurret01
hp_type = hp_turret_special_5, HpTurret04, HpTurret03, HpTurret02, HpTurret01
hp_type = hp_turret_special_4, HpTurret04, HpTurret03, HpTurret02, HpTurret01
hp_type = hp_turret_special_3, HpTurret04, HpTurret03, HpTurret02, HpTurret01
hp_type = hp_turret_special_2, HpTurret04, HpTurret03, HpTurret02, HpTurret01
hp_type = hp_turret_special_1, HpTurret04, HpTurret03, HpTurret02, HpTurret01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_thruster, HpThruster01 </font></pre>

Post Wed Apr 12, 2006 12:28 am

open the model and check the hardpoints

most likely the HpMount is called HpMount01 or something like that

rename it to HpMount... that will fix it (if not fixed this bug will lead to crashes if you destroy this ship in multiplayer)

Post Wed Apr 12, 2006 3:43 am

1) HpMount01 will not be recognized by Freelancer.
2) Does your model have Bay doors? If not, change those lines to:
;HP_bay_surface = HpBayDoor01
;HP_bay_external = HpBayDoor02
3) Change your shield_link to:
shield_link = co_elite2_shield01, HpMount, HpShield01

Freelancer uses the HpEngine## entries for the exhausts, (Flames) to be displayed.
Engines are mounted on the ships in the Goods.ini file, under the ships "Package" as:
addon = ge_gf1_engine_01, internal, 1

I think part of UnicornZ's problem is his shield.
He is trying to make it unique, and I don't believe it can be done as he's trying to.

Watch your 6!

Edited by - warzog on 4/12/2006 4:47:22 AM

Post Wed Apr 12, 2006 6:09 am

the shield cant be the prob... FL actually doesnt care how you call it... if just wont mount a shield if its written wrong or if the shield link is not working

same with the engines... well not actually... if you name them wrong you wont be able to move ur ship but that will not cause such an error message

(this message does appear when the ship does explode)

the only reason is the hpmount coz it is needed to place the explosion effect and disconnect all equipment from the ship itself
so if its written wrong and the ship does explode then FL does not know where the mounted equipment should be moved to

Post Wed Apr 12, 2006 8:17 am

Hö? I wrote a message early this morning. why isn't it in the thread. Swats solution fixed the problem. thnak you very very very much Swat.

Post Wed Apr 12, 2006 11:01 am

np ^^

Post Wed Apr 12, 2006 11:57 am

wanna tell us what it was? *blink*

Post Wed Apr 12, 2006 12:16 pm

Why wasn't my answer posted here? wtf

The very first solution was the right. The HpMount was called HpMount01.

Thanks you a lot guys for your fast answers!

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