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Destructable Universe

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 Jul 25, 2007 12:30 pm

Destructable Universe

I like the idea of this mod. I love the idea that in a way, you can change who controls an area.

But whenever I destroy a base, the game crashes shortly afterwards - probably, I assume, because something is trying to interact with an object that no longer exists.

Is there any way to stop this?

Post Wed Jul 25, 2007 11:28 pm

thats a good question..
i dont suppose so, unless you have the patience to change every pilot and destructable station AI in the game ^^;

you'd probably need to hardwire some coding into them saying that "if it doesnt exist anymore, then DONT DOCK WITH IT!"...

should also look into telling the station's AI to stop wanting to have the ships undocking from the stations.. because.. well ^^; thei're dead now...

i could be wrong tho... dont go for my word o_o; but it does make sense.

~x marks the spot. step and burn!

Post Thu Jul 26, 2007 8:39 am

I remember seeing this particular problem addressed before, and to my knowledge all efforts to get around the potential crash hasn't worked.

I think this is in part due to the fact that although the station has been destroyed, the local area around the empty space is still buzzing with activity trying to access the base.

If there are "routes" that originate and terminate at that station, I think that's where the crashing problem exists.

Since the starting and ending point of their route no longer exists, the game probably sees this as a "fatal error" and crashes the game.

Now, in a system where the station is not the focal point of a route..chances are the npc's will ignore the fact that the station no longer exists. (thusly, so will the game engine)

Post Thu Jul 26, 2007 12:33 pm

But I hear of plans for MP destructible universe mods, with the only problem being that if a player launches from the base, the server crashes. This is the only problem around. Thus, someone must have gotten around the NPC crash.

Post Thu Jul 26, 2007 1:47 pm

On a educated guess, I think removing the affected route might solve the problem. But I don't think it's that simple.

For MP, there was discussion about where a player would "spawn" in case the base they were on was blown up.

One idea was to allow spawning at some spot near where the base once was.

Another idea was to force a "relocation" of the player to a previous base as if they had died in open space.
The reason behind the second idea is that in MP, you always respawn at the last base you were docked at in case of death. (which could be several systems away)

Either way, I don't know that either of these ideas are feaseable.

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