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SWAT_OP-R8R
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Post subject: Weird Problem Posted: Sun Sep 23, 2012 6:39 am |
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Joined: Wed Oct 14, 2009 3:08 pm Posts: 75
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Howdy. Ive got a modding questions, yay! I ran into something that I don't really understand.
I have a system with a population zone -> area_scout... pop type = background and so on. This zone works... spawns encounters as it should. Everything is fine until I put a tradelane into the system (just the tradelane object, no zones). The previously working population zone stops working instantly. No encounters anymore in the system.
I am not sure what the problem is. Any ideas?
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FlyByU
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Post subject: Re: Weird Problem Posted: Sun Sep 23, 2012 6:57 am |
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Joined: Mon Jan 07, 2008 11:24 pm Posts: 558 Location: Indiana, U.S.A.
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That is weird...
Well a thought of going around it is try adding a zone around the TL all the way just big enough to fit over the TL. Then see if there is anything spawning up to and around the TL with that zone in place. May help to narrow down what is causing it.
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DwnUndr
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Post subject: Re: Weird Problem Posted: Sun Sep 23, 2012 12:45 pm |
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Joined: Sun Jan 06, 2008 4:53 pm Posts: 1041
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Can you zip the system.ini and post it here?
_________________ http://FreelancerCommunity.net http://UnderVerse.us
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SWAT_OP-R8R
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Post subject: Re: Weird Problem Posted: Sun Sep 23, 2012 1:31 pm |
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Joined: Wed Oct 14, 2009 3:08 pm Posts: 75
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I guess posting the code right here is good enough. After I noticed this problem I removed everything from the system which has nothing to do with the problem. I first thought that one of the many hex edits or one of the plugins caused this misbehaviour but meanwhile did tests which showed that this problem even happens with vanilla files and no plugins. And I noticed that even certain vanilla zones (in particular a lootable field in leeds) have this problem. I am not sure why a zone works normally and then stops working when a tradelane gets added... does not sound logical but unfortunatly it is the case. Code: [SystemInfo] name = cf07 space_color = 0, 0, 0 local_faction = br_p_grp
[EncounterParameters] nickname = area_miners filename = missions\encounters\area_miners.ini
[EncounterParameters] nickname = tradelane_trade_freighter filename = missions\encounters\tradelane_trade_freighter.ini
[EncounterParameters] nickname = area_assault filename = missions\encounters\area_assault.ini
[EncounterParameters] nickname = area_scout filename = missions\encounters\area_scout.ini
[TexturePanels] file = universe\heavens\shapes.ini
[Music] space = crossfire_ambient6 danger = crossfire_danger battle = crossfire_battle6
[Dust] spacedust = Dust
[Ambient] color = 5, 5, 5
[Background] basic_stars = solar\starsphere\starsphere_stars_basic.cmp complex_stars = solar\starsphere\cf_starsphere_stars6.cmp nebulae = solar\starsphere\starsphere_li01.cmp
[LightSource] nickname = cf07_system_light pos = -31, 0, -48 color = 120, 170, 255 range = 800000 type = DIRECTIONAL atten_curve = DYNAMIC_DIRECTION
[Object] nickname = cf07_sun2 ids_name = 261018 ids_info = 66158 pos = -7780, 0, -17462 archetype = sun_1000 star = med_blue_sun atmosphere_range = 11000 burn_color = 160, 222, 245
[Object] nickname = CF07_Trade_Lane_Ring_1 ids_name = 260727 pos = 37074, 0, -39631 rotate = 0, -112, 0 archetype = Trade_Lane_Ring next_ring = CF07_Trade_Lane_Ring_2 reputation = ku_p_grp ids_info = 66170 tradelane_space_name = 196753 behavior = NOTHING difficulty_level = 8 loadout = trade_lane_ring_ku_01 pilot = pilot_solar_easy visit = 1
[Object] nickname = CF07_Trade_Lane_Ring_2 ids_name = 260727 pos = 44008, 0, -36772 rotate = 0, -112, 0 archetype = Trade_Lane_Ring prev_ring = CF07_Trade_Lane_Ring_1 reputation = ku_p_grp ids_info = 66170 tradelane_space_name = 196754 behavior = NOTHING difficulty_level = 8 loadout = trade_lane_ring_ku_01 pilot = pilot_solar_easy visit = 1
[Zone] nickname = Zone_CF07_Tradelane_01 pos = 40541, 0, -38201 rotate = 0, -112, 0 shape = BOX size = 1598, 1598, 8000 comment = Tradelane Pop lane_id = 1 tradelane_down = 35 sort = 51 toughness = 4 density = 3 repop_time = 25 max_battle_size = 4 pop_type = major_tradelane relief_time = 35 faction_weight = co_ic_grp, 20 faction_weight = co_nws_grp, 20 faction_weight = co_os_grp, 20 faction_weight = co_ss_grp, 20 faction_weight = co_vr_grp, 20 encounter = tradelane_trade_freighter, 4, 1.000000 faction = co_ic_grp, 0.200000 faction = co_nws_grp, 0.200000 faction = co_os_grp, 0.200000 faction = co_ss_grp, 0.200000 faction = co_vr_grp, 0.200000
[Zone] nickname = Zone_CF07_newfield_01 ids_name = 471261 ids_info = 471309 pos = 83474, 0, -27360 rotate = 0, -62, 0 shape = ELLIPSOID size = 49893, 13948, 13948 property_flags = 32768 property_fog_color = 200, 130, 0 ids_info = 65939 visit = 32 interference = 0.600000 drag_modifier = 1.250000 sort = 13 toughness = 12 density = 5 repop_time = 20 max_battle_size = 4 pop_type = Background relief_time = 35 faction_weight = rh_m_grp, 15 faction_weight = fc_b_grp, 5 encounter = area_scout, 12, 0.500000 faction = fc_b_grp, 1.000000 encounter = area_assault, 12, 0.500000 faction = rh_m_grp, 1.000000
The tradelane pop zone with the tradelane_trade_freighter encounter is btw. working while the area_scout/assault stops to work.
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DwnUndr
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Post subject: Re: Weird Problem Posted: Sun Sep 23, 2012 9:56 pm |
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Joined: Sun Jan 06, 2008 4:53 pm Posts: 1041
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At first glance the problem might be that there are only 2 rings. Tradelane encounters usually occur in a center ring so they can disrupt it and there isn't one.
You could also comment these out for testing:
interference = 0.600000 drag_modifier = 1.250000
sort = 51 ;51 is usually reserved for Ambient pop of the system, not a tradelane
faction_weight = co_ic_grp, 20 ; I can infer you have made level 20 ships for these factions?
If that doesn't help I will look again...
---------------------- from my 'sort' tutorial:
1-49 These are used for anything not listed below (don't duplicate numbers) These HAVE populations. None of these are in any particular order by type.
50, 51, 52, 53 used for 'ambient' population zones only
74 paths (trade_path) In Hi01 and Bw01 at least
76 paths (attack_patrol, lane_patrol) In Hi01 and Bw01 at least
96, 97, 98 paths (trade_path, mining_path) (These HAVE populations)
Some systems use 99 and 99.500000 interchangeably
99 paths (attack_patrol, lane_patrol), atmo burn, docking ring
99.500000 (NONE of these have populations):
gate hole base sun death planet death destroy vignette exclusions (including destroy_vignette exclusions) debrisdust, radioactivedust minefield ice_asteroid tradelane lane ring -------------------------
so, putting a 51 in there (since I read that the sorts assign zone priorities) may have taken precedence from another zone?
_________________ http://FreelancerCommunity.net http://UnderVerse.us
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SWAT_OP-R8R
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Post subject: Re: Weird Problem Posted: Mon Sep 24, 2012 12:47 pm |
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Joined: Wed Oct 14, 2009 3:08 pm Posts: 75
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2 tradelane rings work as good as more of them (its a matter of spawn distance)
however the tradelane zone is not the problem...
Zone_CF07_newfield_01 is the one that is not working and its an ordinary ambient pop zone This zone refuses to work... no npcs... if I remove the 2 tradelanes from the system this zone starts to work -> npcs spawn.
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DwnUndr
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Post subject: Re: Weird Problem Posted: Mon Sep 24, 2012 8:15 pm |
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Joined: Sun Jan 06, 2008 4:53 pm Posts: 1041
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That is what I am saying. Your tradelane zone is 51, which takes priority over the regular pop zone that is 13. Reverse those numbers and see what happens.
_________________ http://FreelancerCommunity.net http://UnderVerse.us
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SWAT_OP-R8R
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Post subject: Re: Weird Problem Posted: Tue Sep 25, 2012 9:43 am |
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Joined: Wed Oct 14, 2009 3:08 pm Posts: 75
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Probably my mistake as I did not mention that I have added the tradelane zone after I noticed the problem. Even with just the Zone_CF07_newfield_01 in the system (without any other zones) the problem appears.
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DwnUndr
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Post subject: Re: Weird Problem Posted: Tue Sep 25, 2012 8:21 pm |
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Joined: Sun Jan 06, 2008 4:53 pm Posts: 1041
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what I did
added to a test mod:
a new system called cf07, added a gate to it, rebuilt the paths
added to the top of your ini (yours was missing):
[Nebula] file = solar\nebula\CF07_newfield_01.ini zone = Zone_CF07_newfield_01
made an appropriate field in the nebula folder
changed your level 20 ships to 8 (since I don't have time to create level 20 ones for them)
commented out the tradelane encounter and tested
confirmed that both bundschuh and kruger appeared and fought each other
restarted with tradelane encounter active
Universal and Gateway freighter convoys appeared at the tradelane and used it and bunschuh and kruger still appeared in the nebula, so all is working
_________________ http://FreelancerCommunity.net http://UnderVerse.us
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SWAT_OP-R8R
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Post subject: Re: Weird Problem Posted: Wed Sep 26, 2012 4:46 am |
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Joined: Wed Oct 14, 2009 3:08 pm Posts: 75
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ok, thanks for testing I will try to do the same now and see if it works.
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SWAT_OP-R8R
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Post subject: Re: Weird Problem Posted: Wed Sep 26, 2012 8:03 am |
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Joined: Wed Oct 14, 2009 3:08 pm Posts: 75
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Nope, does not work here. as soon tradelanes are in the system the encounter in the nebula stops working Thats the current code (including the nebula and without any tradelane encounters as they are unimportant for this problem): Quote: [SystemInfo] name = cf07 space_color = 0, 0, 0 local_faction = br_p_grp
[EncounterParameters] nickname = area_assault filename = missions\encounters\area_assault.ini
[EncounterParameters] nickname = area_scout filename = missions\encounters\area_scout.ini
[Nebula] file = solar\nebula\CF07_newfield_04.ini zone = Zone_CF07_newfield_01
[TexturePanels] file = universe\heavens\shapes.ini
[Music] space = crossfire_ambient6 danger = crossfire_danger battle = crossfire_battle6
[Dust] spacedust = Dust
[Ambient] color = 5, 5, 5
[Background] basic_stars = solar\starsphere\starsphere_stars_basic.cmp complex_stars = solar\starsphere\cf_starsphere_stars6.cmp nebulae = solar\starsphere\starsphere_li01.cmp
[LightSource] nickname = cf07_system_light pos = -31, 0, -48 color = 120, 170, 255 range = 800000 type = DIRECTIONAL atten_curve = DYNAMIC_DIRECTION
[Object] nickname = cf07_sun2 ids_name = 261018 ids_info = 66158 pos = -7780, 0, -17462 archetype = sun_1000 star = med_blue_sun atmosphere_range = 11000 burn_color = 160, 222, 245
[Object] nickname = CF07_Trade_Lane_Ring_1 ids_name = 260727 pos = 37074, 0, -39631 rotate = 0, -112, 0 archetype = Trade_Lane_Ring next_ring = CF07_Trade_Lane_Ring_2 reputation = ku_p_grp ids_info = 66170 tradelane_space_name = 196753 behavior = NOTHING difficulty_level = 8 loadout = trade_lane_ring_ku_01 pilot = pilot_solar_easy visit = 1
[Object] nickname = CF07_Trade_Lane_Ring_2 ids_name = 260727 pos = 44008, 0, -36772 rotate = 0, -112, 0 archetype = Trade_Lane_Ring prev_ring = CF07_Trade_Lane_Ring_1 reputation = ku_p_grp ids_info = 66170 tradelane_space_name = 196754 behavior = NOTHING difficulty_level = 8 loadout = trade_lane_ring_ku_01 pilot = pilot_solar_easy visit = 1
[Zone] nickname = Zone_CF07_newfield_01 ids_name = 471261 ids_info = 471309 pos = 83474, 0, -27360 rotate = 0, -62, 0 shape = ELLIPSOID size = 49893, 13948, 13948 property_flags = 32768 property_fog_color = 200, 130, 0 ids_info = 65939 visit = 32 sort = 13 toughness = 8 density = 5 repop_time = 20 max_battle_size = 4 pop_type = Background relief_time = 35 faction_weight = rh_m_grp, 4 faction_weight = fc_b_grp, 2 encounter = area_scout, 4, 0.500000 faction = fc_b_grp, 1.000000 encounter = area_assault, 4, 0.500000 faction = rh_m_grp, 1.000000
[Object] nickname = cf07_to_CF01 ids_name = 254198 pos = 82502, 0, 8433 rotate = 0, 0, 0 Archetype = nomad_gate msg_id_prefix = gcs_refer_system_Li02 ids_info = 66145 jump_effect = jump_effect_bretonianomad reputation = li_p_grp behavior = NOTHING difficulty_level = 1 goto = CF01, CF01_to_cf07, gate_tunnel_bretonia pilot = pilot_solar_easiest visit = 1 So difference between this:  and that:  is Quote: [Object] nickname = CF07_Trade_Lane_Ring_1 ids_name = 260727 pos = 37074, 0, -39631 rotate = 0, -112, 0 archetype = Trade_Lane_Ring next_ring = CF07_Trade_Lane_Ring_2 reputation = ku_p_grp ids_info = 66170 tradelane_space_name = 196753 behavior = NOTHING difficulty_level = 8 loadout = trade_lane_ring_ku_01 pilot = pilot_solar_easy visit = 1
[Object] nickname = CF07_Trade_Lane_Ring_2 ids_name = 260727 pos = 44008, 0, -36772 rotate = 0, -112, 0 archetype = Trade_Lane_Ring prev_ring = CF07_Trade_Lane_Ring_1 reputation = ku_p_grp ids_info = 66170 tradelane_space_name = 196754 behavior = NOTHING difficulty_level = 8 loadout = trade_lane_ring_ku_01 pilot = pilot_solar_easy visit = 1
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DwnUndr
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Post subject: Re: Weird Problem Posted: Wed Sep 26, 2012 12:34 pm |
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Joined: Sun Jan 06, 2008 4:53 pm Posts: 1041
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Here is a test mod with everything working. I hope it helps you to narrow the problem down. Delete your restart.fl before launching  When you undock use the gate, not the hole. Sending by pm..
_________________ http://FreelancerCommunity.net http://UnderVerse.us
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SWAT_OP-R8R
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Post subject: Re: Weird Problem Posted: Wed Sep 26, 2012 2:19 pm |
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Joined: Wed Oct 14, 2009 3:08 pm Posts: 75
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SWAT_OP-R8R
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Post subject: Re: Weird Problem Posted: Fri Sep 28, 2012 12:45 pm |
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Joined: Wed Oct 14, 2009 3:08 pm Posts: 75
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Ok the system was working in your test mod... the system refused to work in my mod (same prob). I used your test mod and merged it bit by bit with my mod to see at which point the encounter would stop spawning.
Error source was the tlr_lod.3db which must somehow have been damaged on my mod. Your test mod was a big help and i am glad that I am not too stupid to build FL systems ^^
Thx for the help.
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FlyByU
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Post subject: Re: Weird Problem Posted: Fri Sep 28, 2012 1:03 pm |
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Joined: Mon Jan 07, 2008 11:24 pm Posts: 558 Location: Indiana, U.S.A.
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This is a great thread at least if this happens again we know where to look for the cause. You both are great modders.
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