Help and Request

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  • SAVE GAME

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    The thing was i deleted my save… Thx for the help… I started a new game and passed to that point.

  • Commodities_per_faction.ini

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    As mentioned earlier in the thread by anonymous, 0,0 are not used in that file

  • HUDless doesn't work?

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  • FX help needed

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  • 0 Votes
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    Some ptough.ini mods are better than others.

    Edit: But might bug the storyline. I’d go with the Storylvl mod. I’ve know simple ptough mods or content.dll mods that got to very end of the storyline and !!!Crash!!!.

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    And Using may ancient version I just pulled a random file out of the a random .utf like and got, “Warning 30 seconds remaining till jumphole collapse.”

  • Help: jump_in SFX

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    Sorry. I remember eons ago someone showed me where the sound triggers and timings were, but a search didn’t turn up anything familiar. I think it’s in a thorn script (.thn)
    It’s what triggers the game to play the sound in the first place if that’s a clue.

  • Ship Shaking

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    Yeah, it’s the individual object matrices which become denormalized. If you perform all the calculations and rendering in camera space instead of world space (by moving everything so the camera is at the origin before rendering the frame, then reverting all that after rendering), you already get a noticeably lower amount of shaking for the exact same inputs. The rest of the shaking is probably caused by the positions themselves becoming inaccurate.

    Unfortunately, I don’t have the ability to do that space transformation for everything (specifically, it breaks ALEs and I believe stars), so it’s not currently viable.

  • [SOLVED]: Sun Ray FX can see through ship

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    Yes, of course. lmao ! 😄

    What I did was I used UTFeditor and opened the .cmp file to rearrange the libraries, compounds and vmeshrefs of what should be on the top just like using Illustrator or PS layering.

    It is not about the SUR… I guess ? maybe ? cause I fixed the sur many times before I did the utf editor.

    Maybe do both and Profit!!!

    Done…

    Thx 🙂

  • Help: Target Cursor - Auto Centers

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    No, it’s imported directly.

  • HELP: Mission 2 cutscene - Out-synced audios

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    FLEd - Thorn Decompiler (GUI) and Dethorn (console) on my Tools page convert [c].thn[/c] (binary) to [c].lua[/c] (text); Dethorn also includes Thorn to convert back.

    Yes, “diff” is short for “differences”, and a class of tools used to find what’s changed between files.

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    Thanks both of you. 🙂

    Will try KPLol

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    Cool ! 🙂

    As always thank you for making a .dll for it !

  • Zlib.dll ?

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    I see thanks for verifying that it is only commonly use for MP.

  • Keep FL window running on background

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    You want my hack if you’re playing SP and don’t want it to pause when it loses focus; you want Canon’s hack if you still want the display to update when it loses focus, but only if you play windowed.

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    Spawn/despawn is just the nature of the game, it’s loading assets. Put it on an SSD or a RAMdisk, you might see a small improvement.

    For the voice, I’d check your sound card drivers. If you outright disable all sound cards in Device Manager, does the stuttering still occur?

  • A noob has tried all that he can

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    Ah what a legend you are. FLScanII works a treat! Straight out of it’s box, been needing a tool like this just for peace of mind.

    Hitting the lane limit sounds pretty reasonable when I’ve been pumping them in to make a mini metropolis system,
    -Thinking back, I could make my original lanes work when I first started this little project but when I went back to add some more lanes, they just wouldn’t work.

    I’ll have to look into whether I can use the hex editor to change that limit, but that’s something I’ll have to spend a little time learning about first, it all seems a little complicated with .exe’s against the limits of my software knowlege.

    Very much appreciated Sir!

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    I have only checked base spawning via FLHook and there even effects worked. So I assumed it was fixed in missions aswell, but I might have been wrong about that. Maybe someone can have a look?

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    It may be possible to use MP3 directly, but I’m not about to make the effort, sorry. (If someone else would like to try, look at 6EE8960 in SoundManager.)

    I believe MP3 is now patent-free, as they expired and weren’t renewed.

  • Debug keys

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    Coincidence - I didn’t actually think of the debug keys when making Console ([c]show[/c] just pretends the visited flag is set). The beta version has working debug keys, though.