Speciality Modding

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391 Topics 4.5k Posts
  • About HUD edit

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    Don’t how 'bout you, but i’ve made FINAL breaking change. And the change is removed “Facility” suffix, so it is now just Hud.dll that exports _IHud void.

    To be consistent i’ve recompilied HudStatus/HudTarget/HudWeapongGroups that are used in Adv Hud Mod. And included HudShip.dll to activate/deactivate cloak/lights. The currently shipped hud.ini (that should be placed in EXE) contains settings and descriptions for HudShip (thus customizable a little).

    And rewrting pascal units as well (do not treat classes as pascal’s ones, those are abstract, pure pointer from the game). Thus any method exposed in IDE from TObject are ILLEGAL to use. Will going to redo MultiUniverse in plain pascal from now, with much better readbility and better sections/lists/columns/rows names & defines so everything should become much easier to read and configurate.

  • How does your multiplayer callsign work?

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    Afaik the id given to the players is directly the callsign number.

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    It adds up with the fact that mission triggers won’t let you change ship/loadout in space, so makes sense.
    Thanks for digging into your history for me 🙂

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    I performed a short test and it looks like NPCs move their weapons around during combat.(not just the turrets)
    If this angle is used during the calculations is hard to tell, but it looks like it is.
    I think the only difference is that NPCs do not use the Muzzle_Cone_Angle from constants.ini, but a hardcoded value from common.dll

  • IZone Properties

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    I’m using the names as they appear in the ini.

    iDunno1[1] void *vtable; iDunno4[13] long mesh; float edge_fraction; long unused1; // -1 float drag_modifier; float damage; float interference; float unused2; // -1 uint music; // ID_String char *spacedust; // CacheString int spacedust_maxparticles; float property_fog_color[3]; // an RGB type uint iStartFaction bool path_label; uint iCountMaxFaction; st6::list <factionspawn>factionSpawns; st6::/*weighted_*/vector <factionspawn>factionSpawns; uint iDunno5[5]; BYTE visit; uint ids_name; uint ids_info; // two extra</factionspawn></factionspawn> ```[c]iZoneID[/c] and [c]iSystemID[/c] are really [c]ID_String[/c], too; [c]FactionSpawn[/c] might be a [c]std::pair[/c].
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    All the work has been done for me. Fantastic. Thank you all!

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    [W]e were both wondering if there was any documentation out there for us to learn from?

    There’s lots of tutorials on learning assembly/reversing, but I learnt pre-internet (initially Z80 on an Amstrad CPC 464), so can make no recommendations.

    […] I have absolutely no idea what’s instructing jflp to look into common.dll or even at the addresses it does.

    Finding the addresses involves analysing the disassembly, where exports and text-based ini prove very useful (which is what makes content.dll so hard, since it has no exports and little text). Then it’s off to the debugger, setting breakpoints on where it reads ini values, then hardware breakpoints to find where it uses those values. Once I have an address I try and find existing calls or jumps to use as a hook point, as that allows reusability with other hooks. That’s what [c]NEWOFS[/c] in a plugin does, replacing an existing call/jump destination with the plugin’s. If there’s no call or jump to hook, then I overwrite code with one, which is what [c]CALL[/c] and [c]JMP[/c] do. (I’m still amazed that with all the plugins out there, there’s only been one conflict, where the first version of EngClass didn’t get along with MultiCruise.)

  • Request:reduce the asset plugin need

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    I set the Starflier to [c]ship_class = 4[/c], died (atmosphere), respawned, and had half as much money. As long as it’s not SP or an NPC it should work.

  • Freelancer's Keyboard Handler

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    adoxa wrote:
    Change the Single (float32) value in Data inspector (under View->Toolbars if you’ve turned it off).

    It turned out that I had an older version of HxD; I installed the new one and this one indeed has the Data inspector 🙂

    I applied the hacks but unfortunately they don’t work for me (I checked twice). My test system is at -1.7, 3.70, so it should work, according to WhiskasTM’s description…

    EDIT instead of changing said values to 112000/-112000, I changed them to 150000/-150000, and now it works 🙂

    Thanks guys!

  • Updater

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    i am patch now with the neoncube patcher its runs beatiful

  • Deformable2

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    Further poking and strings and wild guesses seem to indicate it’s some sort of input for inverse kinematics (with maybe child name pointing to the end effector?).

  • Sirius Patch 1.3.1

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  • Linux FLServer Headless

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    Configure your server totally english with english locale utf-8 and try again…
    I think it is language related. Also check VC libraries as vcrun140.dll, etc

  • Horizontal Tradelane Issues

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    Hurray… hack works like a charm !

    Thank you Xalrok. You realy made my day… 🙂

    Greetings
    J.R.

  • Subtitles [OBSOLETE]

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    Hi,

    I’ve seen this project and I think it is very interesting, most of it for translations.

    So, I’ve been trying to use the files inside flsubs.zip of the first post to see if they work, but I can not make them work in my environment (the original ones).

    I’m using Windows 10 x64 (last build), spanish version. I have the original game in CD, I can install it and I use the Russian .exe to run it. I do not use any more mods or anything right now until I can use the subtitles. I run the game with Admin privileges and outside “Program Files” folder. In “C:\Games\Freescape”. I have a GTX 1080 videocard.

    I’ve changed the dacom.ini LOCKABLE_BACKBUFFER= true variable also and using 1280x960x32bit resolution. All works perfect, but I can not see the subtitles.

    After running Convert.exe (which works well, I have both .dat files), I have no subtitles in-game or cinematics. I’ve tryied to change also speakerchannels=2 in dacom.ini.

    Anyone more is having this problem?

    I will appreciatte any help you can provide.

    Thanks in advance.

    PD: Ok, I’ve solved the problem. Recompiling the tool with VS2015 has helped and it works in Windows 10 x64. But I found that it has some limits (which I don’t have time to resolve) and there is a LOT of text to transcribe (which my English is not perfect and I can not understand all the lines).

  • Request: Numeric nanobots and shield batteries

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    Nx, cut the crap out. That kind of negativity is neither warranted nor acceptable. If you have nothing useful to say, then say nothing.

  • Dynamic power source

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    Thanks!!

  • Request: save/load for plugins

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    Look at the Player Bases Plugin save format maybe…
    I was tried to make act_Save or something like this at MP and it was saved into player’s SP file.

    So idea is to make MP files even full like SP