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May. 22, 2013
The Starport Forum Index > All Posts (robocop)

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Re: Optlist.ini
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Don't ask me, I put the values in based on other information posted here.

I haven't looked at it in quite a while now so I don't remember why that code choice was made. There were two or three incomplete sources out there and all I did was compile them together so all the options were in one location.

Posted on: 5/10 17:57
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Re: Ok so I'm only 10 years behind...
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I'd suggest a qualification...
First always get to know your players. When you first get on you will run into many different personality types but often servers tend to accumulate players of a certain personality type over others.

Remember, you're joining a community. If you get to know the players they'll accept you regardless of the 'role' you decide to play. If you come in all cocky and smart-ass they'll likely be all over you in order to put you 'in your place'. Once you've 'paid your dues' they're more likely to accept you as you are.

Above all, play with a sense of humor. I've seen too many people come in with an attitude and end up rage-quitting within a week or two because the server pop didn't adjust to accomodate them. Have a sense of humor, take your beatings as they come, be willing to listen and to learn and you'll do just fine whichever role you choose.

Posted on: 3/26 13:42
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Re: Where are the 'Options' saved?
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Thanks. I changed the value to 0.00 but it doesn't seem to keep.

Posted on: 3/23 18:41
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Where are the 'Options' saved?
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Where are options settings saved?
I prefer to fly with the cockpit turned off but every time I restart FL it's showing again requiring me yet once again to uncheck the option. This is across all ships in all accounts so I'm assuming it's something on the client end.

Is this saved on the server or on the client?

Posted on: 3/23 16:31
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Re: FLMM -> Open-Source?
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Update request: Any word on the complete installer package or is the user to install FLMM1.3(1.4) and then overwrite the existing files with these?

Thanks,
R

Posted on: 3/14 15:58
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Re: Where to add dump cargo fuse
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Thanks J,
(all hail the mighty Adoxa)

I'll give that a try. Does that fix the error in the code that causes the server crash? If so, then I'll leave out the dump_cargo fuse.

R

Posted on: 3/14 14:15
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Re: Where to add dump cargo fuse
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Oh, and one more thing...
How do I get the [code] block to have a scroll so it doesn't take up so much room?

R

Posted on: 3/11 22:34
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Where to add dump cargo fuse
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Referencing this thread: (Crash Offsets, post #157)
Quote:

robocop wrote:
Quote:

OutCast wrote:
Quote:

adoxa wrote:
common.dll
0005e010 - part of function Fuse::UnBurn, if that helps

first - probably caused by faulty fuse we had in our cruisers. it crashed several times during tests when nanobots were used while fuse being already ignited.
^^


@Outcast
Did you ever identify a fix for the fuse? We're using the default fuses found in the jflp files and are experiencing exactly what you're describing here. When a player with a Kusari Destroyer dies, if the player hits the regens while dying the server crashes.

I'm looking at the fuses and nothing is jumping out at me as being an obvious error such as a faulty reference.

R


I guess the first question is, does anyone see any issues with the fuse_ku_destroyer.ini file? We're seeing server crashes when a player with a Kusari Destroyer attempts to regen while dying.

Here's the file from the JFLP:

Code:
[fuse]
name = ku_destroyer_tower_fuse
lifetime = 0.25
death_fuse = true

[start_effect]
effect = gf_explosion_ku_cruiser_smallexp
hardpoint = dpcntrltwr
at_t = 0.99
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[destroy_group]
at_t = 1
group_name = ku_cntrltwr_lod1
fate = disappear

[ignite_fuse]
at_t = 0
fuse = ku_destroyer_body_fuse
fuse_t = 1

[fuse]
name = ku_destroyer_body_fuse
lifetime = 9
death_fuse = true

[ignite_fuse]
at_t = 0
fuse = ku_destroyer_death_fuse
fuse_t = 0

[start_effect]
effect = explosion_sfx_csx_large04
at_t = 0.01
hardpoint = HpRunningLight07
pos_offset = 0, 0, 0

[start_effect]
effect = gf_explosion_ku_cruiser_smallexp
hardpoint = HpRunningLight07
at_t = 0.01
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect]
effect = explosion_sfx_csx_large03
at_t = 0.1
hardpoint = HpRunningLight06
pos_offset = 0, 0, 0

[start_effect]
effect = gf_explosion_ku_cruiser_smallexp
hardpoint = HpRunningLight06
at_t = 0.1
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect]
effect = explosion_sfx_csx_flash01
at_t = 0.3
hardpoint = HpFx01
pos_offset = 0, 0, 0

[ignite_fuse]
at_t = 0.33
fuse = ku_destroyer_engine_fuse
fuse_t = 0

[start_effect]
effect = gf_explosion_ku_cruiser_damage_flashbang
hardpoint = HpTurret_k2_02
at_t = 0.3
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[destroy_hp_attachment]
at_t = 0.3
hardpoint = HpTurret_k2_02
fate = debris

[start_effect]
effect = explosion_sfx_csx_large02
at_t = 0.4
hardpoint = HpTurret_k2_03
pos_offset = 0, 0, 0

[start_effect]
effect = gf_explosion_ku_cruiser_smallexp
hardpoint = HpTurret_k2_03
at_t = 0.4
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[destroy_hp_attachment]
at_t = 0.4
hardpoint = HpTurret_k2_03
fate = debris

[ignite_fuse]
at_t = 0.5
fuse = ku_destroyer_death_fuse
fuse_t = 0

[start_effect]
effect = explosion_sfx_csx_large03
at_t = 0.55
hardpoint = dpcntrltwr
pos_offset = 0, 0, 0

[start_effect]
effect = explosion_sfx_csx_flash01
at_t = 0.55
hardpoint = dpcntrltwr
pos_offset = 0, 0, 0

[start_effect]
effect = gf_explosion_ku_cruiser_damagestar
hardpoint = dpcntrltwr
at_t = 0.55
pos_offset = 0, -10, 0
ori_offset = 0, 0, 0
attached = true

[ignite_fuse]
at_t = 0.55
fuse = ku_destroyer_tower_fuse
fuse_t = 0

[destroy_hp_attachment]
at_t = 0.4
hardpoint = HpTurret_k1_01
fate = debris

[start_effect]
effect = explosion_sfx_csx_large04
at_t = 0.7
hardpoint = HpTurret_k1_01
pos_offset = 0, 0, 0

[start_effect]
effect = gf_explosion_ku_cruiser_smallexp
hardpoint = HpTurret_k1_01
at_t = 0.7
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect]
effect = explosion_sfx_csx_flash01
at_t = 0.8
hardpoint = HpRunningLight03
pos_offset = 0, 0, 0

[start_effect]
effect = gf_explosion_ku_cruiser_flashbang
hardpoint = HpRunningLight04
at_t = 0.8
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[ignite_fuse]
at_t = 1
fuse = ku_destroyer_death_fuse
fuse_t = 0

[fuse]
name = ku_destroyer_death_fuse
lifetime = 9
death_fuse = true

[ignite_fuse]
at_t = 0.9
fuse = ku_destroyer_tower_fuse
fuse_t = 0

[start_effect]
effect = explosion_sfx_csx_sectional05
at_t = 0.9
hardpoint = HpFx03
pos_offset = 0, 0, 0

[start_effect]
effect = explosion_sfx_csx_sectional04
at_t = 0.93
hardpoint = HpFx04
pos_offset = 0, 0, 0

[destroy_hp_attachment]
at_t = 0.93
hardpoint = HpTurret_k2_01
fate = debris

[start_effect]
effect = gf_explosion_ku_cruiser_smallexp
hardpoint = HpFX02
at_t = 0.93
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect]
effect = gf_explosion_ku_cruiser_smallexp
hardpoint = HpFx01
at_t = 0.91
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect]
effect = gf_explosion_ku_cruiser_bigexp
hardpoint = HpFX02
at_t = 0.92
pos_offset = 0, 0, 20
ori_offset = 0, 0, 0
attached = true

[destroy_hp_attachment]
at_t = 0.9
hardpoint = HpTurret_k4_04
fate = debris

[start_effect]
effect = gf_explosion_ku_cruiser_flashbang
hardpoint = HpTurret_k4_04
at_t = 0.9
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect]
effect = gf_explosion_ku_cruiser_smallexp
hardpoint = HpFx03
at_t = 0.98
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect]
effect = gf_explosion_ku_cruiser_smallexp
hardpoint = HpFx04
at_t = 0.98
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect]
effect = gf_explosion_ku_cruiser_smallexp
hardpoint = HpFX05
at_t = 0.98
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect]
effect = gf_explosion_ku_cruiser_smallexp
hardpoint = HpFX06
at_t = 0.98
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect]
effect = explosion_sfx_csx_sectional02
at_t = 0.98
hardpoint = HpFX02
pos_offset = 20, 0, 0

[start_effect]
effect = explosion_sfx_csx_sectional02
at_t = 0.98
hardpoint = HpFX02
pos_offset = -20, 0, 0

[destroy_group]
at_t = 0.99
group_name = ku_front_lod1
fate = debris

[destroy_root]
at_t = 1

[fuse]
name = ku_destroyer_engine_fuse
lifetime = 1.5
death_fuse = true

[start_effect]
effect = explosion_sfx_csx_sectional04
at_t = 0
hardpoint = HpEngine01
pos_offset = 0, 0, 0

[start_effect]
effect = gf_explosion_ku_cruiser_smallexp
hardpoint = HpEngine01
at_t = 0
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect]
effect = explosion_sfx_csx_sectional04
at_t = 0.5
hardpoint = HpEngine01
pos_offset = 0, 0, 0

[start_effect]
effect = gf_explosion_ku_cruiser_flashbang
hardpoint = HpEngine01
at_t = 0.5
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect]
effect = explosion_sfx_csx_sectional04
at_t = 0.7
hardpoint = HpEngine01
pos_offset = 0, 0, 0

[start_effect]
effect = gf_explosion_ku_cruiser_smallexp
hardpoint = HpEngine01
at_t = 0.7
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[ignite_fuse]
at_t = 0
fuse = ku_destroyer_body_fuse
fuse_t = 0

[destroy_group]
at_t = 0.05
group_name = ku_eng01_lod1
fate = disappear

[destroy_group]
at_t = 0.55
group_name = ku_eng03_lod1
fate = disappear

[destroy_group]
at_t = 0.75
group_name = ku_eng02_lod1
fate = disappear

[fuse]
name = ku_destroyer_burning_fuse01
lifetime = 5
death_fuse = false

[start_effect]
effect = explosion_sfx_csx_large03
hardpoint = HpMount
at_t = 0

[start_effect]
effect = gf_continuous_fire
hardpoint = HpRunningLight03
hardpoint = HpRunningLight04
hardpoint = HpRunningLight05
hardpoint = HpRunningLight06
hardpoint = HpRunningLight07
at_t = 0
attached = true

[start_effect]
effect = gf_continuous_fire
hardpoint = HpRunningLight03
hardpoint = HpRunningLight04
hardpoint = HpRunningLight05
hardpoint = HpRunningLight06
hardpoint = HpRunningLight07
at_t = 1
attached = true

[fuse]
name = ku_destroyer_burning_fuse02
lifetime = 5
death_fuse = false

[start_effect]
effect = explosion_sfx_csx_large02
hardpoint = HpMount
at_t = 0

[start_effect]
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight03
hardpoint = HpRunningLight04
hardpoint = HpRunningLight05
hardpoint = HpRunningLight06
hardpoint = HpRunningLight07
at_t = 0
attached = true

[start_effect]
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight03
hardpoint = HpRunningLight04
hardpoint = HpRunningLight05
hardpoint = HpRunningLight06
hardpoint = HpRunningLight07
at_t = 1
attached = true


If there are no identifiable errors in the code then the next step would be to add this module to the file.

[dump_cargo]
at_t = 0
origin_hardpoint = HpMount

But, I think it will only be activated when the ship completes the death sequence. (HpMount t=0)

Am I correct in my assumption? I've added the module into a couple of the death fuses and it's not stopping the problem.

Where would be the most effective place to put this, which origin_hardpoint should it be associated to, and what is the best at_t setting to give it?


Thanks,
R

Posted on: 3/11 22:33
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Re: Crash Offsets
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hmmm...
not a fix, but a workaround.
At least it'll keep the server from dumping.

I'll give it a shot.

Thx.

Posted on: 2/7 11:23
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Re: Crash Offsets
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confused face*

Our capital ships do not have shields... Or does that matter?
The problem is when a player flying the kusari destroyer uses nanobots while in the death sequence. It's specific to the Kusari destroyer.

Posted on: 2/6 22:01
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Re: Crash Offsets
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Bump.
Anyone have a fix for this glitch?


Posted on: 2/6 0:51
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Re: No NPC's in the Bar- Fixed
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So, what did you do incorrectly on the first base that still worked for that base but caused all of the others to fail?

Posted on: 1/14 11:17
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Re: [Freelancer Mod News]The Underverse 2.28 Avail Xmas Day
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Smiley face planet, funny. (2:47)

Posted on: 1/10 15:54
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Re: No NPC's in the Bar- Fixed
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Are you using the correct BGCS_base_run_by entry?
Yours should be BGCS_base_run_by = W02bF13

That's the only line in the base entry in universe.ini that might make a difference. You should also make sure the strid_name entry is specific to your base. You should use the same entry that you use for the ids_name entry in the system ini.




Posted on: 1/9 18:30
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Re: No NPC's in the Bar- Fixed
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You need the NPC faction defined but since you're using a vanilla NPC you should be ok there.
The faction and representatives of that faction need to be defined in mbases and that's where you're seeing your problem.

You have your density in the bar set to 3 so that would be the bartender plus two more. You SHOULD be seeing them in the bar.
The deck has a density of two and you have two NPCs there already, the equipment dealer and the commodities dealer.
You should be fine there as well.

Try making the diff for the base more comparable to the bases in Iw06, perhaps make diff = 9
That's the only thing that's catching my eye here.

In faction_prop.ini the cryers have the following 'costumes' defined:
space_costume = li_captain_head, br_shipdealer_body, comm_ge_generic2
space_costume = li_rockford_head, br_shipdealer_body, comm_li_hatcher
space_costume = li_sales_head_hat, br_shipdealer_body, comm_ge_generic2
space_costume = ge_male1_head, br_shipdealer_body, comm_li_hatcher
space_costume = pl_male2_head, br_shipdealer_body, comm_ge_generic2
space_costume = sc_scientist2_head_hat, br_shipdealer_body, comm_li_hatcher

NPCs 2 and 3 do not have a matching costume defined in mbases.ini although NPC 1 does. One would think that if that were a problem, then you'd at least see NPC 1 showing up. I think those costumes are for the NPCs you run into in space, not necessarily the ones on a base but you could at least rule that out by matching the costumes in your mbases file to these.

I wish I could give you a definitive answer, but my understanding of the inner workings of FL are limited at best.


Posted on: 1/7 22:11
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