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There are currently 285 users playing Freelancer on
84 servers. | May. 20, 2013 |
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All Posts (Schmackbolzen)
Re: FLHook SVN discussion |
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Just can't stay away
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Joined:
2008/7/8 21:15 From Germany
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@FF Thanks, I will correct it when I find the time. Maybe I add some stuff I recently reversed, too.
Posted on: 5/16 11:37
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Re: FLHook SVN discussion |
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Just can't stay away
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Joined:
2008/7/8 21:15 From Germany
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I am not sure I follow you. The base FLHook does not even use the overloaded call for swprintf where you also pass the buffer length. There are only a few calls which use sizeof and I agree that they are problematic.
Posted on: 5/13 0:19
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Re: Windows 7 problem |
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2008/7/8 21:15 From Germany
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Maybe old savegames. Freelancer loads them on startup and crahes if you have e.g. a mod installed where certain things don't exists (or broken files etc).
Posted on: 5/12 23:50
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Re: FLHook SVN discussion |
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Just can't stay away
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Joined:
2008/7/8 21:15 From Germany
Group:
Registered Users FLServer Admins Trusted Speciality Developers Senior Members
Posts:
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I think he just forgot. The calls are mostly correct and use wsclen stuff, but on a few occasions it is indeed sizeof, which gives double the count. Shouldn't be that bad, though, because of the formatted texts being short in those cases (just had a glance at it).
Posted on: 5/12 23:41
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Re: Trade Lane Bug |
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Just can't stay away
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Joined:
2008/7/8 21:15 From Germany
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Lol, this topic is old
I had solved this years ago - without a hack If it's not in the 101 Exe Hack compendium you should post it there.
Posted on: 5/9 21:44
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Re: FLHook SVN discussion |
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Just can't stay away
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Joined:
2008/7/8 21:15 From Germany
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Posts:
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Hehe, no need to be
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Posted on: 5/7 14:03
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Re: .obj -> .sur converter |
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Just can't stay away
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2008/7/8 21:15 From Germany
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Thanks! I am still around, just don't always have the time (actually its rather periodic)
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Posted on: 5/6 11:42
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FLHook SVN discussion |
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Just can't stay away
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Joined:
2008/7/8 21:15 From Germany
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I create this topic so that one can post things he noticed in the SVN version.
While catching up with current development (last time I checked was about a year ago) I noticed some things. While things like Code: // Check to see if the hook IDS limit has been reachedCode: // fill structCode: add esp, 8I also would suggest surrounding it with pushad and popad, since in case you add more code which leads to using registers the subroutines change, this could also lead to strange behaviour. Also you notice immediately if the stack is broken, since you get a crash. The corrected version thus looks like: Code: // fill structIt took me around an hour to get suspicious, as my code started to behave oddly. So please, while this is really cool stuff (bases have visible loadouts now etc, yay!), do a double check or tripple for at least the asm stuff. I know I am a perfectionist and thus easily annoyed by such stuff, but I think this is really worth it ![]() If I find more stuff I will post it.
Posted on: 5/6 10:55
Edited by Schmackbolzen on 2013/5/6 13:14:24
Edited by Schmackbolzen on 2013/5/6 13:15:02 Edited by Schmackbolzen on 2013/5/6 21:13:25 |
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Re: .obj -> .sur converter |
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Just can't stay away
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Joined:
2008/7/8 21:15 From Germany
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I have tested it in a VM and could try what XP didn't like with the new Lazarus version. I also made the selection more convenient.
Quote: v. 1.1 BETA 1.2: As always you find the new version in the first post.
Posted on: 5/4 13:09
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Re: .obj -> .sur converter |
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Just can't stay away
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2008/7/8 21:15 From Germany
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Could be a Lazarus related issue. I compiled it with the newest version (1.0.8). But neither Skotty nor me can reproduce this bug. Which Windows version do you have?
Posted on: 5/4 0:10
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Re: Elite Dangerous |
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2008/7/8 21:15 From Germany
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Why does game design have something to do with programming skills?
Besides, all of us who do hooking have assembly knowledge, but that has nothing to do with programming skills in higher programming languages. I also doubt that much of those are required if you use a commercial engine like they do for SC. Most likely you are getting support from the company anyway.
Posted on: 5/2 19:54
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Re: .obj -> .sur converter |
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Just can't stay away
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Joined:
2008/7/8 21:15 From Germany
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That one above was solved a while ago ^^
I have uploaded a new version (see first post): Quote:
I must say you guys must all have used the best way of creating surs, otherwise at least one would have noticed the bug? I've gotten as many as one triangle out of a converted mesh I created with just a poly reducer. The other around 2000 just got "lost" Just a simple fix, though (used wrong array).I've also added a simple mass conversion option for non multipart meshes. For those a special config file for each source is needed to be implemented. Using the median instead of the mean value for the target crosshair is much more robust against outliers. The automatic calculation should now yield much better results. If you find any bugs, please post them.
Posted on: 5/2 13:32
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Re: New Universe Server Down? |
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2008/7/8 21:15 From Germany
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Well we're back up again. Enjoy playing
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Posted on: 4/18 0:02
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Re: has anybody tried to put phys-x into the game ? |
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No. (in regard to the first question of the op).
Posted on: 4/2 21:24
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Re: New Universe Server Down? |
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Just can't stay away
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Joined:
2008/7/8 21:15 From Germany
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Sorry we are all very busy and i hadn't had the time to update the main page. Will do it during the upcoming holidays and also describe our plans in English.
If there are enough players which are still interested in the server (which it does look like) there should be no problem to get it going again through donations. But we first want to have an updated mod, since most of you do know the current version up to the point that it has become boring. Since our time is limited, this can take some time. I will get into this in some more detail when I make the post on our forums in English.
Posted on: 12/22 10:47
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I had solved this years ago - without a hack 