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November. 19, 2017
The Starport Forum Index > All Posts (Gold_Sear)

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Re: Hack Request: Map of universe maps (add one more tree to map)
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Quote:

MeisterLampe wrote:


Made this a while ago.



The Sol and Jupiter systems are just fake systems for the nav map and the objects act like jumpgates.
The third system is the only one you can visit.


Sorry to bump old topic, but does anyone know how to do this ring-shape terrain on the NavMap?
  • shape = ring won't show up.

  • shape = ELLIPSOID with exclusion zone shows some asteroids on the interior, just like regular exclusion zones.

  • I guess it's possible with a lot of spherical zones, but that's rather ugly and labour intensive.


Any easy way?

Posted on: 11/11 21:30
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Re: Base archetypes used as auxillary docks for a base
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Quote:

adoxa wrote:
It's C458F again.


content.dll C458F is most likely NPC patrol path spawning related - so, at a guess, patrol path end/start points are now within your new objects, causing spawned patrol path NPCs to be unable to have feasible waypoints, hence a crash. Updating patrol paths (yes I know that that could be a pain) or removing them should fix the issue.

Posted on: 11/11 18:46
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Re: Back to Elementary Modding School: weird crash "WARNING: Equipment has no pod_appearance"
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Quote:

Moonhead wrote:
[...]
Me wondering

  1. Why can't the game find those pod_appearance entries?

  2. Are these even the reason for the crash?

  3. Maybe the moving around of the bases screwed some trade paths up? But: there's one general population zone (base_cluster_law) for Manhattan, Trenton and Newark, so I suppose not?




EDIT Weird, I now have multiple of such messages (WARNING: no pod_appearance etc.) but no crash...

I can't recall having these messages earlier, but I haven't modified anything in the commodities...


Hey Moonhead,

  1. Shouldn't have changed, since you didn't modify any of these.

  2. Look below:

  3. Probably some patrol or trade paths intersecting the planet's atmosphere or death zone, since you moved Manhattan and made it bigger. This is a known issue when modifying vanilla systems. It probably doesn't have anything to do with the population zone.

Posted on: 10/16 17:37
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Re: Dev's Limit Breaking 101 Techniques
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@adoxa:
I think so:
changed value to 2 million -> draw limit increased to ~2800K
changed value to 1e38 -> Manhattan (and Pittsburgh) remains visible

Thanks!

Posted on: 10/13 18:07
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Re: What Hex Editor(s) do you use / would you recommend?
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@Moonhead
Hey, glad you're back!

I would say it's the Long Word +-, afaik this is the way FL stores signed integers.
On a personal note, I use ICY hexplorer (version 2.6) which is free and, to my opinion, good as in your definiton.


--OFF TOPIC ALERT--
About the Limit Breaking 101: check this -- @adoxa: could you be so kind to have a look at it (no hurry though)?

Posted on: 10/8 14:56
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Re: Dev's Limit Breaking 101 Techniques
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Ups, one of the bytes was wrong -- the last 54 byte should be 44 -- fixed.

Thanks Jeider!

Posted on: 8/26 13:13
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Re: Dev's Limit Breaking 101 Techniques
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Hi again,

When making a veritcally oriented trade lane (so it also travels vertically) and setting proper rotate settings for the rings, travelling in the next direction works just fine, but in the prev direction the vertical component is not swapped, causing weird behavior. The following patch fixes it.
Code:
common.dll 06191E DD 05 D0 E2 39 06 D9 FF -> D9 E8 D9 E0 D9 EE D9 C1 = swap vertical component of trade lane travel in prev direction (fixes issues with vertically oriented trade lanes) PART 1 ~Gold_Sear

common.dll 061941 C7 44 24 24 00 00 00 00    D9 54 24 20 D9 5C 24 30
                  C7 44 24 2C 00 00 00 00    D9 54 24 24 D9 54 24 28
                  C7 44 24 30 00 00 80 3F    D9 54 24 2C D9 54 24 34
                  C7 44 24 34 00 00 00 00 -> D9 54 24 3C D9 44 24 54 = swap vertical component of trade lane travel in prev direction (fixes issues with vertically oriented trade lanes) PART 2 ~Gold_Sear
                  C7 44 24 3C 00 00 00 00    D9 E0 D9 5C 24 54 D9 44
                  DD 05 D0 E2 39 06 D9 FE    24 60 D9 E0 D9 5C 24 60
                  D9 C1 D9 5C 24 20 D9 54    D9 44 24 48 D9 E0 D9 5C
                  24 28                      24 48


EDIT: indexed to wiki. Also indexed formation leader independency patch to wiki.

Posted on: 8/11 18:11

Edited by Gold_Sear on 2017/8/11 19:03:22
Edited by Gold_Sear on 2017/8/11 19:07:07
Edited by Gold_Sear on 2017/8/26 13:10:47
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Re: Dev's Limit Breaking 101 Techniques
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Quote:

Moonhead wrote:
Here it is, a piece of text that moved me more than any poetry could have done. Copied-and-saved from The Lancer Reactors Modding Forum, preserved from ancient times, copied from harddisk to harddisk: the Holy Planets Visibility Limit Hack!

Quote:
FriendlyFire
Flight Commander
Original posting
posted 10/4/2005 18:31 PST
--------------------------------------------------------------------------------
I was fiddling with a problem I had with scales and I was looking for the mythic 250k draw limit. I found it!

Open up your Freelancer.exe with your favorite Hex Editor. I use Hex Workshop.
Search for a 32 bits Float value of "250000" ( Without "" ).
The first and only result is the good one. Change it to, say, 1000000 ( 1000k ) and save, then try to boot the game ( Singleplayer is better for this as it does not have the ship explosion bug when you are too far away from the center of the map ).

It will work!

Hope this helps making even greater mods.
FriendlyFire

Edited by - FriendlyFire on 10/4/2005 6:32:23 PM


Bring me my bow of burning gold!
Bring me my arrows of desire!
Bring me my spear! O clouds, unfold!
Bring me my chariot of fire!

:worship:

Oh that reminds me: nebula's also get weird when your too far from ' em... But I can't remember of the above-mentioned hack also covered that. or if that one even has been solved.

(post 345)

I'm posting this here since there's a good chance that this will lead to another offset for the list.

@Moonhead, FriendlyFire, adoxa
So I was playing with big planets and large systems, and, to my unpleasant surprise, I stumbled onto another draw limit for planets.

You can try it out yourself. First, make a planet that has a large radius, for example 200000 (manhattan will do as well but is not as easy to see); simply pick a planet's sph file, copy it, rename it, and change the float at the end of the file -- that's the radius. Then add to solararch.ini and put it somewhere (it does not matter where). For testing purposes, increase the cruise speed to something like 30000. Launch FL, go to the system you placed the planet in, and fly away from the planet. Now at about 1200-1400K away from the planet (depending on how big your planet is), it will suddenly disappear from screen!

More thorough testing indicates that the limit seems to be exactly 1428148 units away from the planet's center (so 1428148-radius away from the surface). This is given the planet is exactly centered at screen, when not in center the above mentioned distance is increased.

In contrast to FF's limit, which gives some flickering before disappearing, this limit causes sudden disappearance, similar to this.

Unfortunately I didn't find any offset for the limit (yet) or how to fix it.


PS: On another note, FF's limit does apply to nebulas and suns, they are rendered just fine from huge distances, but not planets.

Posted on: 7/8 22:18
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Re: Dev's Limit Breaking 101 Techniques
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Quote:
foxUnit01 wrote:
Code:
10/25/15:
-- Added note to Gold_Sear's multiplier for min cruise speed in formation, as this hack seems to bork up asteroid fields
-- Corrected attribution for disable charfile encryption hacks to Adoxa



So I've fixed point 3 of my todo list at least partially.
Code:
common.dll  8C331  7A 19 -> 90 90  make formation leaders independent of escorts (this will make formation leaders able to flee) PART 1 ~Gold_Sear
common.dll  8C35C  DC 0D 88 DF 39 06 -> 90 90 90 90 90 90  make formation leaders independent of escorts (this will make formation leaders able to flee) PART 2 ~Gold_Sear
common.dll  8C4D3  7A 23 -> 90 90  make formation leaders independent of escorts (this will make formation leaders able to flee) PART 3 ~Gold_Sear
common.dll  8C4E4  75 12 -> 90 90  make formation leaders independent of escorts (this will make formation leaders able to flee) PART 4 ~Gold_Sear

This will prevent formation leaders from waiting for their escorts before fleeing while in combat, making them able to properly flee. More precisely, it will prevent them from waiting for their escorts before engaging cruise.
It also has effect in non-combat situations.

Todo (concerning engage cruise):
- Make a fleeer cruise all the way. Every 20 or so seconds, a fleeer will drop out of cruise and then about 3 seconds later engage cruise again, even when there are enemies. Of course, he should be cruising all the way. This behavior is also shown by tradep_trade_traders.
- Prevent formation leaders from standing still in cruise. This sometimes happens when e.g. a transport is fleeing from pirates but its escorts are engaging the pirates, when a formation enters an 'important' zone (such as damage, interference or spacedust), or even when just reaching the next section of the patrol path.
- Make traders cruise all the way to the destination. When a trader approaches a jump gate or base to about 3km, he will suddenly drop out of cruise and immediately engage cruise again. Of course, he should be cruising all the way to the destination.
I haven't tested this thoroughly yet, but it looks like as if this happens when the convoy switches from goto to dock. Thus, a possible fix is to prevent the formation leader from checking the dock distance and instead either dock immediately or dock within dock acknowledge range.

Posted on: 7/5 10:31
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Re: Crash Offsets
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Rare crash at alchemy.dll 00701B.
Was playing with jump effects and gate tunnels, created an 'instant_jump' jump effect. First jumped from Shikoku -> New Tokyo with instant_jump, then back to Shikoku with jump_effect_bretonia. Crash occured when switching to Universe Map.

Specs:
Code:
; jump_effect_bretonia: only changed jump_background_color to 255, 0, 0

[JumpGateEffect]
nickname = instant_jump
glow_ring_effect = jumpgate_tunnel, jumpgate_rings, jumpgate_rings, jumpgate_end_rings, jumpgate_end
glow_ring_hp = HpFX2, HpFX3, HpFX4, HpFX5, HpFX5
glow_create_time = 1, 3, 5, 7, 9
jump_out_time = 1.500000
jump_out_tunnel_time = 0.5
jump_in_tunnel_time = 0.5
jump_in_time = 1
kill_time_before_done = 0.000000
jump_tunnel_effect = jumpgate_end
jump_background_color = 0, 0, 0


As I said, rare crash, so does not happen every time.

Posted on: 6/25 10:59
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Re: Crash Offsets
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Mission 8, Hiyo Cloud, Honshu System, after second fighter interception. Re-joined formation with Tekagi's Transport, scanned its cargo, closed window.

Then I switched to Target View, CTD at freelancer.exe E53ED.
Dunno anything else. Re-did the experiment, this time no crash

Anyone seen that offset before?

Posted on: 4/22 15:29
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Re: [LightSource] Direction?
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There is a direction parameter, for example in Bw02.ini:
Code:
[LightSource]
nickname = Bw02_walker_light
pos = 10828, 0, -226
color = 225, 100, 6
range = 100000
type = DIRECTIONAL
direction = -0.845085, 0.430582, 0.316907

Tested: it works, this is the direction for DIRECTIONAL type lights. When not included, 0,0,-1 seems to be used, unless some atten_curve is added, in which case it behaves like a POINT light (the Li01 example).

EDIT: oops made typo, fixed now

Posted on: 2/10 17:53

Edited by Gold_Sear on 2017/2/14 17:33:03
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Re: Crash Offsets
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Again for future reference:
common.dll F1E32
No idea yet. Situation:
I gave a tradelane ring spin = 0.01, 0, 0 and bounced upon the ring. The ring started spinning very quickly. Docked at the beginning of this tradelane. Everything went normal, but when I passed through the specified tradelane ring, I was bounced back at exponential increasing speed in some other direction. A while later (when the speed already crossed the speed of light), a CTD occured with this offset.

So I tested it with the Starflier having a linear drag of -30 (and setting ANOM_LIMITS_MAX_VELOCITY to a ridiculously high value), again crash when crossing speed of light, this time at another offset:
common.dll F20E3
Tested it again, changed ANOM_LIMITS_MAX_VELOCITY = 2997924580 to 10 times the speed of light. This time crash at
common.dll F20E7
Maybe speed over INT_MAX? Nope, because I changed ANOM_LIMITS_MAX_VELOCITY = 2000000000 to 2 billion and got the crash at F20E3.
Maybe distance then? Changed ANOM_LIMITS_MAX_VELOCITY = 299792458 back to the speed of light, this time no crash.
So, reaching speeds over the speed of light might cause a CTD (this is maybe why ANOM_LIMITS_MAX_VELOCITY is there in the first place -- as long as you don't set it over the speed of light there won't be any issue).

Posted on: 2/3 22:21
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Re: Crash Offsets
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Just for future reference:
common.dll 62555
Crash offset when docking with a tradelane that has neither a prev_ring nor a next_ring entry (will cause CTD, at tradelane enter).

How I found it:
Was playing with tradelanes in 3 dimensions, stumbled onto the fact that trade lane ring rotation messes up in the prev direction. Removed prev_ring entries, got this crash.

EDIT: another one.
freelancer.exe 114764
Occurs when a next_ring does not reference to a tradelane ring (the player actually has to pass through this tradelane ring for a CTD to occur).

Posted on: 1/29 16:38

Edited by Gold_Sear on 2017/1/29 16:45:29
Edited by Gold_Sear on 2017/1/29 17:28:26
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Re: Disable PlayerEnemyClamp (fixed) and other Questions regarding AI
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So, did some testing with patrol zones, and stumbled onto something weird. Added the following patrol zones to Omicron Minor.
Code:
[zone]
nickname = Zone_St01_pop_1
pos = 8000, 0, 24000
shape = SPHERE
size = 10000
sort = 80
toughness = 10
density = 8
repop_time = 25
max_battle_size = 8
pop_type = background
relief_time = 35
faction_weight = ku_n_grp, 10
encounter = area_assault, 10, 0.29
faction = ku_n_grp, 1

[zone]
nickname = Zone_St01_pop_2
pos = 8000, 0, 10000
shape = SPHERE
size = 10000
sort = 80
toughness = 10
density = 8
repop_time = 25
max_battle_size = 8
pop_type = background
relief_time = 35
faction_weight = li_n_grp, 10
encounter = area_assault, 10, 0.29
faction = li_n_grp, 1

Everything works fine. Then I changed
pos = 8000, 0, 10000 -> pos = 8000, 42900, 10000
and
pos = 8000, 0, 24000 -> pos = 8000, 43200, 24000.
Strange things happen. Every 10 seconds, the ships stand still for about 2 seconds, and they all fly to the exact center of the zone and freeze. This is probably because the zone doesn't intersect the y=0 horizontal plane. If it does, though, everything works fine, except the ships will always fly toward the y=500 plane, no matter what the y coordinate of the zone is (as long as the zone intersects this plane, as it seems).
Changing the y coordinate to -43200 and -42900 didn't help.
Changed size to 50000 -> works fine.
Changed size back to 10000, changed height to -9000 -> everything works fine, however changing size to 9500 -> strange behavior (freeze at center, etc)

Forgot to mention, I didn't tested it in other systems, I don't think that's the problem though.

Anyone found a fix?

EDIT: so I looked up the offset that controls the height patrols will fly to:
Code:
Content.dll v1.1  11811C  500f  y coordinate patrols with behavior = wander will return to, unless patrol zone doesn't intersect with that height, in which case strange behavior will occur (freezing at center, etc.)

Tested it: changed y coordinate of second patrol zone (above) to 8000, and value mentioned above to -3000f, strange behavior. Changed to 8000f, normal behavior.

Of course, this doesn't fix it, and it's a universal value.

Greets,
Gold

Posted on: 1/14 14:42

Edited by Gold_Sear on 2017/1/14 15:43:13
Edited by Gold_Sear on 2017/1/14 17:06:01
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