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There are currently 58 users playing Freelancer on 33 servers.
November. 23, 2017
The Starport Forum Index > All Posts (Cpt_Rei_Fukai)

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Re: Freelancer: Nomad Legacy

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No need to be sorry, I was positivly surprised I saw so few crashes in a mod of this scope! I know from my own modding that Freelancer is very fragile.

Quote:
Cloaking device has big volume. You need to clear your cargo space.

That did the trick! The huge cargo requiement makes sense, but since I don't understand russian, I couldn't read freelancers message.

The last mission was awesome so far.

Posted on: 11/9 19:09
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Re: Freelancer: Nomad Legacy

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So I tried out your Mod, and I really like all the cool landing sequences, battleship gun effects, missile effects, explosions and the large bases.
I also like that your planets have an athmospere.

Stability was overall pretty good, but when it tried to save a SP game manually, it crashed most of the time. But maybe I made a mistake with my mod script that causes this.

The story works quite well, I noticed only two problems. In mission 5, the Sigma? 17 gate is locked, And I can't play mission 6 because I can't mount the cloak on my ship.

All in all I enjoyed playing your mod, so thank you and keep up your good work!

Posted on: 11/8 17:34
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Re: FL Modding, INI Strukturen

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Das Wiki enthält mittlerweile auch viele Informationen hierzu, schau mal rein:

Modding Database

Posted on: 11/4 13:30
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Leuchtfeuer Release Thread

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So as promised I am releasing the mod I've been working on in the last years. It is a small mod that only adds one system and a few other things. But I still think that it is worth releasing.

Grab it on Moddb

It might not have much content, but everything is quite polished.

Thanks go to:
  • Everyone here

  • Schmackbolzen and Skotty for their work on sur files

  • MIC for FLScanII

  • FriendlyFire and adoxa for all their tools

  • Treewyrm for his great tutorial on ale effects

  • Kuze for the Shione and the Greyhound


This mod is free software, so if you like anything, you are encouraged to use it in your mod.

Because of that I am releasing the project files as well.

I also included my small python script that converts .msb files to obj. Maybe someone will find it useful.

Known Issues:
-Two of the Meaves destructible wings do not show up, unknown cause.
-The shield sur of the Shione does not work, unknown cause

Posted on: 11/1 19:08

Edited by Cpt_Rei_Fukai on 2017/11/1 19:22:10
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Re: A Path Issue. Curious what it can be?

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Seems awfully familiar, check this and see if you did it like I said in the last post:

http://the-starport.net/freelancer/fo ... t_id=62897#forumpost62897

Posted on: 11/1 13:33
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Re: Librelancer 2017.10

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So I took the time to evaluate my test and here are the results:

My test parameters were:
max_force = 10000
linear_drag = 10
mass = 250

How I performed the test:
I put in reverse thrust until my speed was about -50. At that speed I engaged full thrust and started to gather the data once I went over 0 m/s. I recorded the whole test at constant 30FPS.

I used ffmpeg to dump the videostream as pictures, put the displayed speed of every tenth picture in a table and plotted it.

The calculated speed line was generated by the following equation(v0 is the speed of the previous iteration):
v = v0+(max_force-v0*linear_drag)/mass
so
a = (force-v*linear_drag)/mass

The delta curve is just the difference of the other two curves, usually ~3 m/s.

Attach file:



jpg  Speed_test.jpg (89.59 KB)
46303_59f8a7c633189.jpg 501X664 px

Posted on: 10/31 16:42
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Re: Librelancer 2017.10

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I have played with ship engines and physics extensively, as you will be able to see in my mod, which I hope to release in the next months.

Those experiments gave me a good understanding of how Freelancer does this.

First of all, you can have more than one engine in Freelancer. If that is the case, Freelancer only uses the linear_drag from the first engine, but the force and power requirements are properly added by Freelancer.

Cruise mode:
Freelancer ramps up the force value of the first engine to reach the cruising_speed from constants.ini in cruise_accel_time from constants.ini. Aside from that, all other engines provide their max_force. If you run out of energy you will decelerate to a proportional value, e.g. if you generator can only supply one half of the required energy, you will slow down to the half of cruising_speed once your buffer is empty. If you want different drag values while in cruise, you may alter cruise_drag in constants.ini (default is 1)

Engine kill: The force and linear_drag of the first engine are turned off, so only the ships linear drag is slowing you down in this mode. All other engines continue to provide force (not cool, but FL does it this way)

@Gisteron, I don't think that FL's calculations are that complex. I did a test run with a ship this week, but I haven't found time to analyse it yet.

See also:
engine_equip.ini
constants.ini
shiparch.ini

Posted on: 10/29 10:37
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Re: A noob has tried all that he can

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Your code looks okay, but it seems you went over the maximum tradelane limit, see:

http://the-starport.net/modules/newbb ... t_id=60928#forumpost60928

As for the scanner, did you try FLScanII?

Posted on: 10/26 19:50
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Re: Path crashes

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So I'm pretty sure I found the solution in the old posts, thanks go to foxunit01. Contrary to my initial belief, it has got nothing to do with hostility of the spawned ships and the station.

As a rule of thumb, each faction that patrols to or from any base should be mentioned in the [MBase] entry of the station like this:
Code:
[BaseFaction]
faction = uv_xyz_grp
weight = 1
offers_missions = false


That sould stop the crashes. If you still get them, the tools from adoxa can help you find the culprit.

Posted on: 10/2 20:05
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Re: Can't Multiplayer- no account ID

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Let me confirm: You have installed the official Freelancer 1.1 Patch?

The ID is generated by Freelancer\Exe\myflaccountid.hta .
Try Running it to crate your ID

Posted on: 10/2 15:57
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Re: Path crashes

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Quote:

F!R wrote:
This should atleast telly ya, which of those is crashing your stuff.

Thats the nice part of adoxas tool, if you hook in the dll it prevents the crash and logs the path that would have crashed. Which is why I know that those three are the 'bad' ones.

What I don't know yet, is why they crash. I've looked over the code many times and found nothing wrong or different from the others that don't crash.

Posted on: 10/1 9:56
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Re: Path crashes

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In the mean time, I found two other errors regarding this(one in MBases.ini and one in IW07.ini), but fixing them didn't solve my crash issues. So I tried out adoxas tool, which was kinda helpful, but I don't know what to make of the result.

Code:
2017-09-16 18:46:58.905: addr = 00000000, index = 0, count = 0
path = 2717801546 / lanehackers_01 (Hash)
dock = 2190817028 / Iw07_to_Iw06_gate (Hash)
dock = 2962190277 / Iw07_02_dock_ring (Hash)
dock = 2716942538 / Iw07_02_docking_fixture (Hash)
dock = 2385093322 / Iw07_03 (Hash)
dock = 2385074890 / Iw07_05 (Hash)
dock = 2921932490 / Iw07_06 (Hash)

2017-09-16 19:02:22.638: addr = 00000000, index = 0, count = 0
path = 2173775757 / co_khc_01 (Hash)
dock = 2709540928 / Iw07_to_Rh04_gate (Hash)
dock = 2962190277 / Iw07_02_dock_ring (Hash)
dock = 2716942538 / Iw07_02_docking_fixture (Hash)
dock = 2385093322 / Iw07_03 (Hash)
dock = 2921932490 / Iw07_06 (Hash)
dock = 2921922250 / Iw07_08 (Hash)

2017-09-16 19:15:49.936: addr = 00000000, index = 0, count = 0
path = 2168529806 / blood_dragons_01 (Hash)
dock = 2385103562 / Iw07_01 (Hash)
dock = 2962190277 / Iw07_02_dock_ring (Hash)
dock = 2716942538 / Iw07_02_docking_fixture (Hash)
dock = 2921932490 / Iw07_06 (Hash)


What doesn't make sense is that I get those crashes even if the factions are not hostile towards each other.

Attach file:


zip Iw07_2017_09_30.zip Size: 10.32 KB; Hits: 13

Posted on: 9/30 12:56
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Re: Crash Offsets

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Server crash in Content.dll at 000db0f1:
It happens when you try to spawn a patrol encounter inside of a population zone that is not a patrol path.

Posted on: 9/16 12:33
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Re: Path crashes

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I commented them out, but it still crashes at the same offset.

Since my 'mod' will be open source anyway I attached a zip with code excerpts. I hope I got everything relevant. The system file is of course not complete, but it works and still crashes the server at the same offset.

Attach file:


zip Iw07.zip Size: 10.28 KB; Hits: 33

Posted on: 8/28 20:49
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Re: Station textures not visible

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Works on my machine

Minor Errors I've found:
-The texture is called tga but is actually a dds
-If the model consists only of one group it should be a .3db
Major Error:
-The Hardpoint node is empty. Use UTF-Editor or the XML-Project to delete the Hardpoint Node/add Hardpoints. After that you should be able to see it ingame like in my picture.

Attach file:



jpg  babylon_station.jpg (105.26 KB)
46303_59a46f115f31e.jpg 501X367 px

Posted on: 8/28 20:29
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