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There are currently 28 users playing Freelancer on 39 servers.
September. 21, 2017
The Starport Forum Index > All Posts (J.R.)

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Re: "Technical" use of the WeaponModDB-Entries in FL
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Quote:

corpse wrote:
Is the File server side editable ? ie clients will not need updating..


As far as I know the file is used serverside only (to calculate the damage)... but I didn´t do any testing on this, since the ini-file will be checked for cheating by the ENIGMA Mod-Launcher anyways on game-startup.

Greetings
J.R.

Posted on: 8/20 20:57
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Re: Path crashes
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Maybe I´m totally wrong here, but there is only thing that comes to my mind:
So IIRC the paths need to have a starting and a endpoint "close" to a base or jumpgate/hole where (especially when bases are path-start/endpoints) the base-faction (in Mbases.ini) has to be at least neutral to the patrol-faction (in order to grant docking for the incomming patrol-NPCs).

But these are just my two cents...

Greetings
J.R.


EDIT: Just realized that this was allready covered by your own investigations... Sorry !

Posted on: 8/20 20:34
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Re: "Technical" use of the WeaponModDB-Entries in FL
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Ah.. I see.
So it actually modifies the damage of the particular weapon-type when the shield got hit...meaning its not a "resistance-raise" but a "damage-reduce" by the given factor. In this case I should make it clear in my next update for the infocards, since the "damage-reduce-factor" is not equivalent with a "virtual capacity-raise". (as my example in the first post shows)

Thanks for clearing this up folks.
Much appreciated...

Greetings J.R.

Posted on: 8/17 15:20
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Re: "Technical" use of the WeaponModDB-Entries in FL
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@adoxa
Hi there... long time no see...

I know i´ll have to take the "shield-offline-factor" into account when it comes to build new shields and weapons (balancing those is important to me)... but it doesn´t answer my question in general about the weaponmoddb-entries which alters the resistance of shields against specific weapon-types (regardless of the effective shield-capacity).

EDIT:
Or maybe i didn´t get you right here.
To be more precise:
I wonder if the actual damage of the gun gets reduced when hitting shields, or does Fl "virtually raise" the shield-hp ? (The first post shows my example of weaponmoddb-factor 1.3 compared to 0.7)

Greetings
J.R.


Posted on: 8/16 12:01

Edited by J.R. on 2017/8/16 18:07:49
Edited by J.R. on 2017/8/16 18:08:44
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"Technical" use of the WeaponModDB-Entries in FL
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Hello folks. Here is a question that came to my mind a while ago:
How does FL use/handle these WeaponModDB entries mathematically/technically ?
To be more precise:
Is such entry (example 0.7 and/or 1.3) used as a multiplier for the Damage-output of the particular weapontype or is it used viceversa to actually raise the shields resistance against this weapontype ?
The reason for my question is:
When raising the shield-resistance (with 1.3) it wouldn´t result in the same effect compared to lowering the damgage-output to 0.7 and viceversa... since:

1000 dps x 0.7 = 700 dps.
So a capacity of 10000 ShieldHP (no recharge) could be "downed" in about 14,285 seconds instead of 10 secs.
You can see that this is a "real" resistance-raise of 42.85 percent (and NOT 30 percent as it suposed to be).
but a 10000 Shield x 1.3 = 13000 Shield-HP / 1000 dps results in 13 seconds to bring the shield down to 0 HP ( here is the "real" resistance-raise of 30 percent)

Maybe some of our Coders know the answer or they stumbled over it while they were "Hex"ing/disassembling or coding in FL.

Greetings

J.R.

Posted on: 8/15 19:06

Edited by J.R. on 2017/8/15 19:34:29
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Re: Condata weirdness
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Used to have this experience a while ago:
No Player or Account is "really" online, but there are account-ids in the list of FlServer of "connected IDs" that don´t show up in the "correct" way or correspond to ANY "registered" Account-ID. The only way to "kick" those "hickup-accounts" was to shutdown the server and restart it... Don´t know if this is related to your post ?


Greetings
J.R.

Posted on: 8/10 15:26
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Re: Freelancer and Win10 Anniversary Ed.
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Did you also activate the "DirectPlay" in Windows-Features?
Its needed by FL to run as well...

greetings
J.R.

Posted on: 6/29 11:49
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Re: gun.fllistserver.com
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Now 50 and rising...

Thank you very much crazy !
Much apprechiated !!!!!!!

Greetings
J.R.

Posted on: 4/17 20:43
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Re: gun.fllistserver.com
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Ah... So thats why the server-console spams the connection-error !
Thank you w0dk4 for clearing things up.
This way I don´t have to waste any time doing error-checks on the server-machine or the mod itself.

Anyways... hope the listserver will be back online soon.

Greetings
J.R.

Edit:
pinging the gun.fllistserver.com gives me a good response... so I don´t really know why this problem exists... maybe crazy knows the answer.

Posted on: 4/8 17:23

Edited by J.R. on 2017/4/8 17:33:17
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Re: gun.fllistserver.com
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Got a strange oddity with the listserver and/or flserver.de:


The server-console says "trying to connect..." but doesn´t get a response.
The strange thing is: The ENIGMA-Server is perfectly listet as ONLINE at flserver.de !!!???
This isn´t a big issue for us because I implemented a direct-connection into the Mod-Launcher long ago and the server seems to be available via the gls-workaround aswell although the server-console is spamming this connection error-message...
Just wanted to know if I´m the only one with this "minor-problem"
since this would be a local problem then.

Greetings
J.R.


Posted on: 4/7 20:53

Edited by J.R. on 2017/4/7 21:09:05
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Re: Dev's Limit Breaking 101 Techniques
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Just to make sure to not mess anything up...

Adoxa wrote in the above mentioned post:
Quote:
That section also contains "ship_repair_cost = float" (default 0.33). This affects the repair value of the ship and its groups, but not equipment...


So I assume the default ratio (your offset FF):
Code:
default repair price ratio (1)  common.dll  57FA  0.33 

is used whenever this entry "ship_repair_cost" isn´t present at all in a BaseInfo-Section ?

Greets
J.R.

Posted on: 2/17 19:24
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Re: Dev's Limit Breaking 101 Techniques
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@FF
...the parts of the hull like a starboard wing or a top fin... meaning the parts of the ship itself (when present like on most vanilla-ships)

Or am I wrong ???

Greetings
J.R.

Posted on: 2/13 15:06
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Re: No 3D Graphics Error
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Just to make sure I was able to provide some help...
Does the database fix your issues ?

Posted on: 1/14 18:39
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Re: UTF Editor
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Many thanks FF for sharing this great tool.
PRICELESS FOR MODDING... IMO
Greetings

J.R.

Posted on: 1/8 17:23
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Re: No 3D Graphics Error
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I modified this flconfigdatabase.txt to suit your needs.
(See the attached zip-file...)

Hope it helps

Greetings
J.R.

Attach file:


zip flconfigdatabase.zip Size: 10.26 KB; Hits: 104

Posted on: 1/8 17:16
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