Freelancer Community Network
Reminder: Internet Explorer 6 or below are NOT supported.
HomeHome
ForumForum
WikiWiki
DownloadsDownloads
ForgeForge
Multiplayer Connection Tutorial
Collapse/Expand Donations
Monthly costs: -50€
Income (ads): +25€
Donations (last month): +0€

Current balance: -65€
(last updated 2013/05)

Please make a donation if you want to help keeping The-Starport online:

Thanks!
Collapse/Expand Random Image
Collapse/Expand Poll
Would you be interested in Star Citizen modding?
Yes.
No, not interested in SC mods/modding.
No, not interested in SC in general.
Total Votes: 276
3 Comments
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Twitter
Collapse/Expand Who's Online
26 user(s) are online (13 user(s) are browsing Forum)

Members: 0
Guests: 26

more...
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 106 users playing Freelancer on 86 servers.
May. 24, 2013

Browsing this Thread:   1 Anonymous Users



 Bottom   Previous Topic   Next Topic  Register To Post

(1) 2 »


Invisible Gun Fire from Mission Solars
Quite a regular
Joined:
2008/6/11 21:00
Group:
Registered Users
Posts: 134
Offline
Hi

I've managed to get my mission solars to shoot back at me. But there seems to be a problem, I can't see the gun fire, but I do take damage. If I change the loadout to missile turrets I can see those, no problem.

I've tried a variety of different gun types, turret types and beam styles but still nothing.

Can anyone explain this please?

Thanks,
Rik


Posted on: 2009/1/15 9:43
Report Top
Re: Invisible Gun Fire from Mission Solars
Just can't stay away
Joined:
2008/2/16 15:03
From UK
Group:
Registered Users
Senior Members
Posts: 252
Offline
You need to increase the lod_ranges value for example it might be

lod_range = 0, 20, 40, 60

So you might want to try

lod_range = 0, 500, 1000, 1500

Posted on: 2009/1/15 13:08
Report Top
Re: Invisible Gun Fire from Mission Solars
Quite a regular
Joined:
2008/6/11 21:00
Group:
Registered Users
Posts: 134
Offline
even if the same turrets work ok on normal Solars, such as bases and weapon platforms?

I'm at work at the moment... but will check this out when I get home.

Cheers,
Rik

Posted on: 2009/1/15 14:17
Report Top
Re: Invisible Gun Fire from Mission Solars
Quite a regular
Joined:
2008/6/11 21:00
Group:
Registered Users
Posts: 134
Offline
I assume u meant the lod ranges on the turrets?

that didn't work got any other ideas?

Thanks,
Rik

Posted on: 2009/1/15 19:36
Report Top
Re: Invisible Gun Fire from Mission Solars
Just can't stay away
Joined:
2008/3/11 16:11
From Belarus, Minsk
Group:
Registered Users
Senior Members
Posts: 366
Offline
It's a normal freelancer bug(if a bug can be considered to be normal).

So don't waste your time trying to make it visible.

Posted on: 2009/1/16 17:19
Report Top
Re: Invisible Gun Fire from Mission Solars
Home away from home
Joined:
2008/6/5 16:18
From Germany
Group:
Banned!
Posts: 546
Offline
in FL every bug can be considered normal ^^

Posted on: 2009/1/16 19:51
Report Top
Re: Invisible Gun Fire from Mission Solars
Quite a regular
Joined:
2008/6/11 21:00
Group:
Registered Users
Posts: 134
Offline
LOL ok thanks guys... I'll have to improvise ;D

Posted on: 2009/1/16 20:15
Report Top
Re: Invisible Gun Fire from Mission Solars
Quite a regular
Joined:
2008/6/11 21:00
Group:
Registered Users
Posts: 134
Offline
Yeah, this is a big gravedig, but I'm wondering if any one has managed to find a solutionon this yet?

The best I've got is projectiles (missiles, flak etc) - but it just doesn't feel right without guns.

Cheers,
Rik

Posted on: 2012/3/22 15:47
Report Top
Re: Invisible Gun Fire from Mission Solars
Just can't stay away
Joined:
2008/5/26 14:24
Group:
Registered Users
FLServer Admins
Senior Members
Posts: 396
Offline
I think that, that's a can't be fix of bug.

I have same question at three years ago.

Posted on: 2012/3/22 16:53
Open in new window

The mod is only me working on it.
Report Top
Re: Invisible Gun Fire from Mission Solars
Quite a regular
Joined:
2008/6/11 21:00
Group:
Registered Users
Posts: 134
Offline
Yeah, but it's just frustrating that it works ok in openSP.

Thought I'd just nudge again see whether anyone found a work around.

Cheers,
Rik

Posted on: 2012/3/22 20:44
Report Top
Re: Invisible Gun Fire from Mission Solars
Just can't stay away
Joined:
2010/6/13 10:58
From France
Group:
Registered Users
Posts: 292
Offline
Probably the content.dll, I don't know? try to use another SDK.

Posted on: 2012/3/22 20:52
Report Top
Re: Invisible Gun Fire from Mission Solars
Just can't stay away
Joined:
2008/5/26 14:24
Group:
Registered Users
FLServer Admins
Senior Members
Posts: 396
Offline
Quote:

rik_starkiller wrote:

Thought I'd just nudge again see whether anyone found a work around.




In fact, I have been concerned about this issue , Adoxa was solved the NPC does not use the CM problem, do not know whether he has time to help solve this problem .

Posted on: 2012/3/23 16:52
Open in new window

The mod is only me working on it.
Report Top
Re: Invisible Gun Fire from Mission Solars

Joined:
2009/12/27 3:46
Group:
Registered Users
Posts: 24
Offline
what weapon effect are you using? you may need to hex edit the weapon_large in the freelancer.exe. it's a shot in the dark.

its sound like an FX problem. also you can look in the effect_types.ini increase the lod to 0, 10000. find the effect that the weapon is using in the weapon_equip. in the effects.ini it will have a type. eg

weapon_equip
Code:

[Munition]
nickname = turbolaser_ammo03
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 2000
energy_damage = 0
one_shot_sound = fire_capship_forward_gun
munition_hit_effect = li_plasma_03_impact
const_effect = Purple_turbolaser_proj---this one
lifetime = 14.000000
force_gun_ori = false
mass = 1
volume = 0.000100



Code:

[Effect]
nickname = Purple_turbolaser_proj
effect_type = EFT_WEAPON_LARGE_PROJ ----- find this
vis_beam = turbolaser_beam_Purple


in the effects_type you will find
Code:

[EffectType]
nickname = EFT_WEAPON_LARGE_PROJ
priority = 1
generic_priority = 1
lod_type = EFT_LOD_LARGE
radius = 100
visibility = EXIST_OFFSCREEN
update = CULL_UPDATE 
run_time = -1
pbubble = 1250, 1500 ---- try changing this to 0, 10000


that with the exe hex edit worked for me.

good luck. hope it helps


Posted on: 2012/3/28 7:46
Report Top
Re: Invisible Gun Fire from Mission Solars
Just can't stay away
Joined:
2008/5/26 14:24
Group:
Registered Users
FLServer Admins
Senior Members
Posts: 396
Offline
Quote:

hex edit the weapon_large in the freelancer.exe. it's a shot in the dark.


Hex edit? where?

I am not understood very much your meaning, after your meaning is undergoes these processing, can see the weapon the light beam?

Posted on: 2012/3/28 17:25
Open in new window

The mod is only me working on it.
Report Top
Re: Invisible Gun Fire from Mission Solars

Joined:
2009/12/27 3:46
Group:
Registered Users
Posts: 24
Offline
Quote:

-------- Effects --------
-- 6250000f in server.dll, 0x84ADC, 0x86AEC = square of maximum effect draw distance (vis_beam) ~FriendlyFire

eft_explosion_large (limited duration):
-- 100f in freelancer.exe, 0x212AF0, 0x212AF0 = on-screen radius of effects, affects size-on-screen-based cutoff (make larger to increase cutoff range)
-- 15f in freelancer.exe, 0x212AF8, 0x212AF8 = max run time of effects
-- 100f in freelancer.exe, 0x212B00, 0x212B00 = unknown, likely the first value of pbubble
-- 500f in freelancer.exe, 0x212B04, 0x212B04 = visual cutoff range of effects (second value of pbubble)

eft_weapon_large_proj (infinite duration):
-- 50f in freelancer.exe, 0x212C58, 0x212C58 = on-screen radius of effects
-- -1f in freelancer.exe, 0x212C60, 0x212C60 = max run time of effects
-- 100f in freelancer.exe, 0x212C68, 0x212C68 = unknown, likely the first value of pbubble decrease
-- 500f in freelancer.exe, 0x212C6C, 0x212C6C = visual cutoff range of effects (second value of pbubble) increase
-- 15f in freelancer.exe, 0x213158, 0x213158 = on-screen radius of vis_beam effects
-- 100f in freelancer.exe, 0x213168, 0x213168 = unknown, likely the first value of pbubble for vis_beam decrease
-- 500f in freelancer.exe, 0x21316C, 0x21316C = default vis_beam cutoff range (second value of pbubble for vis_beam) increase


eft_damage_large_smoke (infinite duration):
-- 20f in freelancer.exe, 0x212DE8, 0x212DE8 = on-screen radius of effects
-- -1f in freelancer.exe, 0x212DF0, 0x212DF0 = max run time of effects
-- 100f in freelancer.exe, 0x212DF8, 0x212DF8 = unknown, likely the first value of pbubble
-- 500f in freelancer.exe, 0x212DFC, 0x212DFC = visual cutoff range of effects (second value of pbubble)

Posted on: 2012/3/28 19:37
Report Top
(1) 2 »