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: -30€
Income (ads): +5€
Donations (last month): +30€

Current balance: -190€
(last updated 04/2017)

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

Bitcoin address:
Thanks!
Collapse/Expand Random Image
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Who's Online
37 user(s) are online (14 user(s) are browsing Forum)

Members: 1
Guests: 36

SyZzLe, more...
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 35 users playing Freelancer on 44 servers.
May. 26, 2017

Browsing this Thread:   1 Anonymous Users



 Bottom   Previous Topic   Next Topic  Register To Post

« 1 ... 63 64 65 (66)


Re: Dev's Limit Breaking 101 Techniques
Starport Admin
Joined:
2009/2/21 21:42
Group:
Webmasters
Registered Users
Posts: 3419
Offline
Yeah, I see that. I think I see the issue in the code, but there's not enough space in place to fix it.

Adoxa's code replaces an assignment to an Archetype::Ship pointer used later on to loop through the ship parts. Unfortunately there's not enough space around that code to keep the assignment and replace the calculation, so it'd probably have to be performed by a plugin instead.

Posted on: 2/13 20:03
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
Top
Re: Dev's Limit Breaking 101 Techniques
Home away from home
Joined:
2009/8/16 2:58
From Qld, Aus.
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 1753
Offline
Oops. I did set a breakpoint on it, but since I only had hull damage, must have missed it. There's room enough, assuming you have a ship (yes), a ship archetype (yes) and a hull good (players should, but maybe admin ships don't?).

Code:
File: Freelancer.exe
0B3A0E: 50 FF 15 FC 61 5C 00 90 89 44 E4  [ 3B C7 74 2A 50 FF 15 FC 61 5C 00 ]
        14 FF 15 58 61 5C 00 89 C1 FF 15  [ 83 C4 04 3B C7 89 44 24 10 74 18 ]
        18 64 5C 00 D9 E8                 [ D9 05 DC 75 5C 00 ]
0B3A30: 58 [ 1C ]

Posted on: 2/14 5:02
Top
Re: Dev's Limit Breaking 101 Techniques
Just can't stay away
Joined:
2010/2/17 20:45
From Germany
Group:
Registered Users
Senior Members
Posts: 462
Offline
That works great! And in multiplayer, too. On what base do you calculate the cost of repairing a hull component relative to the general hull value?

Posted on: 2/14 12:06

Edited by Skotty. on 2017/2/14 12:18:40
How to create .SUR files - Tutorial
Top
Re: Dev's Limit Breaking 101 Techniques
Starport Admin
Joined:
2009/2/21 21:42
Group:
Webmasters
Registered Users
Posts: 3419
Offline
It's still reusing the repair cost multiplier you can define in the base INI: http://the-starport.net/freelancer/fo ... t_id=22072#forumpost22072

Also, nicely done adoxa

Posted on: 2/14 15:00
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
Top
Re: Dev's Limit Breaking 101 Techniques
Starport Admin
Joined:
2009/2/21 21:42
Group:
Webmasters
Registered Users
Posts: 3419
Offline
While we're at it:
Code:

default repair price ratio (1)  common.dll  57FA  0.33  ~FF
default repair price ratio (2)  common.dll  4A28  0.33  ~FF


I don't think the second one is actually used anywhere, but I figured I'd throw it in just in case.

Posted on: 2/14 23:17
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
Top
Re: Dev's Limit Breaking 101 Techniques
Home away from home
Joined:
2008/5/13 15:48
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 658
Offline
.... just an experience thrown in:

If you got very expensive ships + equipment parts,
price variants can make up fantastic trading possibilities.

Once I had to wonder, how fast all those pilot suddenly got real rich.

Posted on: 2/15 7:49
Open in new window
Top
Re: Dev's Limit Breaking 101 Techniques
Just can't stay away
Joined:
2010/8/9 17:45
Group:
Registered Users
FLServer Admins
Posts: 302
Offline
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
ENIGMA V.4 ATG HOMEPAGE/FORUM
Top
Re: Dev's Limit Breaking 101 Techniques
Just can't stay away
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 463
Offline
Just to let you know: I've added my findings from http://the-starport.net/freelancer/fo ... t_id=62352#forumpost62352 to the wiki entry.
In case anyone has the low res texture bug, this fixes it.

Posted on: 3/17 9:43
Top
« 1 ... 63 64 65 (66)