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There are currently 82 users playing Freelancer on 34 servers.
November. 24, 2017

Browsing this Thread:   1 Anonymous Users



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Re: Serverside or Clientside?

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I just looked at mission scripts and vignettes...nodes. As if the code couldn't get any more vague, child impulse and parent impulse are just arbitrary numbers How'd you even begin discovering which did what, where, and when?

Posted on: 2012/7/21 20:16
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Re: Serverside or Clientside?
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Quote:

adoxa wrote:
For the more technically curious, I have attached a plugin that logs INI_Reader::is_value & get_name_ptr. There's some caveats, though, look at IniLog.cpp - it's also quite slow. The gist of it is (as is already mostly suspected), the MP client does not read the path files (shortest_illegal_path.ini, shortest_legal_path.ini, systems_shortest_path.ini) or mbases.ini at all, nor does it read system encounters or object behavior.


And if to add to dacomsrv.ini at the server-side?

Posted on: 2012/7/22 20:01
Open Sirius Mod
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Re: Serverside or Clientside?

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From dacomsrv.ini

[DACOM]
IgnoreDACOMEnv = true <- curious about this line
DllPath = .\


[Engine] <---manages animation/hardpoints on server side, right?
Animation
Hardpoint
RenderManager

Probably the [engine] is the game engine, since it handles rendering. I'm curious where Ignoredacomenv comes into play.

Since [Libraries] has to have flhook.dll on it to load it automatically, which in turn allows clients to interact with flhook commands, what about sticking infocards.dll under there? Wouldn't that 'enable' clients to see the server's view of things? Since flhook doesn't exist for the client until it's activated?

edit: infocards.dll loads wtih no problems, but client couldn't see it. testing setting ignore line to false now.

edit2: Hasn't changed anything, clients still can't see any information. Knew it wasn't that simple, but had to try anyway.

Posted on: 2012/7/22 22:08

Edited by throcken on 2012/7/23 0:56:14
Edited by throcken on 2012/7/24 1:03:58
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Re: Serverside or Clientside?
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Quote:
robocop wrote:
So I could change any ids_info on any base NPC to say [Admin]-Robocop is an almighty server god!!! and anyone would see it, even the unmodded player?

The packet just contains the ids_info number, the client still reads the string from its own dlls.

@Helloween: Adding IniLog to dacomsrv.ini would tell you which files/values the server reads.

@throcken: IgnoreDACOMEnv ignores the DACOM environment variable, apparently used to override DllPath.

Posted on: 2012/7/25 9:17

Edited by adoxa on 2012/7/25 11:18:44
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