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There are currently 35 users playing Freelancer on 39 servers.
September. 21, 2017

Browsing this Thread:   1 Anonymous Users



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Unused features
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I created this forum to collect the normally totally unused lines of FL, from the INI files.
This is the list of the things I know so far
Code:
dispersion_angle <- ability of dispersing shoots, in degrees - weapon_equip.ini [Gun]
price_variance <- variance of prices on base, as multiplier (max; - or + randomly) - base ini files [BaseInfo]
cruising_speed <- cruising speed, constants.ini [EngineEquipConsts]
cruise_accel_time <- acceleration to max cruise speed, in seconds, constants.ini [EngineEquipConsts]
cruise_drag <- constants.ini [EngineEquipConsts]
min_volume_force <- constants.ini [ThrusterEquipConsts]
max_volume_force <-constants.ini [ThrusterEquipConsts]
loot_unseen_radius <- constants.ini [Constants]
loot_unseen_life_time <- constants.ini [Constants]
loot_owner_safe_time <- constants.ini [Constants]

If you have anything to contribute with, post it here! ;D

Posted on: 2008/9/18 17:03
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Re: Unused features
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Dispersion_angle, used by CM, u can adjust this to make a CM shoot like a gun
Price_variance, works, very limited in MP, made for SP mainly

loot_unseen_radius, works fine, used to keep loot alive when the player goes out of visibility range
loot_unseen_life_time, how long it will last without being seen
loot_owner_safe_time, unknown, most likely used for server that have NPCs that beam in cargo

Not at home so I can't check the rest.

Posted on: 2008/9/18 18:46
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Re: Unused features
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I was experimenting with the dispersion thing, I made a gun with 3 HpFire hardpoints, it just works like a real shotgun should! Really cool! (be careful when using multiple HpFire hardpoints, using too many of them causes instacrash)

Posted on: 2008/9/18 18:58
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Re: Unused features
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lol...thats just placing a new HpFire mount


i also got a gun firing multiple shots at a time...tho its only 2

Posted on: 2008/9/18 20:42
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Re: Unused features
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Cruising_speed is used for setting the global cruise speed.

Your do have to add ANOM_LIMITS_MAX_VELOCITY under [PhySysConsts] to allow it to go above 300.

Posted on: 2008/9/18 23:37
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Re: Unused features
Anonymous-Anonymous
You sure about that LS? I don't have that line and my ships happily fly round at a higher speed

Posted on: 2008/9/19 7:37
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Re: Unused features
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Don't remember, who came up with the dispersion angle,
but it's useful for (at least) 2 things:
-> if you have a small weapon cmp with more then one hpfire,
you will see only one projectil, cause the 2, 3, 5 projectils are on the same route.
Add a little dispersion and the ll spread away and you ll be able 2 see the projectils flying.
-> for some fun stuff like this cheap 'used' gun, which will hardly hit anything:
--------------------------------------------------------------------------------
[Gun]
nickname = t4_10_puls_phaser
ids_name = 0 ;GENERATESTRRES("2hand Very Small T4 Pulse Phaser"
ids_info = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>2hand Very Small T4 Pulse Phaser</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The T4 Pulse Phaser is one of the best weapons around in Sirius, but can only be mounted on VHFs. Skilled Pilots of small Fighters were willing to pay lots of money for a smaller version of the T4 Pulse Phaser, which could be mounted on small ships. So this weapon was developed, but it is very expensive and eats up energy like nothing. This one is used and a real bargain.</TEXT><PARA/><POP/></RDL></xml>"
DA_archetype = equipment\models\weapons\no_fighter_gun.cmp
material_library = equipment\models\br_equip.mat
HP_child = HPConnect
hit_pts = 1362
explosion_resistance = 0.5000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_3
damage_per_fire = 0
power_usage = 45.800.003
refire_delay = 0.09320
muzzle_velocity = 1738
dispersion_angle = 2
use_animation = Sc_fire
toughness = 1.600000
flash_particle_name = br_particle03_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = t4_02_puls_phaser_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100
------------------------------

;D

Posted on: 2008/9/19 8:08
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Re: Unused features
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Quote:

You sure about that LS? I don't have that line and my ships happily fly round at a higher speed


out commenting the limit works as well

Posted on: 2008/9/19 9:46
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Re: Unused features
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And how about "obsolete"?

Code:
* Possible string reference 639A648h "%s(%d) : *** WARNING: mission_vendor_type is obsolete in %s\n"


And FLServer still search this:
Quote:
5281 In INI_Reader::is_value(pObject:0x00000000: Bad Pointer,PSTR:0x0639A688:"mission_vendor_type" 0x00000000 0x0627561A Common.dll + 0x0001561A 0x00000888 0x000009EC 0x00000000 EAX=0x00000000, EBX=0x00000000, ECX=0x0301b7e0, EDX=0x0301bc08, ESI=0x0301b7e0, EDI=0x071bb098, EFL=0x00000246, ESP=0x0301b6ac, EBP=0x06277c50 EAX=0x00000000, EBX=0x00000000, ECX=0x0000006d, EDX=0x0301bc08, ESI=0x0301b7e0, EDI=0x071bb098, EFL=0x00000257, ESP=0x0301b6b0, EBP=0x06277c50 -1.#IND 15:27:26:878:628,1 5 Common.dll INI_Reader::is_value C:\Program Files\Microsoft Games\Freelancer\EXE\Common.dll


Posted on: 2010/8/20 18:38
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Anonymous
Re: Unused features
Anonymous-Anonymous
Quote:

Firekiss wrote:
I was experimenting with the dispersion thing, I made a gun with 3 HpFire hardpoints, it just works like a real shotgun should! Really cool! (be careful when using multiple HpFire hardpoints, using too many of them causes instacrash)


Maximum is 5.
There are my Flak-cannons:
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And AA-launchers:
Open in new window

Posted on: 2010/8/20 19:16
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Re: Unused features
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Came across another command last night while trying to help FF find an attachment solution for equipment. Don't know what it's for but the command is attachment_archetype

According to FF the command does produce an error if used wrong, now just need to figure out what really uses it...

BTW, nice flak fx Nova

Posted on: 2010/8/20 20:07
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Re: Unused features
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attachment_archetype it must be in [Good] section - right?

Posted on: 2010/8/20 20:26
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Re: Unused features
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attachment_archetype, was this perhaps used for attaching weapon coolers and other "enhancement" models like the ge_weapon_cooler.3db which looks like it should fit over something. just a thought

Posted on: 2010/8/20 22:01
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Re: Unused features
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I haven't run a debug test but it is smack in the middle of the goods reader code....

It is called by GoodInfoList::read_Good_block(INI_Reader *,GoodInfo *)

The command above it is 'HP_Child' and below is 'hull'.

Code:

 loc_6270A40:                            ; CODE XREF: GoodInfoList::read_Good_block(INI_Reader *,GoodInfo *)+403j
.text:06270A40                 push    offset aAttachment_arc ; "attachment_archetype"
.text:06270A45                 call    [email protected][email protected]@[email protected] ; INI_Reader::is_value(char const *)
.text:06270A4A                 test    al, al
.text:06270A4C                 mov     ecx, ebx
.text:06270A4E                 jz      short loc_6270A7A
.text:06270A50                 call    [email protected][email protected]@QAEPBDXZ ; INI_Reader::get_value_string(void)
.text:06270A55                 lea     ecx, [esp+0F4h+var_B4]
.text:06270A59                 mov     esi, eax
.text:06270A5B                 call    [email protected]@@QAEXXZ ; CacheString::clear(void)
.text:06270A60                 push    1
.text:06270A62                 push    esi
.text:06270A63                 call    [email protected]@[email protected] ; StringAlloc(char const *,bool)
.text:06270A68                 add     esp, 8
.text:06270A6B                 mov     [esp+0F4h+var_B4], eax
.text:06270A6F                 mov     [ebp+84h], eax
.text:06270A75                 jmp     loc_6270D8E
.text:06270A7A

Posted on: 2010/8/20 23:04
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Re: Unused features
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Attachment_archetype is usually just copied from the equipment's archetype (attachment_archetype is an alias for DA_archetype in that case). The EngClass plugin requires specifying attachment_archetype (since that's a case where it doesn't get copied), otherwise it won't work right.

Posted on: 2010/8/21 6:46
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