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There are currently 59 users playing Freelancer on 43 servers.
May. 28, 2020

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Re: MultiUniverse
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Posted on: Yesterday 18:21
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Re: MultiUniverse
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The hack works. thank you

Posted on: 5/26 11:08
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Re: MultiUniverse
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That's original hardcoded stretch inside game.
I.e.:
Open in new window


But what actually was expected is:
Open in new window


One way is applying the hack:
Code:
freelancer.exe 1D3C48 1.5d = stretch texture of universe map, x axis ~WhiskasTM
Bwah, actually turned out to be the y axis))
Change 1.5d (double precision float value) to 1.325. That should enforce ALL slots from the texture to be squared.

Another way is modifying a single slot in painting software, with reducing the one vertically by several percents. Not whole texture, but only a specified slot from such a checker texture, thus the game will stretch it back in runtime.

Posted on: 5/23 23:00
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Re: MultiUniverse
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I saw the update today...
I successfully converted the old configuration!
But I have a problem, the image doesn't display in full.
I use 3x3 total size 3072x3072 (1024x1024 per map).

Open in new window

Posted on: 5/23 1:01
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Re: How to Edit Ship Hold Size?
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Thank you so much for the help.

Posted on: 5/20 16:03
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Re: Bases become invisible inside nebulas (Solved)
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There is a cascading load order.
That means that nebula, asteroids and encounterparameters always belong to the top of the file since the stuff loaded below requires these entries being in memory at the point of processing.

The order does not matter. Nebula can be above or below Asteroids... you can even mix it. The only important thing to remember is that zones and objects have to be below.

Posted on: 5/19 16:57
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Re: Bases become invisible inside nebulas
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I don't really remember list of priorities. I just got same problem with nebulas long time ago

Just tested now - position of [Asteroids] doesn't affect any changes inside nebula. Asteroids have more problems with zones. For example, don't use asteroid zones larger than outer nebula. That cause problems with Ambient light (outer asteroids can keep ambient light of nebula). This can be avoid by two asteroid zones with exclusions.

EncounterParameters can be used in any place. Zones with encounters can be defined before [EcounterParameters].

I think just better to define [Nebula], [Asteroids] and [EncounterParameters] at the top side of system. Priority? Just keep position of [Nebula] before [Asteroids].

Posted on: 5/18 19:07
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Re: Bases become invisible inside nebulas

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Quote:

Jeider wrote:
[Nebula] entry must be activated BEFORE objects in system.


This was the issue. This begs the question. Is there an order of how things are meant to be ordered? Do asteroids and nebula go before/after encounter parameters, for example?

Posted on: 5/18 18:33
Way too ambitious for his own good.
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Re: Bases become invisible inside nebulas
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[Nebula] entry must be activated BEFORE objects in system.

Posted on: 5/18 18:23
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Re: Bases become invisible inside nebulas
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Can you please provide the data of your system ini and the used nebula ini files?

Posted on: 5/18 17:48
How to create .SUR files - Tutorial
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Bases become invisible inside nebulas (Solved)
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I have this issue when I place a base inside a nebula, it becomes invisible. Archetype or exclusion zone or nebula size seem not to have an effect on this. I tried a lot of things and am still puzzled on why this happens. Example given below;

Open in new window
Random gas_miner_nodock, Sigma-19 System Honryu Cloud
Open in new window
gas_miner_nodock, my system, nebula identical to honryu cloud

Has anyone ever had the issue before? What am I missing?

Thanks.

edit: Solved. Thank you everyone for help. Answer can be found below.

Posted on: 5/18 14:55
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Re: How to Edit Ship Hold Size?
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The hold_size of the Titan is 70
(hold_size = 70)

Change the 70 to whatever size you want the hold to contain such as hold_size = 100

Don't be greedy now...

Posted on: 5/10 14:44
Gun control is like fighting drunk driving by making it harder for sober people to buy a car...
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Re: How to Edit Ship Hold Size?
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Well, the amount of cargo space you want to have as an integer?...

As robocop said:
Look in shiparch.ini for the [Ship] entry with the nickname co_elite2 and modify the entry hold_size

See the wiki for further info.

Posted on: 5/9 18:38
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Re: Crash Offsets
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Found a pretty weird one

Code:
Faulting application name: Freelancer.exe, version: 1.0.1223.11, time stamp: 0x3e401b79
Faulting module name: Common.dll, version: 1.0.1223.11, time stamp: 0x3e401cd3
Exception code: 0xc0000005
Fault offset: 0x0004aa02
Faulting process id: 0x57c4
Faulting application start time: 0x01d6250f11a08173
Faulting application path: E:\freelancer - Copy\EXE\Freelancer.exe
Faulting module path: E:\freelancer - Copy\EXE\Common.dll
Report Id: 5f2ff1c2-ff4e-4c35-a15c-8bee5b355791
Faulting package full name: 
Faulting package-relative application ID: 


It happened when an NPC that was using a weapon that's model wasn't actually set to be a gun model is destroyed.
Instead of the gun set to use the li_rad_launcher it was set to use the li_rad_missile model.

Posted on: 5/9 9:54
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Re: How to Edit Ship Hold Size?
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Thanks so much for the prompt reply, I only found one entry for hold/size what do I modify or type there?

Posted on: 5/9 5:17
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