Freelancer Community Network
Reminder: Internet Explorer 6 or below are NOT supported.
HomeHome
ForumForum
WikiWiki
DownloadsDownloads
ForgeForge
Multiplayer Connection Tutorial
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Who's Online
82 user(s) are online (59 user(s) are browsing Forum)

Members: 0
Guests: 82

more...
Collapse/Expand Donations
Monthly costs: -30€
Income (ads): +5€
Donations (last month): +5€

Current balance: -60€
(last updated 10/2020)

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

Thanks!
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 103 users playing Freelancer on 41 servers.
January. 23, 2021

Bottom Bottom   Previous Topic   Next Topic

(1) 2 3 4 ... 3909 »


The Magic behind Random Missions and Difficulty
Just can't stay away
Joined:
2010/2/17 20:45
From Germany
Group:
Registered Users
Senior Members
Posts: 486
Offline
Table of Contents:

  1. Difficulty

  2. Difficulty Calculation for Job Offers (mBase.ini)

  3. Amount of NPCs created by Difficulty and NPC Level (npcranktodiff.ini)

  4. Requirements to have Missions offered on a Base

  5. Payment by Difficulty (diff2money.ini)




Difficulty

A basic requirement and variable for random missions is the Difficulty. It is an arbitrary decimal number in a range of [0, 100] (meaning 0 and 100 are included).

If needed the maximum difficulty can be adjusted by those offsets:
Code:
content.dll, 1143D4, 100f = maximum value of misn difficulty
content.dll, 1175F0, 100f = maximum value of DestroyMission difficulty (I think; it's part of the StateMachine)
content.dll, 11B22C, 100f = maximum value of rank_diff and generated mission difficulty
(Source, adoxa)



Difficulty Calculation for Job Offers (mBase.ini)

A key to understand how Difficulty works is the way how it is used and calculated. This is unfortunately not very easy to understand at first.
The main use is within mBase.ini where the values are set which difficulty a player can get from a base or NPC.

The difficulty number displayed in-game when reading a mission offer has a somewhat direct connection to the chosen technical difficulty behind. Apparently those in-game numbers are hard-coded somewhere for specific difficulty values.

Commonly the mission_type parameter can be understood as:
Code:
mission_type = DestroyMission, <minDiff>, <maxDiff>, <weight>

The weight is an arbitrary value, usually chosen between 0 and including 100, in a way that the sum of all mission_types of a base are 100. This may not be necessary however.

minDiff and maxDiff are important for the calculation of the real Difficulty that will be available for the player. Especially important is to note that maxDiff is not necessarily really the maximum.
The calculations are as follows:

Single Player
Code:

rank_diff = based on internal MissionNum and DATA\MISSIONS\rankdiff.ini

factor = 1.3689^3 = 2.565164201769
diff = rank_diff * factor, where diff is in range of [0, 100]

If diff <= minDiff, then the player gets the message on the job-board to become a better pilot.

If diff >= maxDiff:
    d = maxDiff / factor, where d becomes >= minDiff
    finalDifficulty = maxDiff - cos(rnd * pi/2) * (maxDiff - d), where rnd is a random value in range of [0, 1)
else
    diff = rank_diff / factor, where diff1 is in range of [minDiff, 100]
    finalDifficulty = maxDiff - cos(rnd * pi/2) * (maxDiff - diff), where rnd is a random value  in range of [0, 1)


Multi Player
Code:
rnd is a random value in range of [0, 3)
If rnd is 0:
    diff = maxDiff
else
    diff = maxDiff * 1.3689^(rnd * 2 + 2)
diff is limited to a range of [0, 100]
finalDifficulty = diff - cos(rnd * pi/2) * (diff - minDiff), where rnd is a random value  in range of [0, 1)
(Source, adoxa)

Looking especially on the first part of the multiplayer-specific calculation shows that maxDiff is not a constant value, but is getting multiplied by a random factor. This can make multiplayer missions go beyond the naively intended levels.

To understand the influence of the minDiff and maxDiff values in those calculations I do recommend to look on a graph plot for some simple values.
As an example in multiplayer when minDiff is 0 and maxDiff is 1 in the final calculation, the graph looks like this
If minDiff and maxDiff are swapped interesting results like this can be achieved. In those plots the left axis shows the probability to get the mission, whereas the lower axis shows the difficulty level to get.

To limit the difficulty in multiplayer between the minDiff and maxDiff value, the following patch can be applied on Content.dll using bwpatchw.
Code:
# Make MP job difficulty exactly between min and max difficulty in mbases.ini.
# Jason Hood (adoxa), 22 February, 2010.
# Fixed 3 June, 2010.

File: content.dll # v1.1
0AAD7A: 89 44 E4 04 D9 44 E4 20 D8 64 E4  [ 99 B9 03 00 00 00 F7 F9 85 D2 74 ]
        1C EB 04 66 B8 FB 06 DB 44 E4 04  [ 33 D9 05 30 B2 FB 06 DD 5C 24 04 ]
        D8 0D D0 97 39 06 DE C9 D8 44 E4  [ FF D6 99 DD 44 24 04 B9 03 00 00 ]
        1C 5E 83 C4 10 C3                 [ 00 F7 F9 8D 54 12                ]
(Source, adoxa)



Amount of NPCs created by Difficulty and NPC Level (npcranktodiff.ini)

It is possible to define exactly how many NPCs of a specific level are being created for a specific Difficulty. This is handled within the npcranktodiff.ini.

A line looks as follows:
Code:
NpcRank = <NPC Level>, <Difficulty for 1 Ship>, <Difficulty for 2 Ships>, <Difficulty for 3 Ships>, ...

Important to note:

  • Only exactly one line of NpcRank is picked for the spawn per wave in a job.

  • The amount of spawned ships is determined by the highest Difficulty in that line (e.g. if Difficulty is 5 and the 3rd ship column is 5, then 3 ships get spawned).

  • By default the game can handle up to 8 ships per line. To allow for more, see the following.



The game uses a table of weights to define a preference for the amount of ships being spawned. It is as follows:
Code:
Ships  SP   MP
1      0    0
2      3    2
3      9    3
4      6    9
5      2    6
6      1    4
7      1    2
8      1    1
(Source, adoxa)
This means the game tries to spawn 3 ships in singleplayer, or 4 ships in multiplayer, much more often than any other ships.
As you can see, 1 ship has weight of 0. This means the game never will pick an NpcRank where the Difficulty for only the first ship would match.
This table is very important to keep in mind. At any Difficulty picked, there always should be NpcRanks defined that cover all those ship counts.
If you notice your job-board being more empty than it should be, it could be that the game tries to pick a ship count which is not provided for the current Difficulty.

This table can be adjusted at the offset 11CC58 in Content.dll. First are the weights for singleplayer (starting for 0 ships, 1 ship, 2 ships, etc.) and after that for multiplayer (also starting for 0 ships, 1 ship, ...).

If you want to allow NpcRanks with more than 8 ships being spawned, you must create your own weight-table.
Code:
content.dll 0F8A4B 58CCFB->00CBFC = use 30-float array at 12CB08 (created manually!) for SP ship weighting vector ~adoxa
content.dll 0F8A54 7CCCFB->80CBFC = use 30-float array at 12CB88 (created manually!) for MP ship weighting vector ~adoxa
(Source, adoxa)



Requirements to have Missions offered on a Base

There are 4 requirements that must be met to have a mission of a specific Difficulty being offered to a player:

  • The enemy faction must have an NPC spawn of any unrelated level/difficulty within at least one mission vignette zone in the system.

  • The enemy faction must have at least one NpcShip from npcships.ini assigned via faction_prop.ini that must have the same level as any Difficulty-matching NpcRank, and have npc_class class_fighter.

  • The enemy faction must have at least one NpcShip from npcships.ini assigned via faction_prop.ini that must have the matching npc_class diff-label + class_fighter for the matching NpcRank. And this NpcShip must have a level matching +-1.

  • There must be at least one NpcRank that can spawn ships within the picked Difficulty range.



This sounds quite daunting, so let's explain this on an example:

We want to have some faction offer missions against fc_lr_grp in our system. For this we at first need a mission zone:
Code:
[Zone]
nickname = Zone_destroy_vignette_01
pos = 0, 0, 0
shape = SPHERE
size = 10000
mission_type = unlawful, lawful
sort = 99.500000
vignette_type = open


Now we must make sure the enemy spawns within this zone, so it will get selected by the game to be associated with this enemy faction.
Code:
[Zone]
nickname = Zone_destroy_vignette_01_pop
pos = 0, 0, 0
shape = SPHERE
size = 100000
sort = 1
toughness = 19
density = 1
repop_time = 25
max_battle_size = 4
relief_time = 35
encounter = area_scout, 1, 1
faction = fc_lr_grp, 1


Now we must find out which Difficulty our mission may have. For this we check in our mBase.ini:
Code:
mission_type = DestroyMission, 0, 0.112387, 100


With this value we now go into our npcranktodiff.ini file and look which line might match. Keep in mind the game has certain weights on how many ships it prefers to spawn (see above chapter). One of the possible NpcRanks might be:
Code:
NpcRank = 1, 0.00985, 0.03569, 0.07754, 0.13539, 0.20923, 0.29908, 0.40493, 0.52677


With this we know that we want to spawn level 1 NPCs.
Now we must make sure fc_lr_grp has at least one ship matching this with an npc_class of class_fighter:
Code:
[NPCShipArch]
nickname = fc_lr_pi_fighter_d1
loadout = fc_lr_pi_fighter_loadout01
level = d1
ship_archetype = pi_fighter
pilot = pilot_pirate_med
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d1

We see that the level=d1, matching our NpcRank. And we see the npc_class contains d1 and class_fighter, so it also can spawn the ship.
Important to know is that one ship with the required level must exist. But it does not need to be the same ship that is being spawned.
The ships that will be spawned are determined by their matching npc_class label. Meaning that if your ship has d1, but npc_class d100, it will not be spawned.
You can and must have at least one (but it can be another) ship with a matching npc_class diff-label for d1, and class_fighter. Important here is that whatever ship has the matching npc_class must match the level +1.
So we could say we have a level d2 ship with npc_class=diff1, class_fighter, it would be able to be spawned. But only if there is another ship defined somewhere that has level=d1. This may look like this and still get spawned in our d1 mission:
Code:
[NPCShipArch]
nickname = fc_lr_pi_fighter_d1-d2
loadout = fc_lr_pi_fighter_loadout01
level = d2
ship_archetype = pi_fighter
pilot = pilot_pirate_med
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d1, d2




Payment by Difficulty (diff2money.ini)

Defining payments for specific Difficulties is very easy and straight-forward to be done in diff2money.ini.
A line looks as follows:
Code:
Diff2Money = <Start Difficulty>, <Payment>

You can add as many or as few of those lines as you like. The payments between each defined Difficulty are linearly interpolated. You should at least provide a line for Difficulty 0 and 100 to allow the game to compute any payments between.

Posted on: Today 0:36
How to create .SUR files - Tutorial
Top
Topic | Forum


Re: New Renderer (OpenGL 3.3)
Just popping in
Joined:
Yesterday 12:23
Group:
Registered Users
Posts: 1
Offline
Just wanted to drop in and thank you for working on this. It's amazing work well beyond what I can do. Would love to be able to work on shader creation and implementing it one day. For now, it's just creating more content, haha.

I'd like to learn about shaders, but how are you even getting it into the game? Are you having to write it and then inject a DLL into the game .exe so it can have those resources? Or is there another way you're managing to get it loaded? Curious.

Hope you're both well and progress is still going well, too.

Posted on: Yesterday 12:33
Top
Topic | Forum


Re: Maximum number available for equipment
Just can't stay away
Joined:
2010/2/17 20:45
From Germany
Group:
Registered Users
Senior Members
Posts: 486
Offline
Quote:

Minerobba wrote:
nothing to do with the size of the game.


Not the size, but it may be there is a buffer overflow. Meaning there are more items added to the game than it can handle, and things beginning to act up internally and overwriting each other in unpredictable ways.

Posted on: Yesterday 1:17
How to create .SUR files - Tutorial
Top
Topic | Forum


Re: I finally got the Original Game Soundtrack on CD!!

Joined:
2017/9/23 11:45
From Tatooine
Group:
Registered Users
Posts: 24
Offline
is there a long version of planet manhattan's music ? the one that used on beta version ?

Posted on: 1/18 18:37
Open in new window
Top
Topic | Forum


Re: Maximum number available for equipment

Joined:
2019/1/22 4:34
Group:
Registered Users
Posts: 37
Offline
nothing to do with the size of the game.

Posted on: 1/17 8:29
Top
Topic | Forum


Re: Freelancer OST Remaster release thread
Home away from home
Joined:
2010/6/13 10:58
From France
Group:
Registered Users
$$$ Supporters $$$
Senior Members
Posts: 501
Offline
Great news !
ModDB has some weird behavior sometimes. I think they fix things.

Posted on: 1/13 17:53
Top
Topic | Forum


Re: Freelancer OST Remaster release thread
Home away from home
Joined:
2008/5/21 19:32
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 935
Offline
I downloaded it to a different computer on a different network and it worked there. Then when I got home I tried again on my machine and it worked. Weird...

Posted on: 1/12 0:40
Gun control is like fighting drunk driving by making it harder for sober people to buy a car...
Top
Topic | Forum


Re: Maximum number available for equipment
Home away from home
Joined:
2008/9/11 15:55
From Somewhere at Moscow
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 1765
Offline
32 bit game wont adress above 4gb?

Posted on: 1/7 12:29
Open Sirius Mod
Top
Topic | Forum


Re: Freelancer OST Remaster release thread
Home away from home
Joined:
2010/6/13 10:58
From France
Group:
Registered Users
$$$ Supporters $$$
Senior Members
Posts: 501
Offline
Did you try to open it with another software ? WinZip ? 7Zip ?

Posted on: 1/4 10:49
Top
Topic | Forum


Re: [WIP] Ale Effect Editor
Starport Staff
Joined:
2008/10/25 17:58
From On my way back
Group:
Registered Users
Starport Staff
FLServer Admins
Posts: 347
Offline
Topic is being updated here:

ALE Editor Alpha 2 Release

Posted on: 12/30 10:39
Top
Topic | Forum


Re: [WIP] Ale Effect Editor
Just popping in
Joined:
12/29 7:12
From India
Group:
Registered Users
Posts: 2
Offline
Any update on the same?

Posted on: 12/30 4:57
For he who shall spit in the fire and take the blade
Top
Topic | Forum


Re: Greetings from Asylum 51
Just popping in
Joined:
12/29 7:12
From India
Group:
Registered Users
Posts: 2
Offline
Thank you, my dear friend, and godspeed!

Posted on: 12/30 4:50
For he who shall spit in the fire and take the blade
Top
Topic | Forum


Re: Freelancer OST Remaster release thread
Home away from home
Joined:
2008/5/21 19:32
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 935
Offline
Same problem, tried a different mirror, even a different PC.

Posted on: 12/29 2:31
Gun control is like fighting drunk driving by making it harder for sober people to buy a car...
Top
Topic | Forum


Maximum number available for equipment

Joined:
2019/1/22 4:34
Group:
Registered Users
Posts: 37
Offline
Well, it could be hard to understand. So I'll post some images.
Open in new window

Apparently, Freelancer has a maximum acceptable number for equipment (or commodity) in total. The value of this number is around 4k. Over this, no effect will be shown and you cannot launch new games. However, you can still get into the main menu with a strange background, only models floating around.
Open in new window

So, can we disable this limit or there is nothing we can do about it?

Posted on: 12/26 4:58
Top
Topic | Forum


Re: I finally got the Original Game Soundtrack on CD!!
Home away from home
Joined:
2010/6/13 10:58
From France
Group:
Registered Users
$$$ Supporters $$$
Senior Members
Posts: 501
Offline

Posted on: 12/25 21:07
Top
Topic | Forum



Top Top
(1) 2 3 4 ... 3909 »



[Advanced Search]