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There are currently 27 users playing Freelancer on
48 servers. | May. 19, 2022 |
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All Posts (M0tah)
Re: Missile Explosions and Hull Damage Detection |
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Just can't stay away
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Quote:
Did some more testing, and I couldn't get CArchGroup::GetRadius to be called at all, in either MP or SP (though 0x9690 is). You are referring to that call in 0x9690, correct?
Posted on: 2010/3/29 0:43
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Re: Problem with Freelancer staying in memory |
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Huh, I've actually never experienced this problem. Maybe it's due to certain firewall or antivirus software?
Posted on: 2010/3/28 21:38
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Re: What keeps you going? |
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Well, for me I think it's three primary reasons:
Posted on: 2010/3/27 7:11
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Re: Missile Explosions and Hull Damage Detection |
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Decided to investigate the issue; here's what I found.
Code: 0x0C->0x00 in server.dll, 0x960C = fixes explosion damage at full strength Explanation FL hardcodes three different multipliers of damage for explosions - 1, 2/3, 1/3, and 0, depending on how far away from the center of the object the explosion is. As far as I can tell, this is computed using the following mapping: Distance^2 -> Strength <= (Explosion radius)^2 * 0.1111... -> 1 <= (Explosion radius)^2 * 0.4444... -> 2/3 <= (Explosion radius)^2 -> 1/3 > (Explosion radius)^2 -> 0 So when the hit is farther than the explosion's radius away from the root of the ship, no damage is dealt. The above hack fixes the multiplier at 1 regardless of the distance.
Posted on: 2010/3/27 6:36
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Re: FLDev Wishlist? |
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It would be lovely if hexadecimal numbers could be entered into the IDS field of the DLL Editor.
Posted on: 2010/3/23 9:38
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Re: Compiling FLHook |
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Sounds like there's something wrong with your paths then - make sure the path to the libs relative to the project files is correct. For example, if the Code::Blocks project is in src instead of a subdirectory you'll need to adjust the paths to be ./source/libs/ *.lib (remove the leading .).
Posted on: 2010/3/21 21:23
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Re: BaseDestroyed() event & BaseID |
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Yeah, I remember that there was some weirdness with it - I believe that someone actually needed to visit the base for it to work, or something like that.
Posted on: 2010/3/21 21:11
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Re: BaseDestroyed() event & BaseID |
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Code: Universe::IBase *base = Universe::get_base(iBaseID); And no problem. ![]()
Posted on: 2010/3/20 22:52
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Re: BaseDestroyed() event & BaseID |
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Have you taken a look at the code in BaseDestroyed()?
Code: //... pub::SpaceObj::GetDockingTarget is what you're after.
Posted on: 2010/3/20 13:17
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Re: there is this website every freeware known to man |
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http://www.thefreecountry.com/ is also a good site to find freeware and open source programs.
Posted on: 2010/3/20 4:26
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Re: Docking Ring |
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Quote: Moonhead wrote:
Posted on: 2010/3/16 16:07
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Re: thinking about building an xp computer |
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Quote: If your cpu is a 64-bit one then you will need XP-64.
Posted on: 2010/3/15 9:27
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Re: Compiling FLHook |
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Huh, I used the SDK files straight from my XP partition, I'll have to test actually installing it. Also, the PSDK-amd64.exe is just the 64 bit version of the SDK as far as I know; the amd is there just because the first 64 bit x86 processors were made by AMD.
Posted on: 2010/3/1 16:17
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Re: Help! GTX285 anyone? |
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Nobody's actually written a new renderer back-end as far as I know, but quite a few mods use a DX8 hook that adds bloom. See here, for example.
Posted on: 2010/3/1 16:08
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Re: MP Project [Dev] - Help required... |
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Quote: [EDIT] As for dynamically creating the waypoints, I haven't experimented with it at all but I'd guess it would be possible to do (just not sure how exactly).
Posted on: 2010/3/1 6:50
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