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

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Who's Online
65 user(s) are online (42 user(s) are browsing Forum)

Members: 0
Guests: 65

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

Current balance: 0€
(last updated 06/2020)

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

Bitcoin address:
Thanks!
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 95 users playing Freelancer on 45 servers.
July. 9, 2020
The Starport Forum Index > All Posts (M0tah)

Bottom Bottom   Previous Topic   Next Topic

(1) 2 3 4 ... 17 »


Re: Missile Explosions and Hull Damage Detection
Just can't stay away
Joined:
2008/2/25 6:48
Group:
Registered Users
Trusted Speciality Developers
Senior Members
Posts: 252
Offline
Quote:

adoxa wrote:
In single player, this hack will generate additional damage. For example, I changed the Javelin to do 10 damage and Flint to a Rheinland battleship (rm_r_battleship). Firing a missile into the center hits two groups (Rh_main_lod1/DpMain & Rh_midfrnt_lod1/DpMidFrnt) for 20 damage. Applying the patch then does 30 damage - the two groups plus presumably the ship as a whole.

The damage is actually found a little further down, in the function at 0x(6ce)9690. In SP, GetRadius returns a valid value, but in MP it is returning 0. I think the real problem is with something used by GetBoundingSphere. That's as far as I went, back to you, M0tah...

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
Top
Topic | Forum


Re: Problem with Freelancer staying in memory
Just can't stay away
Joined:
2008/2/25 6:48
Group:
Registered Users
Trusted Speciality Developers
Senior Members
Posts: 252
Offline
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
Top
Topic | Forum


Re: What keeps you going?
Just can't stay away
Joined:
2008/2/25 6:48
Group:
Registered Users
Trusted Speciality Developers
Senior Members
Posts: 252
Offline
Well, for me I think it's three primary reasons:

  1. I've learned a lot from working on the various FL-related projects I've contributed to, and continue to do so. Working on these projects helps me to become a better programmer and modder, which allows me to accomplish some pretty neat stuff.

  2. I like helping out other people. Most of my software is open-source in the hope that others will learn from and extend it. I also learn a lot by looking at the code others write.

  3. I like to stretch the boundaries of what's possible, and create something new. FL is one of my favorite games, so it was natural to experiment with it.

Posted on: 2010/3/27 7:11
Top
Topic | Forum


Re: Missile Explosions and Hull Damage Detection
Just can't stay away
Joined:
2008/2/25 6:48
Group:
Registered Users
Trusted Speciality Developers
Senior Members
Posts: 252
Offline
Decided to investigate the issue; here's what I found.
Code:
0x0C->0x00 in server.dll, 0x960C = fixes explosion damage at full strength
This should fix the issue (it has in my testing so far).

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
Top
Topic | Forum


Re: FLDev Wishlist?
Just can't stay away
Joined:
2008/2/25 6:48
Group:
Registered Users
Trusted Speciality Developers
Senior Members
Posts: 252
Offline
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
Top
Topic | Forum


Re: Compiling FLHook
Just can't stay away
Joined:
2008/2/25 6:48
Group:
Registered Users
Trusted Speciality Developers
Senior Members
Posts: 252
Offline
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
Top
Topic | Forum


Re: BaseDestroyed() event & BaseID
Just can't stay away
Joined:
2008/2/25 6:48
Group:
Registered Users
Trusted Speciality Developers
Senior Members
Posts: 252
Offline
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
Top
Topic | Forum


Re: BaseDestroyed() event & BaseID
Just can't stay away
Joined:
2008/2/25 6:48
Group:
Registered Users
Trusted Speciality Developers
Senior Members
Posts: 252
Offline
Code:
Universe::IBase *base = Universe::get_base(iBaseID);
base->lSpaceObjID;

And no problem.

Posted on: 2010/3/20 22:52
Top
Topic | Forum


Re: BaseDestroyed() event & BaseID
Just can't stay away
Joined:
2008/2/25 6:48
Group:
Registered Users
Trusted Speciality Developers
Senior Members
Posts: 252
Offline
Have you taken a look at the code in BaseDestroyed()?

Code:
//...
uint iID;
pub::SpaceObj::GetDockingTarget(iObject, iID);
Universe::IBase *base = Universe::get_base(iID);

pub::SpaceObj::GetDockingTarget is what you're after.

Posted on: 2010/3/20 13:17
Top
Topic | Forum


Re: there is this website every freeware known to man
Just can't stay away
Joined:
2008/2/25 6:48
Group:
Registered Users
Trusted Speciality Developers
Senior Members
Posts: 252
Offline
http://www.thefreecountry.com/ is also a good site to find freeware and open source programs.

Posted on: 2010/3/20 4:26
Top
Topic | Forum


Re: Docking Ring
Just can't stay away
Joined:
2008/2/25 6:48
Group:
Registered Users
Trusted Speciality Developers
Senior Members
Posts: 252
Offline
Quote:
Moonhead wrote:
Aren't there any skilled app builders to update FLEd-Ids? Or is that against some code of honour without asking Dixi first?
As far as I know FLEd-Ids's source was never released.

Posted on: 2010/3/16 16:07
Top
Topic | Forum


Re: thinking about building an xp computer
Just can't stay away
Joined:
2008/2/25 6:48
Group:
Registered Users
Trusted Speciality Developers
Senior Members
Posts: 252
Offline
Quote:
If your cpu is a 64-bit one then you will need XP-64.
Not at all, regular XP will work fine on a 64 bit CPU. You'll just be limited to 3 GB or so of RAM.

Posted on: 2010/3/15 9:27
Top
Topic | Forum


Re: Compiling FLHook
Just can't stay away
Joined:
2008/2/25 6:48
Group:
Registered Users
Trusted Speciality Developers
Senior Members
Posts: 252
Offline
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
Top
Topic | Forum


Re: Help! GTX285 anyone?
Just can't stay away
Joined:
2008/2/25 6:48
Group:
Registered Users
Trusted Speciality Developers
Senior Members
Posts: 252
Offline
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
Top
Topic | Forum


Re: MP Project [Dev] - Help required...
Just can't stay away
Joined:
2008/2/25 6:48
Group:
Registered Users
Trusted Speciality Developers
Senior Members
Posts: 252
Offline
Quote:
[EDIT]
There is a much simpler way to accomplish this (with items in bases) without waypoints. I am currently investigating the plausibility of this.
Yeah, you could definitely implement it using items and docking restrictions so they would need the item to dock at the base.

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
Top
Topic | Forum



Top Top
(1) 2 3 4 ... 17 »



[Advanced Search]