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December. 10, 2019
The Starport Forum Index > All Posts (Ruppetthemuppet)

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Re: The big .thn/.lua research thread
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That's a pretty good idea! I'll have a go and report back

Honestly it might be worth leaving the arbitrary code in just because it does actually allow you to do some interesting things with variables and makes scripts much easier to customize on the fly.

Something else I've run into:

It seems that when loading base/planet scenes, the events section for any 'hardpoint' scripts will not execute at all. Unfortunately this prevents the use of ATTACH events in bases. I've not yet found a way around this other than putting the models I want to attach things to in the 'ambient' scripts.

Posted on: 2019/12/4 6:25
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Re: The big .thn/.lua research thread
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Ah, that makes sense. I'll play around a bit with diffuse and see what I can get out of it.

Regarding the lights, I assume there isn't a fix for this. They were never intended to be loaded into the menu screens. I'm going to guess that getting the textures to load in correctly would probably involve an exe hack?

Also I noted in your document you suggested to use 3d modelling software to draw the paths and then import them. Which software were you using for this? Any recommendations?

Posted on: 11/15 14:38
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Re: The big .thn/.lua research thread
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This is an absolutely brilliant document that has demystified a whole bunch of stuff for me! Thank you so much for sharing it. Going to change the format of what I had planned a bit as you've covered pretty much everything I wanted to + the bits I didn't really understand.

A few questions I still have though:

What do the values in diffuse represent? is it just an RGB value, or is it a bit more complicated than that? (Sorry if this is more of a general 3d lighting question)

I'm still not entirely clear what MONITOR does. Is it actually required to switch cameras, or is it okay to use a marker entity for this?

I've run into an issue, particularly in menu screens, where using running_lights = true under userprops results in some odd visuals (boxes around the lights). Have you had any luck getting this particular line to work properly? (Screenshot attached.)

Attach file:



jpg  running_lights_cruiser_menu.jpg (32.34 KB)
14_5dce9d40b68a3.jpg 412X377 px

Posted on: 11/15 12:42
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The big .thn/.lua research thread
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I’ve been meaning to get around to document the Freelancer .thn files and what you can actually do with them for a while. I wrote some (fairly bad) tutorials about it back in the day with a lot of information that I’ve now figured out isn’t quite right and I’d like to clear things up a bit, and also share what I’ve worked out since then.

I’ll post to this thread as I work stuff out, along with an index in the OP if it gets cluttered to make referencing stuff easier. If anyone has any corrections or additions, please please post them here.

First off, some key things:


  • .thn is lua. More specifically, it’s lua 3.2. I originally figured this out by pulling a strings list out of thorn.dll (Attached to this post for anyone who’s interested), but how the scripts behave and what works has only really confirmed this.


  • lua written normally in scripts functions normally. For example, you can call things like system time, set global variables, and even read and write to your own files from outside the game (a working example of all three of these things can be found here)


  • You can call any entity, effect or object defined in the following files:

    petaldb.ini
    CHARACTERS\bodyparts.ini
    EQUIPMENT\misc_equip.ini
    EQUIPMENT\prop_equip.ini
    EQUIPMENT\st_equip.ini
    EQUIPMENT\weapon_equip.ini
    FX\effects.ini
    FX\ENGINES\engines_ale.ini
    FX\EQUIPMENT\equipment_ale.ini
    FX\EXPLOSIONS\explosions_ale.ini
    FX\MISC\misc_ale.ini
    FX\SPACE\space_ale.ini
    FX\WEAPONS\weapons_ale.ini
    SHIPS\shiparch.ini
    SHIPS\rtc_shiparch.ini
    (You can actually attach loadouts from loadouts.ini, loadouts_special.ini and loadouts_utility.ini to ships with a line under userprops, but more on that later)
    SOLAR\solararch.ini

    If you want to call an effect, you will need to initiate it with a START_PSYS events entry (more on that later)


  • I've been using this version of FLED-Thorn and the included .bat file to decompile and clean up the scripts when I need to get to the ingame ones. (Many thanks to Adoxa for this)



I’d like to start the thread off by dissecting a few basic entries from a really basic custom script from the alternate menu screen pack I made as a template for folks. The full pack can be found here, but I’ve attached the script in question to this post:

Code:
{
entity_name = "scene_seto", --How the entity is referred to in the script
type = SCENE, --The entity type.*
template_name = "", --The item model or reference defined from one of the .inis mentioned above
lt_grp = 0, --Objects will only be lit by lighting in the same lt_grp
srt_grp = 0, --This relates to how backdrops merge and overlap, but not 100% on it yet. Jeider from Nomad legacy has a better understanding of this than me
usr_flg = 0, --No idea what user_flg does yet
spatialprops =
{
pos = { 0, 0, 0 }, --Position of the object
orient = --Orientation of the object in a 3d matrix.
{
{ 1, 0, 0 },
{ 0, 1, 0 },
{ 0, 0, 1 }
}
},
up = Y_AXIS, --Defines what ‘up’ for the object is.
front = Z_AXIS, --Defines the default direction the object will face.
Ambient = { 128, 128, 128 } --Ambient lighting. Numbers are RBG values. As far as I know this is only applicable for SCENE entities
},


Things I don't yet understand the fuction of here are srt_grp and usr_flg.

*Valid options are UNDEFINED_EVENT, PSYS, DELETED, MOTION_PATH, SUB_SCENE, SCENE, HARDPOINT, MARKER, SOUND, LIGHT, MONITOR, CAMERA, DEFORMABLE, COMPOUND and UNKNOWN_ENTITY. Some of these are self-explanatory, but I’m not 100 percent on all of them just yet, notably MONITOR and SUB_SCENE.

Next I’d like to take a quick look at the cameraprops entity for Camera_0

Code:
cameraprops =
{
fovh = 30, --Field of view
hvaspect = 1.333333, --Horizontal-vertical aspect ratio(?)
nearplane = 1, --Closest the camera will render things
farplane = 1000000 –Furthest away the camera will render things
}


I mostly understand these, but I wouldn't mind some confirmation on fovh and hvaspect regarding what exactly they alter as it's not entirely clear.

After this is a monitor entity. I’m still not 100% certain what these are for. There are events present in many scripts that set monitors as cameras, but changing or removing these entries doesn’t seem to have an effect. If anyone has worked these out, please let me know!

I’m going to break this initial breakdown into a couple of posts. Lighting needs an entire section to itself I think and I’d like to try and keep this relatively neat and avoid rambling if I can.

Attach file:


zip intro_seto.zip Size: 1.26 KB; Hits: 11
zip thorn.dll.str.zip Size: 6.34 KB; Hits: 11

Posted on: 11/15 10:56
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Re: Is Global server down?
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Seems to be online, but some servers showing on flserver.de are missing. Could be related?

Posted on: 11/12 6:27
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[Freelancer Community News]Freelancer Community Discord
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We’re pleased to announce that there is now a General Freelancer Community Discord server!

We’re trying to set it up as a central point for all of the Freelancer communities to build around, with links out to other communities and sites, resources and a space to just chat about Freelancer!

Come along and say hello! The Discord can be found at https://discord.gg/tnrm4CB

Posted on: 11/9 20:18
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Re: 3Ds MAX tools
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This is really impressive. Gotta say, I'm pretty excited for deformable models!

Posted on: 11/6 16:18
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Re: Community Revival: Any Interest?
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That would be great! We've already got a small group of people together, any chance to grow it would be brilliant.

The FLCN bar doesn't seem to work on my install of Chrome though. It just appears to be static at the moment?

Posted on: 10/31 7:43
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Re: Community Revival: Any Interest?
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Well, I set up a Discord server. Need to think about how to organize things a bit, as well as fill out the resources and links pins. Does anyone have an up-to-date list of currently active Freelancer communities/servers?

For those interested, the Discord can be found here: https://discord.gg/8vZnZGF

Posted on: 10/30 14:17
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Re: Community Revival: Any Interest?
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Yeah, Discovery does seem to be the largest active community left, but there's lots of (very) little ones and a tiny modding scene still going. I feel like if you have a central point to get people around, it gives these places a chance to grow.

I'll see what I can get together a bit later today then! Will post the link here when I can.

I did reply to your DM by the way, but I have no idea if it got through! Seems like there might be some technical issues going on with them at the moment.

Posted on: 10/30 10:00
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Community Revival: Any Interest?
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So having been gone for the better part of a decade now, I’ve finally come back around to Freelancer. In the last few weeks I’ve been poking around the internet, and it does seem that there’s still a good degree of interest in this game (GOG, ModDB, Various Discord servers), even if there aren’t that many people playing it now.

I understand that there’s some pretty big technical and time-related hurdles to modernizing the Starport, although I’d love to see it active again, I think Freelancer’s glory days have been and gone, so it would probably be a pretty huge undertaking to even approach how things were.

Would anyone be interested in a bit of a community revival initiative? It would be pretty easy to get a centralised Discord server up for Freelancer and Freelancer modding-related things. I think there’s some fairly low-hanging fruit with regards to getting people engaged with the game and the community again.

What do you all think?

Posted on: 10/29 11:03
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Re: Is it still all about Freelancer? (FL as a standalone game engine)
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Hoo boy it's been a long time. Nice to see people are still (occasionally) posting here!

I kinda feel like (assuming you've got the expertise) starting from scratch in something like unity if you've got that sort of thing in mind. While the limits of Freelancer have realllly been pushed by some incredibly clever people, there's still some limits and problems that you could get around by using something that's malleable by design.

That said there are some amazing TCs out there. I've not really been involved with the Freelancer community at all for the last decade or so, but it's been fantastic seeing some of the stuff that's come out of it when I popped in to take a look.

Posted on: 10/29 8:38
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Re: Oddities
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Voices being out of Sync is a common problem in a lot of games. Could theoretically be fixed by changing animation delay timers in the .thn files that define the cutscenes. probably not worth the immense amount of effort. I'm sure DA felt the same to be honest.

As for the docking loops, I'd noticed that too. Assume it's something to do with collision boxes and the ship making a path that won't collide with anything.

Posted on: 2011/6/9 14:13
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Re: Lets sattle it up between us
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Wait what.

Posted on: 2011/6/9 14:11
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Re: Lets sattle it up between us
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Quote:

Personally I'd write a small script like I did on my own forums years ago. Logging into your account would auto insert the ip into the blocked ip list


And then redirect him to /b/?

Posted on: 2011/6/4 18:32
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