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There are currently 30 users playing Freelancer on 42 servers.
July. 8, 2020
The Starport Forum Index > All Posts (Ruppetthemuppet)

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Re: Crash Offsets
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One to add from Laz's crash hopper:

Code:

0E99458F ((module-name not available)): (filename not available): IDLL::operator=

    Unhandled Exception!
    -- Important Information --

    Source: C:\Program Files (x86)\Microsoft Games\Freelancer\dlls\bin\Content.dll
    RelExpAddr: 0x526961
    ExpCode: 0x3221225477
    ExpFlags: 0
    ExpAddress: 0x0E99458F
    Please report!


Patrol encounter contains a faction that is not defined in the related base's [BaseFaction] entries.

Posted on: 4/12 15:49
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Re: The big .thn/.lua research thread
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Found a fix! Jeider on the Freelancer Discord provided some alternate keyframes for manufacturing_platform_lod.cmp and that fixed the issue.

For anyone running into a similar problem in the future, they can be found below:

Code:

0
0
2
2
4
4
6
0


https://media.discordapp.net/attachmen ... 5622124101762/unknown.png

Posted on: 3/26 13:45
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Re: Community Revival: Any Interest?
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@w0dk4 Thanks! We've been getting a steady influx of people since we started the Discord and having the link on the sidebar should definitely help keep that up!

Regarding GOG, Freelancer isn't on there, but it's in the top ten list of all requested games. Voting it up a bit more can't hurt!

Posted on: 3/24 20:15
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Re: The big .thn/.lua research thread
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I assume event_flags=2 is restart. I've played around with it and have seen the animation reverse and play once, but it won't loop smoothly.

You can see the behavior demonstrated here (Around 00:26):

https://www.youtube.com/watch?v=HtYnk2kJwTk

Posted on: 3/24 10:34
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Re: The big .thn/.lua research thread
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So, I'm having a very minor issue with my START_MOTION entry:

Code:
{
0,
START_MOTION,
{
"lpi_sugarland_mplatform_1"
},
{
animation="Sc_rotate living quarters",
duration=3600,
time_scale=1,
weight=1,
heading=-1,
event_flags=2
}
},


The animation (the rotating part for manufacturing_platform_lod.cmp ) 'jumps' inconsistently every now and then. As it's just a simple rotating part, and it loops for the entire duration of the scene, I'm not really sure what to do to get it fixed. This is the first time I've really played with START_MOTION in a scene. Any ideas?

Posted on: 3/24 8:53
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Re: Major mods and JFLP
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I'm using JFLP as the basis for my mod, however, I know many of the larger mods (thinking Discovery here) prefer a pure vanilla install.

Discovery in particular will check the files it's installing over and will refuse to extract if you have anything more than a fresh vanilla installation. (i.e. if jflp.dll is installed it'll fail)

Posted on: 3/22 13:21
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Re: Major mods and JFLP
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I'm using JFLP as the basis for my mod, however, I know many of the larger mods (thinking Discovery here) prefer a pure vanilla install.

Discovery in particular will check the files it's installing over and will refuse to extract if you have anything more than a fresh vanilla installation. (i.e. if jflp.dll is installed it'll fail)

Posted on: 3/22 13:21
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Re: Change of Email address
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Sent you a DM

Posted on: 3/15 10:29
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Re: Change of Email address
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I have a similar issue, the email I used for the starport is now unfortunately, defunct. Would it be possible to get permissions to adjust it? I'd quite like to get dm and thread reply notifications

Posted on: 3/14 14:31
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Re: The big .thn/.lua research thread
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@Treewyrm Bit late but I'm finally requesting edit access. I've started doing menu screens again and figured it would be good to note down what I figure out/remember as I go. I have a few bits on sparam ready to go already, so I'll add those when you approve it.

Posted on: 3/8 17:25
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Re: Extra lines in dynamic infocards (Reverse-engineering jflp.dll/plugins)
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It's fine! It's not the biggest of issues anyway. All the Windows 7 users are missing out on (for now) is the shield stat lines, and we're listing those out of the game as well.

I've had a chat with the guy I've been working through this with, and we were both wondering if there was any documentation out there for us to learn from? We don't want to bother you every time with this stuff. We knew that our error from before had to do with the order in which we called things, but that was where our own insight ended.

My (very limited) understanding of how the plugins work is that they modify specific addresses in common.dll (or another dll) and then execute the code defined further down, but I have absolutely no idea what's instructing jflp to look into common.dll or even at the addresses it does.

Posted on: 3/4 14:16
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Re: Extra lines in dynamic infocards (Reverse-engineering jflp.dll/plugins)
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Both dlls attached! The one that works on 7 is just the unmodified jflp.dll from your website.

Attach file:


zip jflp.zip Size: 72.76 KB; Hits: 24

Posted on: 3/4 6:14
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Re: Extra lines in dynamic infocards (Reverse-engineering jflp.dll/plugins)
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I tried removing /MD (VC2019 defaults to /MT) and got a 110kb(!) DLL. It runs fine in 10, but seems to have the same issue on Windows 7 machines as before. Do you know if there's a way to see where it's failing/get some spew output about why it couldn't be loaded?

Posted on: 3/3 18:32
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Re: Extra lines in dynamic infocards (Reverse-engineering jflp.dll/plugins)
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Opened up common.dll in IDA and I can sort of see what you mean! I've found the order of things you referenced, and I can see entries relating to AttachedEquipment ahead of ShieldGenerator at Archetype:: ShieldGenerator::read. This is all way over my head though. I think I have quite a lot of reading to do before I can get my head around playing with this more. Thankyou again for all your help

One odd thing: The newly compiled jflp.dll doesn't run in Windows 7. Freelancer fails to call it. I can only assume this is related to the change

Code:
*len += vswprintf( buf + *len, 4096 - *len, value_fmt, args );


on line 319 you suggested to get it compiling in VS 2019. There's no spew output other than dacom failing to load the dll and ignoring it. It's not a big problem though, Win7 users (The few we have) can happily go back to the standard 1.23 dll without any issues.

Posted on: 3/3 8:43
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Re: Extra lines in dynamic infocards (Reverse-engineering jflp.dll/plugins)
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This worked absolutely wonderfully, thank you so much!

Open in new window

May I ask what you're using to peek inside common.dll in such a manner? I have investigated it with a hex editor, but it's a bit overwhelming and very difficult to find anything coherent.

Posted on: 2/28 8:39
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