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There are currently 22 users playing Freelancer on 45 servers.
August. 16, 2022
The Starport Forum Index > All Posts (DeathKiller)

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Re: Destiny Of Sol

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2009/11/15 11:23
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Yes, sometimes it's better to have more info than less I'm using FieldLog library for this logging.

There is probably problem with first update, which is very big (about 650MB). I don't know how to fix it. I'm going to update our software and use HTTP instead of FTP in (hopefully, near) future. Then, It should be more stable.

Posted on: 2015/8/9 22:18
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Re: Destiny Of Sol

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It looks like FTP isn't my friend anymore... 227 is success code, not error.

You can try to run updater with /log parameter, and then send me "Death™ FL Updater" folder from Desktop. But I think it will not help me.

Posted on: 2015/8/9 20:56
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Re: Destiny Of Sol

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It should be already passive (C# FtpWebRequest is using passive mode as default). Server is using port range 7000 - 7200 for passive mode, but I think it doesn't matter.

Posted on: 2015/8/9 19:18
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Re: Destiny Of Sol

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Hi,
Sorry about that, but our FTP server doesn't want to communicate with some people and I don't know why...

I restarted it now, but I don't know if it helps.

You can download all updates manually and copy them to game folder, that's fastest workaround for now.

First update: http://uloz.to/xoMnQ2RH/vsechny-updaty-rar

Second update (v7.3.0.2): http://uloz.to/x126v2Ft/update3-rar

Third update (v7.3.0.3): http://uloz.to/xAKdDE13/update1572015-rar

4th update (v7.3.0.4): http://uloz.to/x36ndqbB/update-2072015-rar

5th update (v7.3.0.5): http://uloz.to/xDYEQ4fV/update-582015-rar

If you want to try to use updater after installing updates manually, you have to create file "FLUpdater.db" in EXE folder and write "11" into it (e.g. with notepad). Sometimes, the updater magically starts to work after you install these updates...

Current FTP server is written by me and I don't have any problem with it, but many people reported the same problem. I would like to use HTTP server instead of FTP, but I don't have much time to rewrite it...

Posted on: 2015/8/9 18:20
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Re: Destiny Of Sol

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Our mod is basically solar system. If we remove your assets, it will damage our server and mod. It means if we remove that, our mod can't work. So we are going to create our models and textures and replace all Crossfire assets. I hope you will agree.

Posted on: 2015/1/24 12:36
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Re: Destiny Of Sol

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I'm (server-side) programmer, so I don't know what is in our mod. But our modder said:

Starsphers are not from crossfire and if there is some of yours, it is not intentional. Because we will use only the one we made. Planets are taken from your mod, that's right, but we will change them cause some of them don't look good. I took max. 5 solar models and black hole. That should be everything. And if you ask why I did it.. I took that things when I launch project alone. Then other people join in and we started to make our own stuff which we replace the old one. But honestly, how many things did you took from other mods when you started?
PS: Freelancer is old game.. There will be other games of this type and FL will be forgotten. It is only about preserving our CZ/SK community. You shouldn't freak out because of few things and you can write us private message.

Posted on: 2015/1/23 20:49
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Re: Destiny Of Sol

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Hi,
Yes, mod is Evo based, but we removed almost everything that was in Evo and vanilla FL.
Mod is story-based, there is war between two factions. Factions have storage (to store commodities permanently) and foundry (to convert few types of commodities - ore to plates) and they have to research new things, such as weapons, ships.

I forgot to translate some messages to English, I will fix it tomorrow.
Infocards are in Czech and English, at least it should be.

EDIT: Our web is http://destinyofsol.cz/, but we don't have English section on forums yet.

Posted on: 2015/1/20 22:31
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Client-side library - trigger command

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Hi,
I want to create client-side library for Freelancer.exe, but I don't know how to check received chat messages to trigger custom command.
For example, I want to send "<TEXT> Test command<TEXT>" message to client to do something at client-side.
This functionality is in Cloak.dll (cloak ship when " Cloak" message is sent), but I don't have source code.
I read source code of chatlog.dll, but there is only message, not ID of sender and I need to check if message is from server.

Thank you.

Posted on: 2012/11/4 16:56
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Re: How to setting the dsacesrv.cfg?

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Try to change dll names in dsacesrv.cfg to names from log, it will look like this:
Code:
StartupProcName=ammolimit.dll, no
StartupProcName=pvupdate.dll, no
StartupProcName=dynastex.dll, no
StartupProcName=fixedmounts.dll, no
StartupProcName=jflp.dll nofovx, no
StartupProcName=multiintro.dll, no
StartupProcName=numeric.dll, no
StartupProcName=randomjumps.dll, no
StartupProcName=tractorrequired.dll, no
...

Posted on: 2012/10/13 20:31
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Re: Please help me to make the NoPvpTokens plugins

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Source codes aren't changed. I copied *.h and *.cpp files to condata plugin, compiled and renamed it. It doesn't look good (because I don't have time for it), but it works.

Attach file:


zip kosacid_src.zip Size: 226.11 KB; Hits: 318

Posted on: 2012/10/10 16:54
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Re: Please help me to make the NoPvpTokens plugins

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I recompiled anticheat.dll and newer version of npcheal.dll

Attach file:


zip kosacid_plugins_05.zip Size: 26.27 KB; Hits: 319

Posted on: 2012/10/6 11:29
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Re: Please help me to make the NoPvpTokens plugins

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It was compiled with Visual C++ 2008, try to download Visual C++ 2008 Redistributable: http://www.microsoft.com/en-us/download/details.aspx?id=5582

Posted on: 2012/10/5 13:54
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Re: Please help me to make the NoPvpTokens plugins

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1. Here is last version, it works. But if your game crashes at launch, you are probably using jflp.dll or another similar library. Try to put DSAce.dll at last place (after jflp.dll) in dacom.ini.

2.
base.dll - Players can build stations.
event.dll - Events for players (NPC and Cargo)
ahookext.dll - base.dll, mobiledock.dll and other plugins need this library to work
conn.dll - Adds command which transfers players to/from Connecticut (Event system)

3. Yes, you are right. Bountyhunt time is limited to 240 min, I can change it.
"autobountyhunt" value in settings is never used in plugin, so it's not completed.

4. Plugins are in Attached file.

Attach file:


zip kosacid_plugins_04.zip Size: 32.82 KB; Hits: 323

Posted on: 2012/10/3 17:06
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Re: Please help me to make the NoPvpTokens plugins

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Try this new version:

Attach file:


zip bountyhunt_updated.zip Size: 15.12 KB; Hits: 324

Posted on: 2012/10/3 12:27
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Re: Please help me to make the NoPvpTokens plugins

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I thought you wanted to disable list. If you want to enable it, add EnableList=yes to [General] section in settings file.

Posted on: 2012/10/2 20:56
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