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There are currently 15 users playing Freelancer on 42 servers.
March. 30, 2023
The Starport Forum Index > All Posts (Kazinsal)

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Re: OpenGL Rendering
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I have a GTX 1080 Ti I'd love to do crash testing and debugging with if you'd be willing to let me do a private internal test of it with a Discovery development build.

Posted on: 2018/12/2 9:04
FLHook programmer
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Re: OpenGL Rendering
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So, uh, I don't mean to be pushy, but how is this coming? I'm really interested in playing around with it; it'll bring some serious life extension to the game even in a partially-complete state.

Posted on: 2018/11/30 20:44
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Re: Anyone still around?
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+1 for Discovery's repeated bungled suicides being a major detriment to the global player base. If the admins and devs there didn't have such obsessed hard-ons for finding ways to use FLHook to rules lawyer their RP environment to death and had actually listened to long-time players, maybe things would have gone differently.

I dunno. It was interesting being on that team but more in a "watching a mid-air collision recorded in 240 fps slow motion" kind of way.

Freelancer's pretty much dead at this point, and nothing's going to fix that short of someone doing a full recreation in an engine that doesn't rely on a fixed function DX8 pipeline and DirectPlay for networking.

Posted on: 2017/8/7 3:47
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Re: OpenGL Rendering
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This is making me want to get back into Freelancer modding. I didn't think anything could do that. Very good work all around, Schmack.

Posted on: 2017/8/7 3:35
FLHook programmer
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Re: OpenGL Rendering
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Quote:

Schmackbolzen wrote:
@Kazinsal: Not sure what you have in mind but not that you get any ideas: I won't have the time and I don't plan to write another wrapper Also it will only work with Freelancer (I don't translate every d3d8 call plus you need some hooks to get the textures etc.).


Oh, no, not another engine. Something I've been thinking of proof-of-concepting in Freelancer. I can't seem to tear myself away from this engine...

Posted on: 2017/3/18 2:44
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Re: OpenGL Rendering
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Very interesting project. Spectacular results so far as well applied to vanilla Freelancer. I'm not much of a graphics programmer but I would be very interested in it and its internals for a project I've had floating around the back of my head for a while, and I'm sure it would absolutely shine with something designed around it.

Posted on: 2017/3/16 22:17
FLHook programmer
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Re: 3D Model Showroom
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It's been a long time since anyone posted here (and since I posted on any Freelancer forum) so hi everybody! I learned more about texture mapping and with that knowledge I made some ship models:

Open in new window

Open in new window

The first one is a short haul freighter with a cargo capacity of 1000m3 and an approximate travel distance of 4 systems before needing refueling. The second is the space equivalent of a passenger jet, with a capacity of ~200 passengers over 3 or 4 systems. Both have a 1000m3 LH2 tank and are powered by a solid core nuclear thermal rocket engine! Open in new window

I'd have more, but I have had a lot of school stuff to deal with recently. I'm not sure what I'm going to use them in yet.

Posted on: 2015/5/5 3:39
FLHook programmer
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Re: Can't load plugin <dsacesrv.dll>
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You're gonna want to rebuild hookext. Heck, might as well rebuild all the plugins you're using. It takes maybe a second or two longer for each plugin and will save you lots of pain in the long run.

Posted on: 2014/7/9 21:05
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Re: "Which type of multiplayer game..."button removal??
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This might be a bit much to ask, adoxa, but have you got any idea how to grey out and disable the "MULTIPLAYER" button without actually removing it? Would like to be able to do that for Broken Bonds' offline mode.

Posted on: 2014/6/30 0:37
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Re: Conquest: Frontier Wars, Conquest 2
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Looks like the source code comes with the game if you buy it on GOG. Considering it's three dollars (USD) right now, that might be a worthy endeavour for those interested.

Posted on: 2014/6/23 21:25
FLHook programmer
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FLIcon - a quick-n-dirty tool to generate NN_ICONs
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Hey folks,

Couldn't find a tool like this, so I wrote my own. It's fairly straightforward - drag and drop an uncompressed power-of-two TGA onto it (or invoke it from the commandline as flicon icon.tga) and it'll create a uniquely-identified NN_ICON 3db out of it for use for commodities, equipment, ships, etc.

It only does one TGA per invocation so if you need to convert a whole bunch of TGAs to NN_ICONs I recommend writing an equally quick and dirty batch file to do it for you

No need to credit the tool in your mod if you don't want to, as long as you don't remove the Exporter Version nodes from the resulting 3db files.

--Troy

Attach file:


zip flicon.zip Size: 6.78 KB; Hits: 356

Posted on: 2014/6/20 4:24
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Re: Base List / aka Navy Prison Station
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Have you tried asking over on Discovery's forums? We are not familiar with the inner workings of Discovery over here on TSP so it's unlikely we would be able to solve your dilemma.

Posted on: 2014/6/13 10:23
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Re: (SOLVED)Mouse problems (main menu)
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DirectInput is deprecated, yes, but XInput -- last I checked -- still doesn't do anything but Xbox controllers. Given that programmers tend to ignore deprecated warnings, it would not surprise me if Watch_Dogs indeed falls back to using an old input API.

I mean, really. We can't just instinctively blame Freelancer for everything.

Posted on: 2014/6/13 10:22
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Re: (SOLVED)Mouse problems (main menu)
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...Sorry for the non-constructive post, but SERIOUSLY? Playing Watch_Dogs breaks Freelancer until you restart your computer?

I... I don't even have a wild guess as to why it would even DO that. It's like Ubisoft's coders tried hooking DirectInput and they wrote something that just never lets go.

Posted on: 2014/6/12 21:56
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Re: Anti DDoS
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Crashes on Windows 8. Not that I'm surprised, honestly.

That said, not like it's needed for a test server running on my main computer, but something to note for the others.

Posted on: 2014/6/8 20:44
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