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March. 30, 2023
The Starport Forum Index > All Posts (Huor)

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Re: OpenGL Rendering
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IMHO:

The only thing you remove with upscaling is the aliasing effect. The texture itself does not get any more details. Only repainting those can bring more details. Also the higher resolution just blurs the image more and more, which doesnt look good for my feeling.

The thing in question: Does it pay the effort...?

Posted on: 2018/1/20 14:37
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Remove internal equipement...
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Hello all,

i am trying to remove internal equipment similar like adding new equipment - so i use the server functions:

Code:

Server.ReqRemoveItem


and altering the shadowlist of the equipment.

Code:

Players[uiClientID].oShadowEquipDescList.remove_equipment_item


The players save file is correct and the items are removed as intented. But somehow this does first apply if i reload the whole char (means log off and login again).

I also have modified the equipments mount state before removing it (cause it still was shown in the cargo list) but to no avail.

Does anyone of you has a hint to what i need to look at to apply the removed equipment in time without the need to reload the char?

PS: I tried to replace the engine of a ship and in general it works that way, but as long as the char is not reloaded the two engines seems to be still alive - cause the ship speed is doubled at that time.

Posted on: 2017/10/3 20:21
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Problems with chat commands
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Hi,

i have a pretty strange behavior when using commands. For example, when i type into console
Code:

/s hi

prints in system chat <Name>: /: hi --> which is wrong, the /: are too many chars

But when i type in
Code:

/s hello

Then this prints in system chat <Name>: hello.

I tried to debug the SubmitChat and HkCb_SendChat functions. In SubmitChat the chat message is only what i type in the console. But in HkCb_SendChat the BinaryRDLReader extracts <Name>: followed by what should be the chat message.

This behavior is different between debug and release dll, while in release it is not working, it does in debug. And in release its only working if i use 5 or more chars after the shortcut, e.g. /s. I looked through any changes within those two functions and others i made over the past months, but am not able to identify what could cause this strange behavior.

Now has anyone of you a clue where i could look for, and why shorter messages than 5 chars with shortcut commands are not printed correctly into the console.

Which routine adds the name to the extracted text from BinaryRDLReader in HkCb_SendChat while the name is not in the text in SubmitChat. Because i feel something in between those two is causing the misbehavior. Normally the extracted chat message in HkCb_SendChat does not contain the command itself again.

Any hints are welcome. I am really clueless right now and dont want to implement something in HkCb_SendChat to remove shortcuts if they are still detected within the chat message there.

Posted on: 2016/8/2 21:06
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Re: Crash on System Change
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Hm the exception offset seems to be:

Code:

 0 e 063456f8     0001 (0001)  0:**** Common!BaseWatcher::set_pointer+0x40e8


There are various stack traces when i set this breakpoint. But most are related to:

Code:

 #   Memory  ChildEBP RetAddr  Args to Child              
WARNING: Stack unwind information not available. Following frames may be wrong.
00           054ac6b8 06284585 054ac6f0 0d195500 00000001 Common!BaseWatcher::set_pointer+0x40e8
01        38 054ac6f0 06284555 00957118 0d2a7e88 00000001 Common!PhySys::GetCenterOfMass+0x15
02        28 054ac718 06284585 47015706 c42058fa 06284466 Common!PhySys::GetRadiusR+0x1e5
03           00000000 00000000 00000000 00000000 00000000 Common!PhySys::GetCenterOfMass+0x15


As usual the BaseWatcher::set_pointer
The set_pointer takes a Watchable struct pointer which could be everything. However when i try to get the symbol for that pointer then it is

Code:

054ac6f0 062844a5 Common!PhySys::GetRadiusR+0x135


As GetRadious takes an CObject pointer and a reference to a Vector (and a bool which doesnt play a role i guess) one of both seems to be null. As a reference cannot be null i assume its the CObject.

I am not sure whether this is of any useful information. I would assume its a timing issue, where for some players something is not yet constructed or destroyed or something like this.

Posted on: 2016/1/10 12:25
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Re: ALE lurker
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Wow, nice work!

Posted on: 2015/11/4 21:34
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Re: Commodity/Equipment Icon Tutorial
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You dont really need milkshape at all. An image editing tool to create your icon. When saved as DDS you need to flip the image, saved as TGA can remain normal order.
You can use the model cloner tool to create a clone of an existing commodity icon, give it a unique new name, open up in UtfEditor, import the new icon and make sure the name and the node name match.

Posted on: 2015/8/24 17:50
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Re: Crash @ 0x6341616 (Common.dll)
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I just can confirm that. I also used to run own functions in different threads, not connected to the serverimpl namespace. This didnt worked and first after including them again resolved it

Further multithreading isnt really worth

Posted on: 2015/7/27 18:21
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Re: PlayerData
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ok reversed a bit more. Thanks Adoxa, the bool skip_autosave for me didnt work, at least it should be a BOOL - the bool takes no 4 bytes for me, hence i havent it in the following overview.

The costume seems to be twice - no idea why - but in for me both contain the same infos.

Code:

struct PlayerData 
{
  //long                      x000, x004, x008, x00C, x010, x014, x018, x01C, x020, x024, x028, x02C, x030, x034, x038, x03C;
  //long                      x040, x044, x048, x04C, 
  wchar_t                   wszAccID[40];
  long                      x050, x054, x058, x05C3;
  //uint                      x060;
  uint                      uiNumberOfCharacters;
  //long                      x064, x068, x06C, x070, 
  //long                      x074, x078, x07C;
  //long                      x080, x084, x088, x08C, x090, x094, x098, x09C, x0A0, x0A4, x0A8, x0AC, x0B0, x0B4, x0B8, x0BC;
  //long                      x0C0, x0C4, x0C8, x0CC, x0D0, x0D4, x0D8, x0DC, x0E0, x0E4, x0E8, x0EC, x0F0, x0F4, x0F8, x0FC;
  //long                      x100, x104, x108, x10C, x110, x114, x118, x11C, x120, x124, x128, x12C, x130, x134, x138, x13C;
  //long                      x140, x144, x148, x14C, x150, x154, x158, x15C, x160, x164, x168, x16C, x170, x174, x178, x17C;
  //long                      x180, x184, x188, x18C, x190, x194, x198, x19C, x1A0, x1A4, x1A8, x1AC, x1B0, x1B4, x1B8, x1BC;
  //long                      x1C0, x1C4, x1C8, x1CC, x1D0, x1D4, x1D8, x1DC, x1E0, x1E4, x1E8, x1EC, x1F0, x1F4, x1F8, x1FC;
  //long                      x200, x204, x208, x20C, x210, x214, x218, x21C, x220, x224, x228, x22C, x230, x234, x238, x23C;
  //long                      x240, x244, x248, x24C, x250, x254, x258, x25C, x260;
  char                      szCharFile[512];
  uint                      uiShipArchetype;
  float                     fRelativeHealth;
  CollisionGroupDescList    collisionGroupDesc;
  EquipDescList             equipDescList;
  int                       uiRank;
  int                       iMoneyNeededToNextRank;
  //long                      x28C, x290, x294, x298, x29C, x2A0, x2A4, x2A8, x2AC, x2B0, x2B4, x2B8, x2BC;
  struct structCostume
  {
    UINT head;
    UINT body;
    UINT lefthand;
    UINT righthand;
    UINT accessory[8];
    int  accessories;
  };
  structCostume             strCostume1;
  long                      x2C0, x2C4, x2C8, x2CC, x2D0, x2D4, x2D8, x2DC, x2E0;
  //uint                      uiHead;
  //uint                      uiBody;
  //uint                      uiLeftHand;
  //uint                      uiRightHand;
  //long                      x2F4, x2F8, x2FC;
  //long                      x300, x304, x308, x30C, x310, x314;
  //long                      x2E4, x2E8, x2EC, x2F0, x2F4, x2F8, x2FC;
  //long                      x300, x304, x308, x30C, x310, x314;
  structCostume             strCostume2;
  uint                      uiReputation;
  int                       iInspectCash;
  int                       iCyclicRedundancyCheck;
  long                      x324;
  EquipDescList             oShadowEquipDescList;
  int                       iNumKills;
  int                       iNumMissionSuccesses;
  int                       iNumMissionFailures;
  long                      x340;
  //bool                      bSkipAutosave;
  long                      x344;
  uint                      uiOnlineID;
  uint                      uiShipArchID;
  Vector                    vPosition;
  Matrix                    mOrientation;
  FLString                  flStrWeaponGroup; // 0x10 bytes
  long                      x3C0, x3C4;
  ushort                    usLastEquipID;
  ushort                    x3CA;
  uint                      uiMenuItem;
  long                      x3D0, x3D4, x3D8, x3DC;
  uint                      uiSystemID;
  uint                      uiShipID;
  long                      x3E8;
  uint                      uiBaseID;
  uint                      uiLastBaseID;
  long                      x3F4;
  uint                      uiBaseRoomID;
  uint                      uiCharacterID;
  class CAccount            *poAccount;
  class CPlayerGroup        *poPlayerGroup;
  uint                      uiMissionID;
  uint                      uiMissionSetBy;
  long                      x410, x414;
};

Posted on: 2015/5/3 20:26
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Re: [The Starport News]Server Switch & Site Direction
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Well this is most if not all about Freelancer here. Barely something different. And its quite OK this way. I am coming here to get some news on developments of others, also about the modding.

Social Frameworks dont improve anything. Users have to use them, and honestly i dont like them at all - they are mostly deactivated for data protection reasons. Rewards, well forum rewards are actually good for? The only reward someone needs is to see how many posts he has and how long someone is a member. I personally dont care if you have an uber cool name or icon showing what you are. Bas you are already talking with admins here - so where is the problem. If you have the need to talk to one of them, you can send them PMs

Also this here is no game server forum. Each mod has that on its own. We had this discussion already in the past. TSP cannot offer that for certain reasons and it wouldnt be in their responsibility at all.

I prefer to come here for modding stuff. Thats what TSP should put its priority at. Or totally break and start something new. I wont visit TSP just if it becomes another game server site. Clearly news about Freelancer are lacking, but that again is not solely the fault of the admins. There is a community and moderators who could do that. Same as for the rest. If someone wants to make a global event, start it on your own or ask for help to start it. I dont see why this has to come from the TSP admin team in first place and why it should run to their expense.

Just my two cents.

Posted on: 2015/4/28 18:14
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PlayerData
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I have found some more info on the the PlayerData struct, which i thought will represent so far.

Code:

struct PlayerData 
{
  //long                      x000, x004, x008, x00C, x010, x014, x018, x01C, x020, x024, x028, x02C, x030, x034, x038, x03C;
  //long                      x040, x044, x048, x04C, 
  wchar_t                   wszAccID[40];
  long                      x050, x054, x058, x05C3;
  //uint                      x060;
  uint                      uiNumberOfCharacters;
  //long                      x064, x068, x06C, x070, 
  char                      szCharFile[16];
  long                      x074, x078, x07C;
...


I am not sure whether the wszAccIdf is 40 or only 36 (x2) bytes big. At least the last 8 bytes from it were uninitialized cdcdcdcd pointers thought they belong to the account id field.

Also szCharFile was limited to 16 bytes from me, although it seems the other remaining bytes after it (496 bytes) are always 0 - could be that the char file was supposed to use 512 bytes at all, which makes no sense to me. The long after uiOnlineID seems to be the ShipArchID. And the right, left hand and head body addresses seems to be the

Code:

      struct structCostume
      {
        UINT head;
        UINT body;
        UINT lefthand;
        UINT righthand;
        UINT accessory[8];
        int  accessories;
      };


which would fit in.
I will try to verify that by further investigation, though if anyone else find stuff - could add it or correct it.

Posted on: 2015/4/23 21:52
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Re: HkCb_GeneralDmg not called on shield damage?
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HM could you get the CShip anywhere from this entry? It contains

struct IObjRW * get_target(void)const ;

I am just thinking if this could be away, although i dont know how to get the CShip Object. And there is

IObjInspectImpl* HkGetInspect (uint x_uiClientID)

or

typedef bool (__cdecl *_GetShipInspect)(uint &x_ruiShip, IObjInspectImpl* &inspect, uint &x_ruiDunno)

But i suspect thats not what your are looking for. At least in the last case the x_ruiShipId can be retrieved from the DamageList as far as i understand it.

Posted on: 2015/4/21 18:33
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Re: HkCb_GeneralDmg not called on shield damage?
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Isnt there the DamageList which you could use to obtain from whom the damge comes and who is suffering the damage?

Not sure why those global dmgto stuff is used there...

Or is that not your question?

Posted on: 2015/4/21 17:52
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Re: Crash in dacom...
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OK, thanks, i will look for an error in our formation definitions. Thanks for the hints. If not i need to get deeper into debugging and set breakpoints at some addresses. Maybe i could track which of the formations is corrupt.

Posted on: 2015/4/14 19:27
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Crash in dacom...
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Ahoy, i am trying to figure out a crash thats happening quite often in the dacom and i have no idea how i can find out about the reaon, hence i am posting here. Maybe someone from you has an idea.

This is the crash data:
Code:

FAULTING_IP: 
dacom!stricmp+c
065b5e6c 0fb60e          movzx   ecx,byte ptr [esi]

EXCEPTION_RECORD:  ffffffff -- (.exr 0xffffffffffffffff)
ExceptionAddress: 065b5e6c (dacom!stricmp+0x0000000c)
   ExceptionCode: c0000005 (Access violation)
  ExceptionFlags: 00000000
NumberParameters: 2
   Parameter[0]: 00000000
   Parameter[1]: 0a0f18e4
Attempt to read from address 0a0f18e4

DEFAULT_BUCKET_ID:  INVALID_POINTER_READ

PROCESS_NAME:  flserver.exe

ERROR_CODE: (NTSTATUS) 0xc0000005 - Die Anweisung in 0x%08lx verweist auf Speicher 0x%08lx. Der Vorgang %s konnte nicht im Speicher durchgef hrt werden.

EXCEPTION_CODE: (NTSTATUS) 0xc0000005 - Die Anweisung in 0x%08lx verweist auf Speicher 0x%08lx. Der Vorgang %s konnte nicht im Speicher durchgef hrt werden.

EXCEPTION_PARAMETER1:  00000000

EXCEPTION_PARAMETER2:  0a0f18e4

READ_ADDRESS:  0a0f18e4 

FOLLOWUP_IP: 
dacom!stricmp+c
065b5e6c 0fb60e          movzx   ecx,byte ptr [esi]

NTGLOBALFLAG:  0

APPLICATION_VERIFIER_FLAGS:  0

APP:  flserver.exe

FAULTING_THREAD:  00000ef4

PRIMARY_PROBLEM_CLASS:  INVALID_POINTER_READ

BUGCHECK_STR:  APPLICATION_FAULT_INVALID_POINTER_READ

LAST_CONTROL_TRANSFER:  from 062df4fb to 065b5e6c

STACK_TEXT:  
WARNING: Stack unwind information not available. Following frames may be wrong.
0464823c 062df4fb 0a0f2010 0a0f18e4 ffffffff dacom!stricmp+0xc
00000000 00000000 00000000 00000000 00000000 Common!pub::StateGraph::get_state_graph+0x3b


SYMBOL_STACK_INDEX:  0

SYMBOL_NAME:  dacom!stricmp+c

FOLLOWUP_NAME:  MachineOwner

MODULE_NAME: dacom

IMAGE_NAME:  dacom.dll

DEBUG_FLR_IMAGE_TIMESTAMP:  3e401cd3

STACK_COMMAND:  ~29s; .ecxr ; kb

FAILURE_BUCKET_ID:  INVALID_POINTER_READ_c0000005_dacom.dll!stricmp

BUCKET_ID:  APPLICATION_FAULT_INVALID_POINTER_READ_dacom!stricmp+c

WATSON_STAGEONE_URL:  http://watson.microsoft.com/StageOne/flserver_exe/1_0_1256_11/3ecbb13e/dacom_dll/1_11_0_173/3e401cd3/c0000005/00005e6c.htm?Retriage=1

Followup: MachineOwner
---------

0:029> .ecxr
eax=0000004e ebx=fffff8dc ecx=0a0f18e4 edx=0a0f2010 esi=0a0f18e4 edi=00000000
eip=065b5e6c esp=0464823c ebp=065b5e60 iopl=0         nv up ei pl zr na pe nc
cs=0023  ss=002b  ds=002b  es=002b  fs=0053  gs=002b             efl=00010246
dacom!stricmp+0xc:
065b5e6c 0fb60e          movzx   ecx,byte ptr [esi]         ds:002b:0a0f18e4=??


The stricmp compares NOTHING (which is at address 0a0f2010) with something and i cannot find out with what and why its not accessible. When i look at the disassembly for the last transfer this gives the following:

Code:

062df4d9 69c02c070000    imul    eax,eax,72Ch
062df4df 8d5808          lea     ebx,[eax+8]
062df4e2 a11cca3f06      mov     eax,dword ptr [Common!FuseDB::m_FuseINIFiles+0x558 (063fca1c)]
062df4e7 33f6            xor     esi,esi
062df4e9 8da42400000000  lea     esp,[esp]
062df4f0 8d0c03          lea     ecx,[ebx+eax]
062df4f3 51              push    ecx
062df4f4 8d540608        lea     edx,[esi+eax+8]
062df4f8 52              push    edx
062df4f9 ffd5            call    ebp
062df4fb 83c408          add     esp,8 <<<<<< address of last transfer
062df4fe 85c0            test    eax,eax
062df500 a11cca3f06      mov     eax,dword ptr [Common!FuseDB::m_FuseINIFiles+0x558 (063fca1c)]
062df505 750a            jne     Common!pub::StateGraph::get_state_graph+0x51 (062df511)
062df507 8b4c2418        mov     ecx,dword ptr [esp+18h]
062df50b 394c0604        cmp     dword ptr [esi+eax+4],ecx
062df50f 7419            je      Common!pub::StateGraph::get_state_graph+0x6a (062df52a)
062df511 8b0d18ca3f06    mov     ecx,dword ptr [Common!FuseDB::m_FuseINIFiles+0x554 (063fca18)]
062df517 47              inc     edi
062df518 81c62c070000    add     esi,72Ch


So "NOTHING" is only contained in some mission files, as state_graph but i dont see why this is used here. And i have no idea where to start looking for an error, in zones, npcs, missions, fuses.

I am even not sure how i could avoid that crash with a server patch. So any info you might throw in is very much appreciated. If you need any more info i could contribute, dont hesitate to ask me.

Thanks in advance.

Posted on: 2015/4/13 19:37
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Re: Problem with CD??
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Sorry, no idea anymore, that topic is way too old for me to remember.

Posted on: 2015/4/3 12:50
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