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There are currently 72 users playing Freelancer on 43 servers.
September. 20, 2020
The Starport Forum Index > All Posts (Ichiru)

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flplusplus: QOL fixes
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Hello

I've just released flplusplus at https://github.com/CallumDev/flplusplus

This plugin (requires 1.1 and JFLP) enables some things like:
- Being able to change where saves are stored (helps for mod compatibility)
- PNG screenshots
- Timestamps in FLSpew.txt
- Configurable LOD distances (You'll need to specify these in flplusplus.ini now instead of using the EXE patch)

Open issues on the github for feature requests

If nothing happens: check FLSpew.txt to see if there's a version mismatch. flplusplus will log if it can't access 1.1.

WinXP not supported afaik.

Posted on: 7/28 13:40
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Re: Librelancer 2019.08
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Thanks for the error, I'd actually missed something in the OpenGL spec there. Engine should no longer crash on vanilla (though it isn't very interesting yet)

Posted on: 6/15 9:35
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Re: Librelancer 2019.08
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Mini investigation for fun:

The reason you're getting 6200+ drawcalls and 10fps on that specific model, besides the fact it is completely broken, is because Librelancer could not find the materials at load time. If the .mat file is loaded before the model (e.g. you set the archetype right), it is safe enough to apply the reordering optimisation and it drops down to 6 drawcalls, proper FPS. Though it's not guaranteed if it can't find a place to shove the new index information.

Posted on: 6/14 17:04
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Re: Librelancer 2019.08
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Hello.

I don't check this very often, so if you're having rendering bugs like in Ku02 please report them in the github issues with the version of the software you're using.

R.E. that awful cmp/mesh:
- There is a very limited amount of mesh fixups applied in the engine on load time, but they're only applicable in very small amounts of situations. The only solution there will be to export the model properly, as the FL resource loading model simply doesn't work in such a way that I can modify the vertex buffers at runtime and maintain full vanilla compatibility.

And with "Latest SystemViewers work for me, but not gameengine itself. Some of previous daily builds work, some don't." this is not something I can do anything with as there is simply not enough info. There's a lot of game engine work going on at the moment, and while it does work with vanilla I can't guarantee mod compatibility. Especially if you're not using the nice Copy Details button I made when there are crash errors

Posted on: 6/14 16:17
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Re: Font missing - wine
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All you need to do is install those fonts to your system, not into wine. You should just be able to double click all the font files on the CD + it will open in the font installer application.

Also I would recommend upgrading to ubuntu 20.04 now if you can, 16.04 won't be supported for much longer

Posted on: 4/30 12:57
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Re: How does your multiplayer callsign work?
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i really am.

Posted on: 4/9 19:37
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Re: The big .thn/.lua research thread
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FYI I'm attempting (with mild success) to provide an implementation of thn with a player of sorts in Librelancer (https://github.com/Librelancer/Librelancer) but no arbitrary code execution there lol. When it's done I'll be able to publish some more thorough docs since I'll have code to base it off.

RE your lights problem, you could try and make a tiiiny model that references the textures in the txm which would get the game to load it. (e.g. a solar that references efx.txm , and DcDt mats that use "bulb" and "shine". I haven't tried this though so YMMV

Posted on: 2019/11/28 7:55
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Re: Deformable2
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Further poking and strings and wild guesses seem to indicate it's some sort of input for inverse kinematics (with maybe child name pointing to the end effector?).

Posted on: 2019/9/12 16:10
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Re: Librelancer 2019.08
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@Helloween I don't entirely know what you mean. The system viewer loads the light sources defined in the ini, there is not editing functionality at present and for now I recommend Freelancer Mod Studio for graphical system editing. I don't expect to write a system editor tool until a lot of the base gameplay is settled, so I can make sure all my stuff is correct.

Posted on: 2019/8/19 14:11
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Re: Librelancer 2019.08
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Posted on: 2019/8/3 14:28
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Re: Librelancer 2019.01
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Current state of Librelancer: https://youtu.be/blsVd26WnaE

@Alucard: won't be doing editing sorta stuff until the ale renderer actually works properly

Posted on: 2019/4/16 18:09
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Re: Librelancer 2019.01
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2019.01 is now released fixing some bugs and improving performance.

https://librelancer.net/downloads.html

Posted on: 2019/1/12 23:36
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Re: Deformable2
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Turns out after deleting the .anm files from my install that the .dfm files for bodies don't actually store a bind pose in their bones.

However the animations in bodygenericmale.dfm etc. are of different types to the other anm scripts.

You'll find Channel type 128 (3rd integer in /Script/name/Joint map/Channel/Header) in these scripts. Type 1 is a single float, type 4 is a quaternion, but I'm not sure about type 128. It doesn't seem to have an equal amount of bytes per frame. In some cases it seems to be 10 bytes per frame (joint maps with 2 or 16 frames). In other cases it seems to be left (Joint map 17 in Sc_MLBODY_CHRB_GRABR_PRDRNK_TABL_000LV_XA_08 has 1542 bytes of frame data for 257 frames, definitely not a multiple of 10).

Posted on: 2019/1/9 19:57
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Re: Deformable2
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There does seem to be 3 strings in the Cons section for dfm, but only in the Loose section.

Reading with the 64 byte/24 byte/40 byte buffers for example br_quigly_head.dfm gives entries like:

Head01/LOBR/B_Left Top Lip
Head01/LMBR/LOBR
Head01/B_SplineBone 9A/B_SplineBone 8B

These are not present in the humanoid bodies which only seem to use sphere joints, but are present in the loose joints in worm.dfm

Combining this information with "Bone to root" in some way that gives meaningful output is another thing

Posted on: 2019/1/7 14:26
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Deformable2
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Hello,

I've been attempting to trawl through Dfm files, and have managed to get the basics of showing the model up and running (currently testable in LancerEdit).

Open in new window


I've had a hiccup in working with bones though.
/Skeleton/Name references a non-existent "Head02.cmp" I attempted replacing /Skeleton/Name with garbage values to enduce a crash to no avail (@adoxa is this value even read?)

Composing the compound parts for the bone parts doesn't seem to produce anything useful. "Bone to root" matrices by themselves or combined (transposed or otherwise) also don't seem to be doing the trick for getting something that looks like a skeleton.

Any ideas?

Posted on: 2019/1/7 3:46
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