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There are currently 43 users playing Freelancer on 41 servers.
May. 23, 2019
The Starport Forum Index > All Posts (Gold_Sear)

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Re: Framerate Randomly Locks at 25
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For those of us who understand hex editing: here's the patch (using adoxas tool BwDiff):
Code:
Freelancer.exe 158A14 D9 1D 0C 0A 61 00 -> 90 90 90 90 90 90 = prevent FL from reducing framerate to 25 in some instances (still need to manually limit framerate using external tool) ~FriendlyFire


No reaction from KJFreshly yet...

Posted on: 2/10 10:52
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Re: Framerate Randomly Locks at 25
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Did you try applying the 1.1 patch or JFLP? Other than that, I can't help you.

Posted on: 1/25 22:30
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Re: Evenly Incremented Rank
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Hi, sorry for bumping old topic.

So I've been doing some research on this and ptough.ini, and found some things:

  1. As adoxa said, ptough.ini is restricted to level 40, providing the format ptough_graph_pt = <worth>,<level>.

  2. This limit is hardcoded at content.dll A9D8E as a byte, only allowing 127 as maximum.
    Quote:
    adoxa wrote:
    @Sethernis: I believe so. Here's one that ignores the test altogether, theoretically allowing any number of levels: 0A9D93, 7F->EB.

    Adoxa is right about that the test can be ignored, but provides the wrong patch; this is the correct one:
    Code:
    content.dll A9D93 7F 0F -> 90 90 = ignore rank level limit test, theoretically allowing any number of levels ~adoxa, Gold_Sear

  3. There's theoretically no limitations about what you can enter for <worth> and <level>, levels need not be consecutive and neither do worths. Worth noting is that when leveling up, the reached level is shown correctly in the rep screen up to 1410065408, but in the announcement at top center of screen, only the last two bytes are shown, e.g 50000 and 65535 are shown correctly, but 100000 will become 34464.



Hope this clears things up a bit.

Posted on: 2018/7/27 19:23
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Re: Dev's Limit Breaking 101 Techniques
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Indexed this; an improved version of removing non-targeted brackets.

Posted on: 2018/7/23 18:08
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Re: System resizer ?
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Quote:
Moonhead:
But have you considered that there is maximum visibility limit to planets, stars, and nebulas? Enlarging system by 5.5. might get you into problems related to this...

Please Moonhead, also tell him the solution.

Posted on: 2018/7/20 19:46
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Re: Dev's Limit Breaking 101 Techniques
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Quote:

w0dk4 wrote:
The problem with asteroids not being able to be rendered is due to how FL computes unique IDs.
Because after a certain size of the position vector the unique id computation function fails, asteroids will no longer be spawned.

At Freeworlds, we simply made the function always return "some" id, no matter if its a broken ID.

Maybe adoxa can fix the code for larger vectors, the function responsible is:

unsigned long __cdecl CmnAsteroid::compute_cube_id(class Vector const &)

in common.dll (062A6010)


@w0dk4: did you apply this patch?
Code:
common.dll 460B6 77 3B -> 90 90 = always render static asteroids PART 1
common.dll 460BE 77 33 -> 90 90 = always render static asteroids PART 2
common.dll 460C5 77 2C -> 90 90 = always render static asteroids PART 3

Or something similar? I'm asking because adoxa's patch on this subject has side-effects (see above post).

Posted on: 2018/1/25 12:52
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Re: Base archetypes used as auxillary docks for a base
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Moonhead did it work? No more crashes?

Posted on: 2018/1/22 23:38
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Re: Dev's Limit Breaking 101 Techniques
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I should mention another two findings by adoxa:

1:
Quote:

adoxa wrote:
Ah, I should have done another search with underscores. You'll find the defaults as two ints at 18C754 in common.dll. The function is only used by Act_PlayerEnemyClamp.


Alternative:
Code:
common.dll 08E86A 7E31->EB39 = disable PlayerEnemyClamp, instead making NPC target selection random ~adoxa

I don't recall if it completely deactivates the scripted Act_PlayerEnemyClamp function, but it has the desired effect when not in a mission.

2: Making npcs global, not local to base, found by adoxa; makes a visited NPC at a bar also visited at other bases. Indexed (to Misc section).

3:: Removes exclusion zone clipping, prevents far clipping of exclusion zones.

I should also warn that adoxa's solution to the 130k asteroid rendering limit has serious side effects: change of 7 to A results in the asteroids mostly not being rendered and even if so, then spawned in a regular pattern instead of pseudorandomly. I'd suggest we'd have another, closer look there.

EDIT: this last statement is not true I used hispania_debris_field to test, but apparently that one isn't representative. My mistake....

EDIT2: looking more closely, it is still partially true, using F instead of A; now the asteroids do get spawned, but in a very regular pattern. Conclusion: careful raising these two bytes

Posted on: 2018/1/20 14:54
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Re: Ship Shaking
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[dream]Fixed.[/dream]

Hi all, happy new year!

First of all, apologies for bumping this very old topic.

Was wondering whether there is any news on this subject that I've missed (doesn't have to be big). For example from earlier in this thread:
Quote:

LancerSolurus wrote:
I agree with W0dk4 there i a limit to how much the normalizing will help. Even in GE the ship begins to shake a little bit at 2 million units out. And I use normalization on all of my matrices. The only sure fire way to get around the problem is to split up huge systems into sections and move everything in the system each time a player crosses one of the boundary. don't know difficult it would be to make a plugin for that but I have a feeling it wouldn't be easy.

or
Quote:

Schmackbolzen wrote:
I was talking to wodka about this and he was working on some changes via client- and serverhooking, but it's a rather huge change so i guess it will take a while. Changing the data type to double would have a bad effect on performance (besides i don't think it's easy to do). I did some tests in my own 3D engine and I only noticed some unprecision starting at around 5000K from the center, so I am not sure whether this really is a precision problem at all.

Anyone still working on this?

Just checking.

Posted on: 2018/1/3 22:57
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What is local_faction in system ini file used for?
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Memory refreshment needed: local_faction in system inis is not used, right?
However the change log of JFLP 1.00 suggests local_faction entries are concerned, suggesting it has some use.

Can anyone tell me what it is?

EDIT: oops, not JFLP, but Unofficial Patch 1.4 and SDK 1.3

Posted on: 2017/12/28 19:26
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Re: Hack Request: Map of universe maps (add one more tree to map)
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Quote:

MeisterLampe wrote:
I've attached the .3db file, just put it in the NEWNAVMAP/SPACEOBJECTS folder and replace the texture with whatever you like.


Thanks! So if I don't want this side-effect, I actually have to go through with the spherical zones.

On that note though, some types of zones show property_flags, and some don't (like rings). Anyone ever figured how to include these types of zones to also show property_flags?

Posted on: 2017/11/27 15:04
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Re: Hack Request: Map of universe maps (add one more tree to map)
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Quote:

MeisterLampe wrote:


Made this a while ago.



The Sol and Jupiter systems are just fake systems for the nav map and the objects act like jumpgates.
The third system is the only one you can visit.


Sorry to bump old topic, but does anyone know how to do this ring-shape terrain on the NavMap?
  • shape = ring won't show up.

  • shape = ELLIPSOID with exclusion zone shows some asteroids on the interior, just like regular exclusion zones.

  • I guess it's possible with a lot of spherical zones, but that's rather ugly and labour intensive.


Any easy way?

Posted on: 2017/11/11 21:30
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Re: Base archetypes used as auxillary docks for a base
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Quote:

adoxa wrote:
It's C458F again.


content.dll C458F is most likely NPC patrol path spawning related - so, at a guess, patrol path end/start points are now within your new objects, causing spawned patrol path NPCs to be unable to have feasible waypoints, hence a crash. Updating patrol paths (yes I know that that could be a pain) or removing them should fix the issue.

Posted on: 2017/11/11 18:46
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Re: Back to Elementary Modding School: weird crash "WARNING: Equipment has no pod_appearance"
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Quote:

Moonhead wrote:
[...]
Me wondering

  1. Why can't the game find those pod_appearance entries?

  2. Are these even the reason for the crash?

  3. Maybe the moving around of the bases screwed some trade paths up? But: there's one general population zone (base_cluster_law) for Manhattan, Trenton and Newark, so I suppose not?




EDIT Weird, I now have multiple of such messages (WARNING: no pod_appearance etc.) but no crash...

I can't recall having these messages earlier, but I haven't modified anything in the commodities...


Hey Moonhead,

  1. Shouldn't have changed, since you didn't modify any of these.

  2. Look below:

  3. Probably some patrol or trade paths intersecting the planet's atmosphere or death zone, since you moved Manhattan and made it bigger. This is a known issue when modifying vanilla systems. It probably doesn't have anything to do with the population zone.

Posted on: 2017/10/16 17:37
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Re: Dev's Limit Breaking 101 Techniques
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@adoxa:
I think so:
changed value to 2 million -> draw limit increased to ~2800K
changed value to 1e38 -> Manhattan (and Pittsburgh) remains visible

Thanks!

Posted on: 2017/10/13 18:07
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