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January. 23, 2018
The Starport Forum Index > All Posts (Gold_Sear)

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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: Yesterday 23:38

Edited by Gold_Sear on 2018/1/23 0:09:00
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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: 1/20 14:54

Edited by Gold_Sear on 2018/1/20 15:07:26
Edited by Gold_Sear on 2018/1/20 18:05:22
Edited by Gold_Sear on 2018/1/20 18:11:43
Edited by Gold_Sear on 2018/1/20 18:14:56
Edited by Gold_Sear on 2018/1/20 21:48:30
Edited by Gold_Sear on 2018/1/20 21:49:08
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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: 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: 12/28 19:26

Edited by Gold_Sear on 2017/12/28 22:54:08
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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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Re: What Hex Editor(s) do you use / would you recommend?
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@Moonhead
Hey, glad you're back!

I would say it's the Long Word +-, afaik this is the way FL stores signed integers.
On a personal note, I use ICY hexplorer (version 2.6) which is free and, to my opinion, good as in your definiton.


--OFF TOPIC ALERT--
About the Limit Breaking 101: check this -- @adoxa: could you be so kind to have a look at it (no hurry though)?

Posted on: 2017/10/8 14:56
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Re: Dev's Limit Breaking 101 Techniques
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Ups, one of the bytes was wrong -- the last 54 byte should be 44 -- fixed.

Thanks Jeider!

Posted on: 2017/8/26 13:13
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Re: Dev's Limit Breaking 101 Techniques
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Hi again,

When making a veritcally oriented trade lane (so it also travels vertically) and setting proper rotate settings for the rings, travelling in the next direction works just fine, but in the prev direction the vertical component is not swapped, causing weird behavior. The following patch fixes it.
Code:
common.dll 06191E DD 05 D0 E2 39 06 D9 FF -> D9 E8 D9 E0 D9 EE D9 C1 = swap vertical component of trade lane travel in prev direction (fixes issues with vertically oriented trade lanes) PART 1 ~Gold_Sear

common.dll 061941 C7 44 24 24 00 00 00 00    D9 54 24 20 D9 5C 24 30
                  C7 44 24 2C 00 00 00 00    D9 54 24 24 D9 54 24 28
                  C7 44 24 30 00 00 80 3F    D9 54 24 2C D9 54 24 34
                  C7 44 24 34 00 00 00 00 -> D9 54 24 3C D9 44 24 54 = swap vertical component of trade lane travel in prev direction (fixes issues with vertically oriented trade lanes) PART 2 ~Gold_Sear
                  C7 44 24 3C 00 00 00 00    D9 E0 D9 5C 24 54 D9 44
                  DD 05 D0 E2 39 06 D9 FE    24 60 D9 E0 D9 5C 24 60
                  D9 C1 D9 5C 24 20 D9 54    D9 44 24 48 D9 E0 D9 5C
                  24 28                      24 48


EDIT: indexed to wiki. Also indexed formation leader independency patch to wiki.

Posted on: 2017/8/11 18:11

Edited by Gold_Sear on 2017/8/11 19:03:22
Edited by Gold_Sear on 2017/8/11 19:07:07
Edited by Gold_Sear on 2017/8/26 13:10:47
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Re: Dev's Limit Breaking 101 Techniques
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Quote:

Moonhead wrote:
Here it is, a piece of text that moved me more than any poetry could have done. Copied-and-saved from The Lancer Reactors Modding Forum, preserved from ancient times, copied from harddisk to harddisk: the Holy Planets Visibility Limit Hack!

Quote:
FriendlyFire
Flight Commander
Original posting
posted 10/4/2005 18:31 PST
--------------------------------------------------------------------------------
I was fiddling with a problem I had with scales and I was looking for the mythic 250k draw limit. I found it!

Open up your Freelancer.exe with your favorite Hex Editor. I use Hex Workshop.
Search for a 32 bits Float value of "250000" ( Without "" ).
The first and only result is the good one. Change it to, say, 1000000 ( 1000k ) and save, then try to boot the game ( Singleplayer is better for this as it does not have the ship explosion bug when you are too far away from the center of the map ).

It will work!

Hope this helps making even greater mods.
FriendlyFire

Edited by - FriendlyFire on 10/4/2005 6:32:23 PM


Bring me my bow of burning gold!
Bring me my arrows of desire!
Bring me my spear! O clouds, unfold!
Bring me my chariot of fire!

:worship:

Oh that reminds me: nebula's also get weird when your too far from ' em... But I can't remember of the above-mentioned hack also covered that. or if that one even has been solved.

(post 345)

I'm posting this here since there's a good chance that this will lead to another offset for the list.

@Moonhead, FriendlyFire, adoxa
So I was playing with big planets and large systems, and, to my unpleasant surprise, I stumbled onto another draw limit for planets.

You can try it out yourself. First, make a planet that has a large radius, for example 200000 (manhattan will do as well but is not as easy to see); simply pick a planet's sph file, copy it, rename it, and change the float at the end of the file -- that's the radius. Then add to solararch.ini and put it somewhere (it does not matter where). For testing purposes, increase the cruise speed to something like 30000. Launch FL, go to the system you placed the planet in, and fly away from the planet. Now at about 1200-1400K away from the planet (depending on how big your planet is), it will suddenly disappear from screen!

More thorough testing indicates that the limit seems to be exactly 1428148 units away from the planet's center (so 1428148-radius away from the surface). This is given the planet is exactly centered at screen, when not in center the above mentioned distance is increased.

In contrast to FF's limit, which gives some flickering before disappearing, this limit causes sudden disappearance, similar to this.

Unfortunately I didn't find any offset for the limit (yet) or how to fix it.


PS: On another note, FF's limit does apply to nebulas and suns, they are rendered just fine from huge distances, but not planets.

Posted on: 2017/7/8 22:18
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Re: Dev's Limit Breaking 101 Techniques
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Quote:
foxUnit01 wrote:
Code:
10/25/15:
-- Added note to Gold_Sear's multiplier for min cruise speed in formation, as this hack seems to bork up asteroid fields
-- Corrected attribution for disable charfile encryption hacks to Adoxa



So I've fixed point 3 of my todo list at least partially.
Code:
common.dll  8C331  7A 19 -> 90 90  make formation leaders independent of escorts (this will make formation leaders able to flee) PART 1 ~Gold_Sear
common.dll  8C35C  DC 0D 88 DF 39 06 -> 90 90 90 90 90 90  make formation leaders independent of escorts (this will make formation leaders able to flee) PART 2 ~Gold_Sear
common.dll  8C4D3  7A 23 -> 90 90  make formation leaders independent of escorts (this will make formation leaders able to flee) PART 3 ~Gold_Sear
common.dll  8C4E4  75 12 -> 90 90  make formation leaders independent of escorts (this will make formation leaders able to flee) PART 4 ~Gold_Sear

This will prevent formation leaders from waiting for their escorts before fleeing while in combat, making them able to properly flee. More precisely, it will prevent them from waiting for their escorts before engaging cruise.
It also has effect in non-combat situations.

Todo (concerning engage cruise):
- Make a fleeer cruise all the way. Every 20 or so seconds, a fleeer will drop out of cruise and then about 3 seconds later engage cruise again, even when there are enemies. Of course, he should be cruising all the way. This behavior is also shown by tradep_trade_traders.
- Prevent formation leaders from standing still in cruise. This sometimes happens when e.g. a transport is fleeing from pirates but its escorts are engaging the pirates, when a formation enters an 'important' zone (such as damage, interference or spacedust), or even when just reaching the next section of the patrol path.
- Make traders cruise all the way to the destination. When a trader approaches a jump gate or base to about 3km, he will suddenly drop out of cruise and immediately engage cruise again. Of course, he should be cruising all the way to the destination.
I haven't tested this thoroughly yet, but it looks like as if this happens when the convoy switches from goto to dock. Thus, a possible fix is to prevent the formation leader from checking the dock distance and instead either dock immediately or dock within dock acknowledge range.

Posted on: 2017/7/5 10:31
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Re: Crash Offsets
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Rare crash at alchemy.dll 00701B.
Was playing with jump effects and gate tunnels, created an 'instant_jump' jump effect. First jumped from Shikoku -> New Tokyo with instant_jump, then back to Shikoku with jump_effect_bretonia. Crash occured when switching to Universe Map.

Specs:
Code:
; jump_effect_bretonia: only changed jump_background_color to 255, 0, 0

[JumpGateEffect]
nickname = instant_jump
glow_ring_effect = jumpgate_tunnel, jumpgate_rings, jumpgate_rings, jumpgate_end_rings, jumpgate_end
glow_ring_hp = HpFX2, HpFX3, HpFX4, HpFX5, HpFX5
glow_create_time = 1, 3, 5, 7, 9
jump_out_time = 1.500000
jump_out_tunnel_time = 0.5
jump_in_tunnel_time = 0.5
jump_in_time = 1
kill_time_before_done = 0.000000
jump_tunnel_effect = jumpgate_end
jump_background_color = 0, 0, 0


As I said, rare crash, so does not happen every time.

Posted on: 2017/6/25 10:59
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