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There are currently 62 users playing Freelancer on
47 servers. | May. 28, 2022 |
The Starport Forum Index
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All Posts (Laz)
Re: Player build able base, how to? |
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2016/3/29 21:54 From England
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No not really. While the bulk of the code is available on the Discovery or Starport github, the important assembly functions are closed source (on account of them being able to very easily hack the game if use maliciously)
Posted on: 12/8 2:12
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Way too ambitious for his own good. | ||||
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Accessing Part Transform of CMP at runtime |
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2016/3/29 21:54 From England
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Hello.
I have a rather specific query. I have a CShip and a list of parts on that ship. I have all the data related vertexes and such of the part, but I do not have the relative transform of the part to the root of the ship. I tried accessing this information in game through a number of the functions within the CShip class, but to no avail. I know that Freelancer must track this information, as you can have animated ship parts, but I have found no way to obtain it. I did try to see if I could at least get the static part data in game, but I was unable to map any data of the part. I know this rather uncharted waters, so I'm kind of going out on a limb hoping someone knows about this.
Posted on: 2021/10/3 16:50
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Way too ambitious for his own good. | ||||
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Re: New Multiplayer Character - Faction Selection |
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2016/3/29 21:54 From England
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I spent weeks taking apart ProcyonHook to the best of my ability. I managed to figure out how their client side packaging system worked, how their UI hooked into the multiplayer menu, and how it connected to the server. They mostly used vanilla features that were just disabled, but with excessive amount of assembly in order to get it working - or at least as far as I could tell.
Posted on: 2021/9/2 23:53
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Way too ambitious for his own good. | ||||
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Re: [Clientside]Custom key commands |
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2016/3/29 21:54 From England
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A bit of a grave dig, but I was wondering if anybody knows the location of the function for handling the release of input.
From what I can tell, any key defined inside of keymap.ini with a state of "keydown, keyup" will only fire an event in the above function for the initial keydown state. This is great for intercepting calls, but sometimes I want to supress the cancelation.
Posted on: 2021/8/27 13:18
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Way too ambitious for his own good. | ||||
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Re: Dev's Limit Breaking 101 Techniques |
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2016/3/29 21:54 From England
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Good work as always Adoxa!
Posted on: 2021/7/6 3:23
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Way too ambitious for his own good. | ||||
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Re: Is it possible to remove the client side server timeout kick? |
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I am assuming that this was a single player only patch. I took a bit of a dig around DirectPlay, but couldn't find anything at a glance.
Posted on: 2021/3/9 11:14
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Way too ambitious for his own good. | ||||
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Is it possible to remove the client side server timeout kick? |
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2016/3/29 21:54 From England
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When developing various plugins for the server-side of things, I will often employ debugging with breakpoints to check if stuff is working, but the client seems to disconnect itself if it doesn't get any input from the server after some seconds.
I am wondering if anyone knows how I can disable this 'self-kick' the client does if it doesn't detect the server is still active?
Posted on: 2021/2/24 11:58
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Way too ambitious for his own good. | ||||
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Re: Game engine limit (String Cache overflow) |
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2016/3/29 21:54 From England
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As I recall, the limit for the INI_Reader class internally is 1024 characters per ini value. I am not aware of any file size limits, and the only one I would imagine is if you had a file larger than a gigabyte, which I highly doubt.
The error could be tied elsewhere, perhaps a save file? What is the line limit you have observed?
Posted on: 2021/2/20 16:16
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Way too ambitious for his own good. | ||||
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Re: (@Adoxa) A question about / an issue with the XML Project |
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2016/3/29 21:54 From England
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I have encountered issues with this before if the path is invalid, it will not start. Check that the path set in the registry is correct.
Posted on: 2020/9/30 11:10
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Way too ambitious for his own good. | ||||
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Re: Crash Offsets |
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2016/3/29 21:54 From England
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I like the 0x part for *copying to my code* purposes. Time saver.
Posted on: 2020/9/2 12:38
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Way too ambitious for his own good. | ||||
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Re: Bases become invisible inside nebulas |
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2016/3/29 21:54 From England
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Quote:
This was the issue. This begs the question. Is there an order of how things are meant to be ordered? Do asteroids and nebula go before/after encounter parameters, for example?
Posted on: 2020/5/18 18:33
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Way too ambitious for his own good. | ||||
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Re: Compiling FLStat |
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2016/3/29 21:54 From England
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I looked into my issue further. Found that the dll names are hardcoded into the application. My names are different and in some cases longer. Do you know how I could increase the length of the string to accommodate my new path names?
Posted on: 2020/4/19 15:09
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Way too ambitious for his own good. | ||||
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Compiling FLStat |
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2016/3/29 21:54 From England
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I found a bug with FLStat caused by altering the path of the resource dlls. It assumes that the resource dlls will always be located next to the exe, even though they can be located in another folder.
I thought I'd be able to fix it by altering the assembly found at Adoxa's website, but I got no idea how to compile it (tried running it through NASM on a hunch, which didn't get me anywhere). Any ideas how to properly compile it?
Posted on: 2020/4/13 19:08
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Way too ambitious for his own good. | ||||
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Re: Crash Offsets |
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2016/3/29 21:54 From England
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Code:
Triggered by warping to a base that doesn't have a physical presence, but has an mbase and universe entry, I think.I was warping to st03b_01_base for testing.
Posted on: 2020/4/10 11:22
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Way too ambitious for his own good. | ||||
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How does your multiplayer callsign work? |
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2016/3/29 21:54 From England
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Thank's to Adoxa's work with Callsign.dll we know how single player calls the player, and it's because of some values assigned within Content.dll. However, while looking into it, I noticed that the handling of multiplayer ids seems to be totally different, with each person having their own (seemingly random?) assigned id.
Does anyone know how multiplayer knows what to refer to the player as?
Posted on: 2020/4/9 11:04
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Way too ambitious for his own good. | ||||
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