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There are currently 65 users playing Freelancer on 44 servers.
May. 25, 2020
The Starport Forum Index > All Posts (Laz)

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Re: Bases become invisible inside nebulas

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Quote:

Jeider wrote:
[Nebula] entry must be activated BEFORE objects in system.


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: 5/18 18:33
Way too ambitious for his own good.
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Re: Compiling FLStat

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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: 4/19 15:09
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Compiling FLStat

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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: 4/13 19:08
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Re: Crash Offsets

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Code:


03954990 ((module-name not available)): (filename not available): IServerImpl::DumpPacketStats

Source: D:\Games\Aftermath\EXE\SERVER.dll
RelExpAddr: 0x702064
ExpCode: 0x3221225477
ExpFlags: 0
ExpAddress: 0x03954990


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: 4/10 11:22
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How does your multiplayer callsign work?

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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: 4/9 11:04
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IZone Properties

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I'm trying to create zones programatically and am trying to map out the structure of IZone. The base FLHook definition we have is as follows:

Code:

struct IMPORT IZone
{
struct FactionSpawn
{
uint iFaction; // Faction ID, obtainable with e.g. pub::Reputation::GetReputationGroup()
float fChance; // Spawn chance
};

uint iDunno1[1];
uint iZoneID;
uint iSystemID;
Matrix mRot;
Vector vPos;
uint iShapeType; // 1 = sphere, 5 = ring
uint iPropertyFlags;
Vector vSize;
uint iDunno4[13];
CmnAsteroid::LootableZone *lootableZone;
uint iStartFaction; // & 0xFF, always zero
uint iCountMaxFaction; // & 0xFF, appears related to the max number of factions in a given encounter line
st6::list<FactionSpawn> factionSpawns;
uint iDunno5[5];
};


There is a lot of dunnos there. I took some screenshots after running it through the visual studio debugger to see what changed between two zones:

Open in new window


Open in new window


Does anyone have any ideas what some of the values might be (sorta going out on a limb here)

Posted on: 3/30 22:48
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Re: [SOLVED] Fixing broken behaviour with NPC gunfire

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I wonder if it would work the other way too. Either removing the player version of muzzle cone constraint, or preventing players from shooting through their ship. The latter one I'd really like to see if it is possible; seeing players shoot guns through their ship was always so immersion breaking for me.

Posted on: 3/13 16:43
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Re: Programatically working out how many weapons/turrets a ship has

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All the work has been done for me. Fantastic. Thank you all!

Posted on: 3/5 14:29
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Re: Programatically working out how many weapons/turrets a ship has

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Interesting. We don't have a definition for HpAttachmentType (just a blank enum), so I'll probably run some checks later on to log all the possible values for it.

Which unknown do you mean? iDunno12[19] or iDunno6[4] or idunno[20]

Posted on: 3/5 10:27
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Re: Programatically working out how many weapons/turrets a ship has

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Very cool, but I don't have access to CShip. The thing I am hooking gives me a Archetype::Ship* object instead. Is it possible to get the CShip value from that at all?

Posted on: 3/4 23:03
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Programatically working out how many weapons/turrets a ship has

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Hey guys. Inside of FLHook we have the following definition for the ship entry.

Code:

struct IMPORT Ship : EqObj
{
Ship(struct Ship const &);
Ship(struct ICliObj *);
virtual ~Ship(void);
struct Ship & operator=(struct Ship const &);
static int const  MAX_EXHAUST_NOZZLES;
virtual enum AClassType  get_class_type(void)const;
std::vector<struct CacheString> const * get_legal_hps(enum HpAttachmentType)const;
virtual bool read(class INI_Reader &);
virtual void redefine(struct Root const &);

public:
/* 36 */ uint iDunno12[19];
/* 55 */ char* szBayDoorAnim;
/* 56 */ char* szHpBaySurface;
/* 57 */ char* szHpBayExternal;
/* 58 */ char* szHpTractorSource;
/* 59 */ uint iIDSInfo1;
/* 60 */ uint iIDSInfo2;
/* 61 */ uint iIDSInfo3;
/* 62 */ uint iShipClass;
/* 63 */ uint iNumExhaustNozzles;
/* 64 */ float fHoldSize;
/* 65 */ float fLinearDrag;
/* 66 */ float fAngularDrag[3];
/* 69 */ float fSteeringTorque[3];
/* 72 */ float fNudgeForce;
/* 73 */ float fStrafeForce;
/* 74 */ float  fStrafePowerUsage;
/* 75 */ float  fMaxBankAngle;
uint iDunno6[4]; // something about hptypes
/* 80 */ uint iMaxNanobots;
/* 81 */ uint iMaxShieldBats;
uint idunno[20];
};


I see there was something identified to do with hptypes but it's a mysterious unknown. I was wondering if anyone had any idea how I could work out the amount of guns / turrets a ship had.

Posted on: 3/4 19:21
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Re: Calculating Turn Rate & Responsiveness

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Interesting. What does each of the values equate to though? AngularDrag and steering torque has three values assigned to them. Also, the reason i want to know the formula is in trying to create my own application that will have these values in it. So i still need to know the turn rate and responsiveness equation. I'm trying to emulate FLStats handling here.

Posted on: 3/4 8:32
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Calculating Turn Rate & Responsiveness

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Hey everyone. I'm trying to work out how exactly FLStat calculates the various fields present within a shiparch entry. FLStat shows the following stats at the top of a ship entry:

Open in new window

I know a ship has a few different values which could factor in this calculation. AngularDrag, SteeringTorque, MaxBankAngle, all come to mind as being key players in that.

Does anyone have the exact equation I can do to get the values that FLStat gets?

An example of a ship would be the Anubis. It has a Max Angular Speed of 60.09 deg/s (turn rate). A Angular Distance from 0 to 0.5 of 18.81 degrees. And a time to 90% of Max Angular Speed of 0.4717 (responsiveness).

It has the following ini:
Code:

max_bank_angle = 30
steering_torque = 43000.000000, 43000.000000, 230000.000000
angular_drag = 41000.000000, 41000.000000, 141000.000000

Posted on: 3/3 19:00
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Freelancer's Keyboard Handler

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Does anyone know what Freelancer uses to interpret which keys are pressed?

Looking through the disassembly, I've found references to both IMM32.dll and DInput8.dll

Posted on: 2/13 9:59
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Re: An external symbol that cannot be parsed

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I'm assuming you're using the Discovery Freelancer FLHook. From what I remember, that repository requires boost 1.60, so that's probably where your error is coming from. I can't actually remember Disco's FLHook that well, but that'd be my first guess.

Anything more will require some more information, as you've just said base plugin, which doesn't really provide any real detail about the error itself.

Posted on: 1/17 10:32
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