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There are currently 44 users playing Freelancer on 42 servers.
March. 29, 2023
The Starport Forum Index > All Posts (DiscoUK)

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Re: [Freelancer Coding News]Freelancer Mod Studio gets real models

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Congratulations with your perseverance - this looks incredible! Hopefully many people will find this useful.

Posted on: 2012/6/17 22:38
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Finding grid sector from coordinates

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I'd been looking at FLLocator for a while trying to figure out what maths it was using, but along comes Cannon with the problem already solved in the player control plugin.

Just thought I would put this here so I don't lose it, and maybe it will be useful to somebody else. Adapted to C# from C++, but is easy to implement in other languages:

Code:
        static string gridReferenceFromPos(int vPosX, int vPosZ, float systemScale = 1.0f)
        {
            string[] gridLabelX = { "A", "B", "C", "D", "E", "F", "G", "H" };
            int[] gridLabelZ = { 1, 2, 3, 4, 5, 6, 7, 8 };

            float fGridSize = 34000.0f / systemScale;

            int gridRefIntX = (int)((vPosX + (fGridSize * 5)) / fGridSize) - 1;
            int gridRefIntZ = (int)((vPosZ + (fGridSize * 5)) / fGridSize) - 1;

            if (gridRefIntX >= 0 && gridRefIntX < 8 && gridRefIntZ >= 0 && gridRefIntZ < 8)
                return gridLabelX[gridRefIntX] + gridLabelZ[gridRefIntZ].ToString();
            else
                return "ERR";
        }


The systemScale float comes from the system definition in universe.ini - if the system doesn't have one, it's 1.0f (default).

Posted on: 2012/1/9 22:51
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Re: Character Limit

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Should I hazard a guess at which you find most relaxing?

I know exactly what those conversations are like... I also know what its like to move 46 "lost" accounts (for a single person, btw), and that's the reason I decided to look into this...

Posted on: 2011/12/22 22:43
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Re: Character Limit

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Generally it doesn't fix the issues, but it lets you know what you're looking for - for example, earlier today, I got a "Value was either too large or too small for a UInt32.", and after checking the file, the player had somehow managed to have -20 of commodity_water...

Maybe I should just create a setup with lots of cargo/equipment lines, and clone it into 50-60 characters.

Posted on: 2011/12/22 22:23
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Re: Character Limit

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DSAM does a pretty good job of letting you know where the issues lie. I knew about the cargo hold/equipment issues, but I was unaware that they might span accounts - usually when a file is corrupted, the rest of the account (sometimes even that file) still works fine?

Perhaps then, it would be a good idea to have a bunch of huge characters with many entries in the file, stick them on an account, and see what happens?

Posted on: 2011/12/22 22:12
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Character Limit

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Ok, I know the offsets are in the limit breaking 101, but I've heard a ton of times that the reason for having 5 was account corruption. Seeing as I've seen 8 per account in two other places now, there's obviously no issue with that, so I'm wondering why there would be an issue with more...

Has anyone actually tried this, or done any real testing on it? I've been looking at it for a couple of hours now, and two accounts with 127 characters seem to work fine for me. I don't know anyone who has messed with this before, so does anyone here have any info?

Thanks

Posted on: 2011/12/22 21:50
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PlayerDBTreeNode

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Anyone traversed this tree before?

I've got it partially working (although I can't see why it's only partially, but there we go). It just appears to stop after 9 of the 5000+ nodes it should be reading, and only 3 of the 9 it can open contain the data they should...

Code:
void readNode(PlayerDBTreeNode* node) {
    if (node == NULL)
        return;

    readNode(node->pLeft);
    try { ConPrint(L"Account: %s\n", node->acc->wszAccID); } catch(...) {}
    readNode(node->pRight);
}


That code should work just fine for an in-order traversal of the tree, printing out the account ID's of each account as its node is found in the tree (the node I'm passing to start being Players.pFirstNode from PlayerDB).

Anyway, any help would be much appreciated. Thanks.

Posted on: 2011/11/3 19:38
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Re: Two problems compiling an FLHook plugin

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http://download.microsoft.com/downloa ... 8c360c27b/ENU/vcsetup.exe

I got all the professional versions (2k3/2k5/2k8/2k10) for free, thanks to my being a student

Only one I had to buy was VS6 Pro, but that's cheap as hell now it's so old.

Posted on: 2010/10/30 23:43
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Re: Deletion Warnings

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Quote:


Apologies, I switched out for a different version of the theme when the bar stopped the site from loading. I've swapped the theme back to the original version now, and you should find the bar in working condition.

Thanks.

Posted on: 2010/6/23 2:39
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Re: Best CPU and Hardware for Freelancer Server

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Quote:

HeIIoween wrote:
2.7 sec with CDFull or CDLite?


Late reply, but at the time, CDFull 1.21. 2.7 seconds with around 800 files on the old system, but that was considerably less powerful than what we have at the moment (at the time a single 2.2ghz celeron). That was a while ago.

Now, DSPM will restart FLServer on the daily schedule with 3600 files in about 6-7 seconds most of the time, including the various FLHook plugins.

Posted on: 2010/3/24 23:44
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Re: Admin and Owners Private Forum Area

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I also know Kaz from Skype (code/FL/random) and the forums. When we actually have free time to do things with it, we also have him in as a DJ. Yes, server is not up 24/7, but it is there the majority of the time.

Posted on: 2010/3/24 21:14
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Re: Freelancer server status box?

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You'll have to create the GUI, but if you want I can give you some code to grab server player counts.

See "server status" on top left here: http://www.discoveryfluk.com

Data can be used anywhere and in a GUI, but I just chose not to.

Posted on: 2010/2/3 16:38
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Re: Mod for displaying data to users?

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Go to "Freelancer\EXE\flhook_plugins\message.ini"

Remove the messages you do not want to show and change the rest. I am assuming this is what you want?

Additional commands such as /rules and /tips would have to be custom-coded. Essentially, the message plugin is good enough for what most people want.

Posted on: 2010/1/6 17:36
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Re: FLCN V 2.0 Applications

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@Bas: Easiest way to install it on SMF is to paste the code before the first <?php tag, so right at the beginning - works every time for me, no syntax errors

Posted on: 2009/9/19 12:20
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Re: This site is great and everything...

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For once, this guy is making sense! (refers to above post)

I absolutely hate ASP, too many errors and requires Windows. However, its great to have the Starport back, but I personally think the layout could use a little tweaking (with regards to the forums integration). But hey, its great that you're back up and working, so no complaints (only suggestions) from me

Posted on: 2009/9/6 23:06
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