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There are currently 64 users playing Freelancer on 42 servers.
October. 24, 2020
The Starport Forum Index > All Posts (adoxa)

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Re: (@Adoxa) A question about / an issue with the XML Project
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Works for me, Windows 10 Home, x64.

Posted on: 9/30 7:25
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Re: Increasing SP Level Cap Beyond 38/40?
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No nickname and nickname of 0 are probably the same thing. The simples are or_elite_dmg_star_wing_cap and or_elite_dmg_port_wing_cap. Copy of Anubis?

Posted on: 7/14 13:56
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Re: Increasing SP Level Cap Beyond 38/40?
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That address seems to be due to a bad solar in a system file.

Code:
[Object]
archetype = this_solar_is_not_found

There should be a spew message: ArchDB::Get(hash) failed. Use CRCTool (GUI) or CreateID/WhatIs (CLI) to convert hash back to name.

Posted on: 7/14 2:36
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Re: Increasing SP Level Cap Beyond 38/40?
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No, neither the Unofficial 1.4 patch nor JFLP include 1.1.

Posted on: 7/10 14:57
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Re: Increasing SP Level Cap Beyond 38/40?
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Are you seeing A9 46? That means you're still using 1.0 (1.0.1223.11); we generally only provide offsets for 1.1 (1.0.1254.11).

Posted on: 7/10 2:20
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Re: Increasing SP Level Cap Beyond 38/40?
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Here and its followups.

Posted on: 7/3 1:49
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Re: Mountable Nanobots/Shield Batteries
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Nine years ago I would have had a go at it; now, not so much. Sorry.

Posted on: 6/25 3:48
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Re: Compiling FLStat
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There are two issues: you can't use .. for a relative path (because I made it stop at a dot, due to QuickFix using tabs before the comment); nor can you use \ for an absolute path (it always prefixes the full exe path). If it's relative paths causing the problem edit 2F36A, 2E74 -> 2076. That will stop at a space or control character (meaning a space/tab between resource and comment is required). I'm afraid you're out of luck if you want an absolute path.

Posted on: 4/22 9:32
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Re: FLStat data extraction tool
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I don't know, either. Until you post something I can actually work with, it will stay that way. At the least post your shiparch.ini; at best post the lines causing the trouble.

Posted on: 4/18 4:08
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Re: FLStat data extraction tool
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I could verify that something works for me (assuming it worked when I fixed it, or has it taken you six years to check?), but that doesn't help with whatever's gone wrong with you.

Posted on: 4/17 14:30
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Re: Compiling FLStat
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It's not the source to FLStat, only my patch, using the Multiline Ultimate Assembler plugin for OllyDbg/x64dbg. FLStat's parser is weird, so I'm afraid you might miss out on that one, just put 'em (or links to 'em) in EXE.

Posted on: 4/14 1:31
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Re: PLUGIN-List regarding serverside/clientside-questions
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Mount/dismount equipment in space. I had another look and it looks to be pretty tied into the location, so I don't think it's feasible.

Posted on: 4/12 13:31
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Re: [SOLVED] Fixing broken behaviour with NPC gunfire
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Turns out CanSeeTargetObject has a parameter, which is the muzzle cone angle. It seems to be fixed to 3° for guns and 22.5° for missiles. Here's the patch for the guns:

common.dll, 08A185, 0.0523599f = NPC muzzle cone angle (radians) PART 1
common.dll, 08AE95, 0.0523599f = NPC muzzle cone angle (radians) PART 2

Posted on: 4/3 2:47
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Re: IZone Properties
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I'm using the names as they appear in the ini.

Code:
iDunno1[1]
  void *vtable;

iDunno4[13]
  long mesh;
  float edge_fraction;
  long unused1; // -1
  float drag_modifier;
  float damage;
  float interference;
  float unused2; // -1
  uint music; // ID_String
  char *spacedust; // CacheString
  int spacedust_maxparticles;
  float property_fog_color[3]; // an RGB type

uint iStartFaction
  bool path_label;

uint iCountMaxFaction;
st6::list<FactionSpawn> factionSpawns;
  st6::/*weighted_*/vector<FactionSpawn> factionSpawns;

uint iDunno5[5];
  BYTE visit;
  uint ids_name;
  uint ids_info;
  // two extra

iZoneID and iSystemID are really ID_String, too; FactionSpawn might be a std::pair.

Posted on: 3/31 4:08
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Re: gls_workaround.txt file keeps erasing
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Bolte,

No, but it would probably be better for w0dk4 to add the user-agent to gls_workaround.dll.

Posted on: 3/24 0:08
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