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The Starport Forum Index > All Posts (adoxa)

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Re: Game engine limit (String Cache overflow)
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Here's the same thing, but as a plugin.

Attach file:

StringCache.zip Size: 2.83 KB; Hits: 3

Posted on: Yesterday 6:39

Re: Game engine limit (String Cache overflow)
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Sorry, might be best to undo it all. I'll see if I can come up with a different approach. Or you could just use smaller nicknames (instead of making the cache bigger, make the strings smaller).

Posted on: 2/25 14:02

Re: Game engine limit (String Cache overflow)
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Quote:
And also the server keep hanging with the same errors, about what I was speaking early (chklootvol, moors, healing, EquipDrag, DamagePerFire, criticalhit, GetRoot ), out of about 10 attempts of the starting.

Here's another patch to prevent common.dll relocating. This will prevent Flserver.exe from loading at all if it still needs to relocate, but that only happened for me the first time, it's worked every time since.

Code:
File: Common.dll 00012E: 0F              [ 0E ] 0001BA: 00 00 00 00     [ 33 00 6C FD ] 

Quote:
Also I realised that your plugin TurretZoom stopped working as needed.

Argh, that assumes the base address of dacom.dll. Here's another patch to work around that.

Code:
File: TurretZoom.dll 001734: 66 39 D7 8D 48 01 90    [ 3B FA B9 01 00 00 00 ] 

I really should rewrite them all, but there's so many...

Posted on: 2/25 3:20

Re: Game engine limit (String Cache overflow)
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Quote:
It works! But i have the problem: every time i try to start the flserver it falls. It happens due to some dlls which are installed on our server.

That's my lazy programming, where my plugins assume common.dll will be loaded at the same address, which no longer applies with the patched version. Since it's easier to change the server than all my plugins here's another patch.

Code:
# Load common.dll before dalib.dll & dacom.dll, to keep common.dll at the # same base address (my plugins assume it). File: FLServer.exe 01FCEC: 3C                              [ E0 ] 01FCF8: DE 11 02 00 10 B0 01 00 E0      [ 8C 0C 02 00 B4 B0 01 00 D4 ] 01FD0C: 8C 0C 02 00 B4 B0 01 00 D4      [ B4 0C 02 00 A8 B0 01 00 3C ] 01FD20: B4 0C 02 00 A8                  [ DE 11 02 00 10 ] 

Posted on: 2/24 1:36

Re: Game engine limit (String Cache overflow)
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Quote:
Can you tell me how to use BwPatch? As i understand it works on 32-bit systems, but i have installed win10 x64. Will it work on my system?

Yes, 64-bit Windows has no problems running 32-bit programs. Save the patch to your Freelancer's EXE directory as crack. Then run \path\to\bwpatch in the EXE directory. Use Command Prompt (or PowerShell), not Explorer.

Quote:
Code:
 000170: [ BF A0 1B ] ------- there are other values 

Make them all 00 (it's a checksum, safe to ignore).

Quote:
Also I didn't understand how to do through ICY Hexplorer the patch for this offset?
Code:
0002D8: ".cache"        [ 00 00 00 00 00 00 ]

I believe you can press Tab to switch to the ASCII pane (or click there), then just type it in.

Posted on: 2/22 23:37

Re: Game engine limit (String Cache overflow)
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Code:
# Double the size of Freelancer's string cache. # Jason Hood, 22 February, 2021. File: Common.dll 00011E: 06              [ 05 ] 000139: B0 50           [ 80 07 ] 00016A: 64              [ 34 ] 000170: 41 6A 1B        [ 06 10 1C ] 0002D8: ".cache"        [ 00 00 00 00 00 00 ] 0002E2: 30 00 00 40 34  [ 00 00 00 00 00 ] 0002FC: 40 00 00 C0     [ 00 00 00 00 ] 0D3CE5: 0C              [ 06 ] 0D3D18: FF 3F 5A        [ 0F A8 40 ] 0D3DAD: 0C              [ 06 ] 0D3DD9: 00 40 5A        [ 10 A8 40 ] 18DB72: 30              [ 18 ] 

It seems to work. The format is offset: new_bytes [ old_bytes ]; it's for my BwPatch utility.

Posted on: 2/22 12:27

Re: Game engine limit (String Cache overflow)
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It's not lines, but objects (nicknames and the like). You've just got too much stuff. StringCache is hardcoded, not sure I can change it and it might be a while before I try (if I do).

Posted on: 2/21 0:28

Re: quick walkthru smuggler walkthroughs
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Here's the speed guide. Not aware of a specific smuggler one, but there's one called "freelancer_advanced" (from the same site, I think) that has a section called "Smuggler's Paradise".

Posted on: 2/9 0:26

Re: Freelancer Supply/Demand
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Quote:
Can this reduce price variance abuse?

It's SP, anything you do in SP is your own business. My understanding in MP is you get kicked, so it's unusable.

Quote:
And: is it suitable for MP?

Not without a whole lot more effort, having to send the variance to the server (or disabling the worth cheat detection, which is probably not a good idea). Actually, I suppose the server would want to determine the variance and send it to the clients. Unfortunately, you're definitely a decade too late for that...

Posted on: 2/7 0:41

Re: Freelancer Supply/Demand
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My thinking was you could install the plugin into dacom.ini, which would give you a random variance for each session (need to exit FL to get new values); or install into freelancer.ini, which would give you a random variance each time you load a game. This is different to price_variance, which gives you a random variance (up to a max of what you specify) every time you dock. You seem to be asking for a simplification of the market ini itself.

1. Not sure what you mean.
2. Not sure that's worth effort - how hard is it to copy the value?
3. Isn't that what exists now? Maybe you need to elaborate.

Posted on: 2/6 2:30

Re: Freelancer Supply/Demand
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There's a mechanism to randomise the price, which might not be exactly what you want, but perhaps good enough. I don't think anyone's made a full mod out of it, though, so you'd still have to DIY. Hm, I might be able to create a plugin to create a random variance...

I believe EOA was working on a "real economy", but not sure if it ever got finished/released (going back through Pidgin logs it seems it was working, but never released). I was given the source, but wasn't able to compile it and my interest had waned by then.

Posted on: 2/4 1:23

Re: Random Undocking Point?
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IIRC, SP always uses "dock 1", but MP picks a random one. A side-effect of my Moors plugin is that SP would also choose randomly.

You may have that backwards: the "original" No-CD is the cracked one (3MB); the "new" No-CD is the original unprotected exe (2.2MB), from a re-release.

Posted on: 2/1 0:17

Re: [Question] Extending SP by making levels take longer to acquire
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Set the first freetime to 350000 (already there from a previous test), added storylvl, loaded up "Mission 01: Criminal Base Destroyed", I require 350000 to advance. Saved it, removed storylvl, loaded it, still require 350000. So possibly you're loading a save that has already set the old requirement; you need to complete a mission to get the new requirement.

Posted on: 1/30 2:25

Re: [Question] Extending SP by making levels take longer to acquire
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Do you have a modified DATA\MISSIONS\storylvl.ini? I'll test it tomorrow...

Posted on: 1/29 14:11

Re: IONCROSS IFSO on Windows 10
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Just tried it again (in a VM, after installing IFSO51Setup.exe):

Code:
C:\Windows\SysWOW64>ver Microsoft Windows [Version 10.0.19041.264] C:\WINDOWS\system32>cd ..\SysWOW64\ C:\Windows\SysWOW64>regsvr32 /e comdlg32.ocx TABCTL32.OCX MSCOMCTL.OCX mscomct2.ocx C:\Windows\SysWOW64>dir comdlg32.ocx TABCTL32.OCX MSCOMCTL.OCX mscomct2.ocx  Volume in drive C has no label.  Volume Serial Number is 5028-7EB4  Directory of C:\Windows\SysWOW64 07/05/1999  17:00           140,288 COMDLG32.OCX  Directory of C:\Windows\SysWOW64 24/06/1998  16:00           209,192 TABCTL32.OCX  Directory of C:\Windows\SysWOW64 15/08/2003  10:54         1,062,704 MSCOMCTL.OCX  Directory of C:\Windows\SysWOW64 26/06/1998  16:00           644,400 MSCOMCT2.OCX

No message boxes popped up, IFSO ran fine (up to asking for FLServer.exe, anyway).

Posted on: 1/29 12:38

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