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There are currently 41 users playing Freelancer on 30 servers.
January. 23, 2018
The Starport Forum Index > All Posts (adoxa)

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Re: Ship Shaking
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I moved the ship out to 15000K and noticed each component of the ship shakes, as do the individual stars when you strafe, so that suggests it's not a camera issue.

Posted on: 1/7 12:33
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Re: What is local_faction in system ini file used for?
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It's read from the system ini and stored, but doesn't seem to be used.

Posted on: 12/29 2:26
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Re: LAN server not working on W7 but fine on W10
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Didn't he say it was the registry hack to disable IPv6? Restore IPv6 in Windows and patch Freelancer instead.

Posted on: 12/27 0:47
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Re: Dev's Limit Breaking 101 Techniques
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Right, I should have thought of that. Okay, at 036F5F, 0385B1, 03948E, 03A123, 03A42B, 03D8DF, 03E547, 03EB48, 03EC5C, 0401C8, 040C3B, 04172C, 045DB0 and 045EC4 replace 2C with 28; then at 116328, write in gcs_refer_faction_player_short.

Posted on: 12/22 23:32
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Re: Dev's Limit Breaking 101 Techniques
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Quote:
Are there similar hacks for msg_id_prefix in universe.ini (don't append dash)

At the following locations in content.dll, replace 64 with 65: 037148, 039684, 039AA3, 039CE1, 03AA92, 03AE02, 03BA22, 03F0A6, 03BA220, 03F0A6, 041A74, 041C75. This effects the same items as the previous patch (which would jump over the append code; this makes it append an empty string). I don't know what effect it would have elsewhere (meaning if you explicitly add the dash to universe.ini, there are occasions where you'll end up with two dashes).

Quote:
gcs_refer_faction in faction_prop (don't append _short)?

Didn't look into this, but at 116324 in content.dll is the string for _short, so change that to 00 and see what happens...

Posted on: 12/17 5:36
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Re: (@Adoxa) A question about / an issue with the XML Project
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I tried it out on my virtual 10 and it seemed to work fine. How does it go if you explicitly run via the command line?

Code:
C:\Users\Jason>utfxml DATA\AUDIO\pilot_f_ill_m01.utf

C:\Users\Jason>fgrep 800932CC pilot_f_ill_m01.utf.xml
      <_x800932CC name="0x800932CC" type="file" filename="pilot_f_ill_m01_utf\­0x800932CC.wav"/>

C:\Users\Jason>utfxml -s XML\strings.lst DATA\AUDIO\pilot_f_ill_m01.utf

C:\Users\Jason>fgrep 800932CC pilot_f_ill_m01.utf.xml
      <_x800932CC name="0x800932CC" type="file" filename="pilot_f_ill_m01_utf\gcs_refer_system_Br06-.wav"/>

Posted on: 12/1 12:39
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Re: HTTPS Support?
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This has broken preview (at least on Firefox 55):

Quote:
Cross-Origin Request Blocked: The Same Origin Policy disallows reading the remote resource at http://the-starport.net/include/formd ... %20on%20Firefox%2055%29.. (Reason: CORS header ‘Access-Control-Allow-Origin’ missing).

Posted on: 12/1 0:47

Edited by adoxa on 2017/12/1 0:53:19
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Re: (@Adoxa) A question about / an issue with the XML Project
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Sounds like you need to generate a new strings list. If it then still shows up as a hash, that means there's no reference to it in the audio inis.

Posted on: 12/1 0:37
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Re: Fault offset: 0x000db0f1 in Content.dll - Anyone any idea in what area I should investigate?
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A search found this.

Posted on: 2017/11/26 2:09
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Re: Can mount any internal equipment in shipdealer
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Have you tried adding attachment_archetype (same value as DA_archetype or shop_archetype) to the [Good]?

Posted on: 2017/11/10 11:34
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Re: Help: Target Cursor - Auto Centers
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No, it's imported directly.

Posted on: 2017/11/10 11:20
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Re: Help: Target Cursor - Auto Centers
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The offset is the file position that contains the code that centers & moves the cursor. The first number is the two bytes that should be there; the second is what you should replace them with, in order to skip that code.

Posted on: 2017/11/10 3:27
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Re: HELP: Mission 2 cutscene - Out-synced audios
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FLEd - Thorn Decompiler (GUI) and Dethorn (console) on my Tools page convert .thn (binary) to .lua (text); Dethorn also includes Thorn to convert back.

Yes, "diff" is short for "differences", and a class of tools used to find what's changed between files.

Posted on: 2017/11/9 1:06
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Re: HELP: Mission 2 cutscene - Out-synced audios
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Quote:
I did not know that your JFLP will cause the out-syncing of the audios.

It may be the cause for lip-syncing being wrong, in some files (those mentioned above).

Quote:
I would like to know what particular LOC you had edited or are there also other lines that you had edited too in the THN files ?

JFLP\jflp.txt and JFLP\jflp120.txt (only in general, though; if you want an exact diff, DIY).

Quote:
Can I simply copy the original THN files from the vanilla game folder ?

Yes.

Quote:
Did you also edited the audios for these cutscenes ?

No.

Posted on: 2017/11/8 2:49
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Re: HELP: Mission 2 cutscene - Out-synced audios
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JFLP tries to improve the lip-syncing - is that what you mean? When I first played FL I didn't notice any issues. As I was doing JFLP (with a different graphics card) I noticed the lip-sync was a bit off, so I adjusted it. With a different system, the lip-sync is again off, so I have to undo what JFLP did - someday... These are the files adjusted for lip-sync:
Code:
DATA\SCRIPTS\STORY\s010x_nrml_lonnigan_li_01_cityscape_01.thn
DATA\SCRIPTS\STORY\s019a_offer_syd_li_01_cityscape_01.thn
DATA\SCRIPTS\STORY\s019b_accept_syd_li_01_cityscape_01.thn
DATA\SCRIPTS\STORY\s045a_offer_ozu_ku_03_bar_01.thn
DATA\SCRIPTS\STORY\s069x_nrml_neimann_li_10_prison_01.thn
DATA\SCRIPTS\STORY\s072ab_offer_quintaine_pl_09_lab_01.thn


If it's all audio, I might be able to globally adjust the events.

Posted on: 2017/11/7 6:52
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