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There are currently 40 users playing Freelancer on 42 servers.
April. 8, 2020
The Starport Forum Index > All Posts (adoxa)

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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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Re: gls_workaround.txt file keeps erasing
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Looks like the server doesn't like a missing user-agent. Here's a libcurl.dll which supplies one (agent/1).

Attach file:


zip gls-libcurl.zip Size: 111.62 KB; Hits: 13

Posted on: 3/23 13:53
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Re: gls_workaround.txt file keeps erasing
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It would seem the server is returning 403 Forbidden, but I don't know why; curl from the command line works fine. Might have to let W0dk4 sort that out; in the meantime, make gls_workaround.txt read-only to prevent the empty temp file overwriting it.

Posted on: 3/23 2:43
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Re: [Freelancer Mod News]New demo of Freelancer: The Nomad Legacy released!
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JFLP already supports roll:

Quote:
DATA\INTERFACE\keylist.ini
DATA\INTERFACE\keymap.ini
- added some more options to Controls:
Ship Controls:
...
* Rotate Clockwise (USER_Z_ROTATE) - turns the ship clockwise;
* Rotate Anticlockwise (USER_Z_UNROTATE) - turns the ship anticlockwise;
* Rotation Lock (USER_TOGGLE_LEVEL_CAMERA) - toggles rotation in third view.
(Rotation will really only work with both Auto Level & Rotation Lock off.)
...

Without a patch you need to explicitly turn off Auto Level and Rotation Lock in order to roll.

Posted on: 3/16 1:06
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Re: Fixing broken behaviour with NPC gunfire
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The timing delay is governed by the GunBlock interval settings in DATA\MISSIONS\pilots_population.ini - make 'em 0 and hey presto continuous fire. I'd say you probably already knew that.

Your concern looks to be a targeting issue - the gun can't see the target (CEGun::CanSeeTargetObject), so it doesn't fire; players don't really have that problem, since they shoot at the cursor. I think it'd take a plugin to make configurable, but if you want to experiment with seeing everything: common.dll, 038590, 83EC345356->B001C20400.

Posted on: 3/13 6:34
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Re: Fixing broken behaviour with NPC gunfire
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NPCs do use MUZZLE_CONE_ANGLE. It looks like each gun has a timing delay. I'll try and track down where it comes from tomorrow, but for now here's how to disable it, so NPCs continuously fire all available guns: common.dll, 08ADD7, 07->00.

Posted on: 3/12 14:04
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Re: [Release] Basic FL Save Editor
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Here's a version that works with decrypted files.

Attach file:


zip FLSaveEditor2.zip Size: 39.49 KB; Hits: 33

Posted on: 3/10 3:02
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Re: Singleplayer savegame editor
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It's not encrypted, just open it in your preferred editor. Neither of the editors work with decrypted files; I could make FLSaveEditor work, not sure about SSE (but there's no need).

Posted on: 3/10 2:24
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Re: Singleplayer savegame editor
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Post it so I can have a look (downloading the mod will have to wait till tomorrow, when my data resets).

Posted on: 3/9 0:10
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Re: Singleplayer savegame editor
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I just tried on my virtual 10 (still on 7) and it worked fine (although I did have to open twice for the file to appear).

Posted on: 3/8 7:10
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Re: Singleplayer savegame editor
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Simple Save Editor is Delphi, flcodec is C; .NET isn't going to help. Since the only thing SSE does is automatically decode/encode, you could always just decode manually, use your favorite editor, encode manually (and you can skip that, FL will read decoded files). Alternatively, give this one a go.

Posted on: 3/8 1:18
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Re: Programatically working out how many weapons/turrets a ship has
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iDunno6. Here's HpAttachmentType in FriendlyFire's GitHub.

Posted on: 3/5 13:22
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Re: Programatically working out how many weapons/turrets a ship has
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The unknown is a vector consisting of HpAttachmentType and a vector of CacheString. You could process the vector directly, or use get_legal_hps with each type. You'd then have to look at each CacheString and count the unique ones (or maybe you could get away with the one with maximum length).

Posted on: 3/5 2:37
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