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There are currently 26 users playing Freelancer on 33 servers.
November. 14, 2018

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Re: '88 Flak's FLHook
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I actually use the IDE from VC++ '97 (VC5). The Ultimate++ project file is included because it's a free IDE that works with the (also free) VC++ 2003 (VC7) Toolkit, which includes the compiler that works the best with FLHook. You can also use Code::Blocks with the VC++ 2003 Toolkit, which I'd suggest trying before Ultimate++, since it's a better IDE and can import the VC6 project file.

A note on using Code::Blocks: I just tried importing the VC6 project file and building FLHook. Though it compiled fine, the linker complained that it "cannot open input file '../source/libs/server.obj'." The fix is to open the build options and modify the FL library files on the "Linker settings" tab. The last four entries in the "Link libraries" list need to have .lib appended to the path, so it should look like this.

Posted on: 2009/6/2 1:45
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Re: '88 Flak's FLHook
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For those who are experiencing the health overflow problem: the issue is most likely that you've enabled NPC collision damage. Specifically, CollisionDamageNPCs in the [General] section. It should be left on the default setting of no because it's buggy.

Thanks to JONG for reminding me of this bug and sorry for any problems it may have caused.

Posted on: 2009/6/3 9:38
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Re: '88 Flak's FLHook
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Thx, will try.

Posted on: 2009/6/3 9:39
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Re: '88 Flak's FLHook
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I'm glad to announce the final release of 1.6.5! Sorry it took so long .
If you are using the death penalty feature, I strongly recommend upgrading to this version, as it fixes a pretty bad exploit related to the DP.
Download: 7z, zip

Full changelog:
Quote:
- Fixed getting account dir failing on some computers (http://the-starport.net/f/index.php?topic=853.0)
- Added ship repairing based on type of ship or presence of mounted item (see [ItemRepair] and [ShipRepair] in ini)
- Added blowfish encryption option for the socket connection
- Fixed addcargo kicking upon launch when adding items not sold at base (bug introduced in 1.6.1 when addcargo was partially rewritten)
- Added new admin command addcargom that adds mounted cargo
- Added list of items to automatically mount upon ship purchase (see [AutoMount] in ini)
- Fixed docking restrictions cargo being removed when player canceled dock
- Fixed cash being deducted when attempt to buy item was blocked ([ItemRestrictions] in ini)
- Added list of items that cannot exist in space (see [NoSpaceItems] in ini)
- Added list of items that are automatically marked when they spawn (see [AutoMarkItems] in ini)
- Added setting to drop the shields of a ship when starting to warm up the cloak
- Changed autobuy to run when player launches to space (so player can sell loot before autobuy tries to buy items)
- Fixed DP not being charged if player launches in a system on the no DP list and then dies in a system not on the list
- Fixed DP not being charged if player turns off the DP notices (bug introduced in 1.6.3)
- Fixed players being able to remark a ship once it has started to cloak
- Fixed a mobile docking bug where players would follow the carrier's jumps if the carrier died and the players had not launched

Posted on: 2009/7/25 21:00
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Re: '88 Flak's FLHook
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Thhhhhhhaaaaaaaaaaannnnnnnnkkkkkkkkkkkk U sir!!

always a good day when another version is released ;D
np on the "wait" from me.. some things are well worth the wait ..

Cheers & thankx again for such wonderful tech to play with

Posted on: 2009/7/25 21:11
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Re: '88 Flak's FLHook
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Great!
;D

Posted on: 2009/7/26 6:30
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Re: '88 Flak's FLHook
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@motah: I'm missing the kill event in eventmode You know anything about that? I think it's in 1.6.4

also a sugesstion for the eventmode overall: on activation tell what flhook version you are using

Posted on: 2009/8/2 19:25
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Re: '88 Flak's FLHook
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Quote:

@M0tah: I'm missing the kill event in eventmode You know anything about that? I think it's in 1.6.4

also a sugesstion for the eventmode overall: on activation tell what flhook version you are using


push!

Posted on: 2009/8/8 18:43
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Re: '88 Flak's FLHook
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Alright, I've taken a look and it seems I forgot to re-implement the event in the rewritten death message code. However, due to the fact that the new death messages focus on providing more than one reason for deaths and more detailed death by NPC messages, the standard death message event format doesn't make sense for the new code. So I was wondering if I could get some feedback from those who might use the socket events on what they'd like it to look like.

I would likely put in at a minimum the "victim" and "by" fields. While the "victim" field would be the same, the "by" field might have a list of factions/players like the new death messages. I also might add a new field called "causes" that lists the weapons that were used by the factions/players like in the death messages. Thoughts or suggestions on how it could be made differently?

Posted on: 2009/8/12 8:00
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Re: '88 Flak's FLHook
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Something strange with 1.6.6 ...

It does not accept password from any Server Operator in ascii or unicode.

I have checked CD, Dam, DS Process Manager and Biocross.

Posted on: 2009/12/17 17:08
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Re: '88 Flak's FLHook
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I had the same problem
- but so i m never sure, if i need to use unicode or ASCII.......

... the unicode port did accept the pass and the connection from CD,
but the performance was much worse, than known from 1.6.5
(maybe cause my test server is an antique machine).

Posted on: 2009/12/18 5:41

Edited by F!R on 2009/12/18 9:21:37
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Re: '88 Flak's FLHook
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Ooops, I forgot to change the socket connection password read file - it was trying to find them in the main config file instead of the general one. The latest 1.6.7 dev build fixes it.

Also, I would not recommend using 1.6.6, since it has a nasty bug that can cause the server to randomly crash. Said bug should be fixed in the above dev build, however.

Posted on: 2009/12/23 3:16
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Re: '88 Flak's FLHook
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Just wondering, after looking thru the docs for this, I didn't see any mention of how the client side is supposed to be set up?

As far as I know dacomsrv.ini is only read by the server...

Posted on: 2009/12/23 5:43
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Re: '88 Flak's FLHook
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It's completely server-side, no client-side setup needed.

Posted on: 2009/12/23 9:31
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Re: '88 Flak's FLHook
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Ive activated the socket /set password in the general.ini but it seems that flhook isnt listening any thoughts?

Posted on: 2009/12/23 18:28
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