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There are currently 44 users playing Freelancer on 45 servers.
May. 27, 2020

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Re: MultiUniverse Beta
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Wow man, this is amazing and beautiful!!

Posted on: 2014/3/13 21:00
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Re: MultiUniverse Beta
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Is it possible to add configuration informations in multiuniverse.ini ?

Posted on: 2014/3/14 11:14
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Re: MultiUniverse Beta
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Quote:

starworld wrote:
Is it possible to add configuration informations in multiuniverse.ini ?

I didn't get it.What kind of configuration and what informations?

Posted on: 2014/3/14 14:33
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Re: MultiUniverse Beta
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How to configure multiuniverse.ini

Posted on: 2014/3/14 15:14
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Re: MultiUniverse Beta
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I'm a bad explainer, you'll be disappointed)))


In the universe.ini add new systems which will be actually navstars for sectors. Don't make files for suchlike "systems", don't make them accessible.
Code:
[system]
nickname = sector01
strid_name = 452752
ids_info = 552752
pos = 3, 4
visit = 1  ; visit must be either 1 or 128

[system]
nickname = sector02
pos = 6, 8
strid name = 452753
ids_info = 552753
visit = 1  ; visit must be either 1 or 128
In multiuniverse.ini in [const]->prettymap set your own custom nav_prettymap 3db file(it must be in data\interface\neuronet\navmap\newnavmap\) that contains a checker texture and each square has own picture. The second parameter in [const] is a reference to the section containing projections for suchlike texture. In an example this is 4x2.

Code:
[const]
prettymap = nav_prettymap_4x2.3db, 4x2


General: "mapping" projection designed for map of systems. The first value is a nickname of "system"-navstar delcared in universe.ini, the last value is a bottom label(ids) that appears when you observing this sector(like "SIRIUS SECTOR".The first "null" projection designed for map of sectors(aka whole damned galaxy)(must exist). The last value is a label(ids).

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Shortly, need to "select" each square(or any other region you want) on your checker texture to tell Freelancer adjust transformations of the plane the texture applied to with given values to fit the navmap, and i don't know the way of explaining how to do that.

Code:
[4x2] ; 2 squares in column, 4 squares in row, 
null =       0.3675,  -0.1375,  -0.235, 1.566, 1, 60239 ;_11 "HAZARD"  
mapping = sector01,  0.1225,  -0.1375,  -0.235, 1.566, 1,  1249 ;_12 "LIBERTY"
mapping = sector02, -0.1225,  -0.1375,  -0.235, 1.566, 1,  1250 ;_13 "BRETONIA" 
;;;mapping = sector03, -0.3675,  -0.1375,  -0.235, 1.566, 1,  1251 ;_14 "KUSARI" 
;;;mapping = sector04,  0.3675,   0.1375,  -0.235, 1.566, 1,  1252 ;_21 "RHEINLAND"
;;;mapping = sector05,  0.1225,   0.1375,  -0.235, 1.566, 1,  1332 ;_22 "GAMMA"
;;;mapping = sector06, -0.1225,   0.1375,  -0.235, 1.566, 1,  1187 ;_23 "Unknown"
;;;mapping = sector07, -0.3675,   0.1375,  -0.235, 1.566, 1,  0 ;_24 

nickname if "mapping", then: x, y, scale, squeeze x, squeeze y.


Afterthat [sector] sections are coming only. Actual sectors.

Code:
[sector]
mapping = sector01 ; this key goes the first, value points to [4x2] section and searchs projection with given nickname(shortly: background)
label = 1249, -0.055, -0.009 ; ids, x, y -  up to 4 labels are supported, each sector can have his own labels
system = Li01, 7.000000, 8.000000 ; nickname, x, y - system and it's position on navmap, these x ,y overloads ones in universe.ini
system = Li02, 6.000000, 9.000000

[sector]
mapping = sector02 
label = 1249, -0.055, -0.009 
system = Li03, 7.000000, 8.000000
system = Li04, 6.000000, 9.000000


_____________

Final until bugs.
• Goto Ship returns to player's sector.

Was trying to make autotexturing by defining quantities of squares and indexing them, epic failed, it's requires reading a tough math book to do that. The same about zoomed fade bug.

Posted on: 2014/3/14 16:49
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Re: MultiUniverse Beta
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It works fine.

Edit :

It is not possible to have "label" for "null" ?

Posted on: 2014/3/21 18:10
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Re: MultiUniverse Beta
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Possible in a new implementation, but i'm giving up this one so won't be modifying the plugin for a while. Made freelancer load a few 3db in tests with a fine success and then swap them so finally will try to design multimaterial support inside nav_prettymap.

Posted on: 2014/3/22 7:22
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Re: MultiUniverse Beta
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I know this is probably considered a dead thread, but has anyone done a 4x3, or 5x2, or even 5x3 multiuniverse map?

I even tried doing it as an 8x4 with a change of the x,y (as in liberty would be -0.06125, -0.06875).

Code:
[const]
;locate a file in "DATA\INTEFACE\NEURONET\NAVMAP\NEWNAVMAP\" and reference to section with mappings
;only first "prettymap" will be proceeded
prettymap = nav_prettymap_4x3.3db, 4x3

[4x3]
; dx = 0.245, dy = 0.275
; [nickname], x, y, scale, squeezex, squeezey, string resource
null =       0.3675,  -0.1375,  -0.235, 1.566, 1, 60239 ;_11 "HAZARD" ;background for map of sectors, critical
mapping = sector01,  0.1225,  -0.1375,  -0.235, 1.566, 1,  1249 ;_12 "LIBERTY" ;nickname must match to declared one in universe.ini
mapping = sector02, -0.1225,  -0.1375,  -0.235, 1.566, 1,  1250 ;_13 "BRETONIA" 
mapping = sector03, -0.3675,  -0.1375,  -0.235, 1.566, 1,  1251 ;_14 "KUSARI" 
mapping = sector04,  0.3675,   0.1375,  -0.235, 1.566, 1,  1252 ;_21 "RHEINLAND"
mapping = sector05,  0.1225,   0.1375,  -0.235, 1.566, 1,  1332 ;_22 "GAMMA"
mapping = sector06, -0.1225,   0.1375,  -0.235, 1.566, 1,  1187 ;_23 "Unknown"
;mapping = sector07, -0.3675,   0.1375,  -0.235, 1.566, 1,  0 ;_24 


Or am I missing something in the way dx and dy are being defined?

Posted on: 2014/11/26 23:37
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Re: MultiUniverse Beta
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I think for a 6x2

Code:
null =       0.6125,  -0.1375,  -0.235, 1.566, 1, 60239 ;_11 "HAZARD" ;background for map of sectors, critical
mapping = sector01,  0.3675,  -0.1375,  -0.235, 1.566, 1,  1249 ;_12 "LIBERTY" ;nickname must match to declared one in universe.ini
mapping = sector02, 0.1225,  -0.1375,  -0.235, 1.566, 1,  1250 ;_13 "BRETONIA" 
mapping = sector03, -0.1225,  -0.1375,  -0.235, 1.566, 1,  1251 ;_14 "KUSARI" 
mapping = sector04,  -0.3675,  -0.1375,  -0.235, 1.566, 1,  1252 ;_21 "RHEINLAND"
;mapping = sector05, -0.6125,   -0.1375,  -0.235, 1.566, 1,  0 ;_24
mapping = sector06,  0.6125,   0.1375,  -0.235, 1.566, 1,  1332 ;_22 "GAMMA"
mapping = sector07, 0.3675,   0.1375,  -0.235, 1.566, 1,  1187 ;_23 "Unknown"
;mapping = sector08, 0.1225,   0.1375,  -0.235, 1.566, 1,  0 ;_24
;mapping = sector09, -0.1225,   0.1375,  -0.235, 1.566, 1,  0 ;_24
;mapping = sector10, -0.3675,   0.1375,  -0.235, 1.566, 1,  0 ;_24
;mapping = sector11, -0.6125,   0.1375,  -0.235, 1.566, 1,  0 ;_24

Posted on: 2014/11/27 12:59
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Re: MultiUniverse Beta
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I had this idea.

I've had feedback from several people who would like to have a two-step zoom. I think it's possible.
Could you see if it's really possible?
Thank you

Attach file:



gif  DualZoomNavmap.gif (988.04 KB)
43398_5ea2e8bba77c8.gif 586X625 px

Posted on: 4/24 14:30
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Re: MultiUniverse Beta
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Rewritten from scratch. Attached in first topic.

The new stuff:
• Special button for whole universe map.
• Set colors of paths in whole universe map.
• Select background by column and row in the texture.
• [30 April 2020] Support for Territory plugin. 32 labels per map is allowed.
• [30 April 2020] NavStarScale in universe and maps.
• [30 April 2020] Handled closing Info box that was causing to redisplay all labels.
• [01 May 2020] Fixed support for Territory plugin.

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Open in new window

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The multiunvierse.ini contains all descriptions.
The code is clean now, assembly is in hooking only (for passing arguments).

Ehm.. edited existing post

Posted on: 4/25 2:22
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Re: MultiUniverse
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I saw the update today...
I successfully converted the old configuration!
But I have a problem, the image doesn't display in full.
I use 3x3 total size 3072x3072 (1024x1024 per map).

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Posted on: 5/23 1:01
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Re: MultiUniverse
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That's original hardcoded stretch inside game.
I.e.:
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But what actually was expected is:
Open in new window


One way is applying the hack:
Code:
freelancer.exe 1D3C48 1.5d = stretch texture of universe map, x axis ~WhiskasTM
Bwah, actually turned out to be the y axis))
Change 1.5d (double precision float value) to 1.325. That should enforce ALL slots from the texture to be squared.

Another way is modifying a single slot in painting software, with reducing the one vertically by several percents. Not whole texture, but only a specified slot from such a checker texture, thus the game will stretch it back in runtime.

Posted on: 5/23 23:00
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Re: MultiUniverse
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The hack works. thank you

Posted on: Yesterday 11:08
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