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 There are currently 116 users playing Freelancer on 39 servers. April. 17, 2021
The Starport Forum Index > All Posts (adoxa)

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Re: No enemies at mission points
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Sorry, no, don't think I can help with that one.

Posted on: 4/13 13:53

Re: Is it possible to remove the client side server timeout kick?
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The really peculiar part is my "timeout" happens before it reaches the Main Menu - before selecting either single or multiplayer.

Looks like SP has a one-minute timeout for the server to perform an update (MP is five seconds). The one you're seeing is to load the save games. Here's a patch to remove those timeouts, letting it take as long as it needs.

Code:
freelancer.exe 1A8A41 05->00 = remove a timeout ~adoxa 

Posted on: 3/9 7:17

Re: Minimizing HUD help in freelancer
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Two options, both from my site. FL Hack has a key to remove the HUD, or use the HUDless plugin and define your own key.

Posted on: 3/9 0:39

Re: Characters.fl "visit=" game limit
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Code:
# Double the size of Freelancer's "visit" packet. # Jason Hood, 7 March, 2021. # This allows over 40000 visit objects. File: RemoteClient.dll 0096E9: 20 03   [ 90 01 ]       # 204800 up from 102400 009708: 20 03   [ 90 01 ] 

Posted on: 3/7 7:42

Re: Is it possible to remove the client side server timeout kick?
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I am wondering if anyone knows how I can disable this 'self-kick' the client does if it doesn't detect the server is still active?

I think it comes from DirectPlay itself, so I don't believe there's much that can be done.

Posted on: 3/6 9:30

Re: Characters.fl "visit=" game limit
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I created 32000 dummy visit lines, with the last one being Pittsburgh, which showed up on the map. Visit storage is allocated dynamically, so it's not that. It's possible the dummy ids don't work the same way, so I'm not testing the same thing. Can you use Console? Its show displays everything on the NavMap, which should test if it's just a display issue (I had to increase patrol paths so they'd all show up).

Posted on: 3/6 8:44

Re: Freelancer hud and buttons out of screen/not aligned properly after using War-Torn Single Player mod
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Other than reinstalling, no.

Posted on: 3/1 6:21

Re: Freelancer hud and buttons out of screen/not aligned properly after using War-Torn Single Player mod
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Did you look at SWWT_v1.5\README\SW-WT Mod Widescreen Setup.pdf in your mods folder? JFLP has better support, but I'm not sure if they'll work together.

Posted on: 2/28 2:08

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: 29

Posted on: 2/26 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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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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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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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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