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May. 29, 2020
The Starport Forum Index > All Posts (M0tah)

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Re: Help! GTX285 anyone?
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Have you tried updating your video drivers? From your description of the problem it sounds like it could be driver related.

Posted on: 2010/3/1 6:19
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Re: Compiling FLHook
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Apologies for the late response, but I just tested my old setup (VC 2003 Toolkit + Windows 2003 Platform SDK + Code::Blocks) on Windows 7 and it works fine after a few configuration tweaks.

How-to:
1. Download and install the Visual C++ Toolkit 2003.
2. Download and install the Windows Server 2003 Platform SDK.
2. Download and install Code::Blocks. Code::Blocks should automatically detect the toolkit compiler.
3. Import the Visual Studio solution file. This can be done by opening File|Import project|MS Visual Studio solution and selecting the file in the project-vc7 directory.
4. Try compiling FLHook. This didn't work for me the first time, as the search directories for the compiler weren't set up properly (it couldn't find windows.h). If this is the case, add the Windows Server 2003 Platform SDK include and lib directories to the Compiler and Linker search directories respectively. This can be done in the Settings|Compiler and debugger dialog.
I next had linker issues, which were related to not having the correct libraries specified in the linker settings. Right-click on the FLHook project and select Build options. Switch to the Linker settings tab. In the Link libraries list you should see some ../source/libs/ entries. Add a .lib to the end of those entries. Finally, add shell32 and user32 to the list. When you're done it should look like this.
5. Compile FLHook. It should all work now, though there will probably be some warnings. I was able to get rid of the linker warnings by removing /debug from the Other linker options. It also didn't specify any compiler optimization for the release build - you'll probably want Maximize speed (/O2) on.

Posted on: 2010/2/27 20:24
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Re: FLHook's user commands
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Quote:

StarTrader wrote:
Or maybe someone can de-engineer Ioncross for me to get rid of the 24 weapon check?
Looks like there's three offsets you'll need to change: 0x7d026, 0x7d417, and 0x7d7da. All three are the number of weapons it checks for (normally 25, since it's checking if it's greater than or equal to it). Since they're bytes you can probably go up to a max of 127. Or you can change the bytes at 0x7d028, 0x7d419, and 0x7d7dc to 0x00 to bypass the check.
All of these are in FLServerOperator.exe, mk.V.1.

Posted on: 2010/1/3 0:32
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Re: '88 Flak's FLHook
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That is odd. I just tested it and both commands seem to do what they're supposed to. Could you try it with 1.6.7 dev build 19? Thanks.

Posted on: 2010/1/2 23:25
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Re: FLHook's user commands
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I wouldn't really call FLHook an Ioncross replacement - it's more of a complement, since it doesn't replace all the features of a general server administration utility.

As far as pointers on installing FLHook go, it's pretty easy. For a basic install all you need to do is copy FLHook.dll, FLHookWString.dll, and FLHook.ini to exe and add FLHook.dll to the [Libraries] section in dacomsrv.ini.

Now when FLServer starts up FLHook's console will also open. Use help to get a command listing (look at the readme for more detail on the commands). Once you give your account on the server admin rights you can also enter commands using the chat interface ingame by prefixing the command name with '.' .

For a more in-depth configuration look at FLHook.ini and read the readme.

Posted on: 2010/1/2 9:23
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Re: new idea for hook FX
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I finally got around to looking into the problem. The solution was to call the function to unburn the fuse; it was immediately below the function for lighting it in the VFT.

Here are the two new helper functions I wrote for activating/deactivating fuses.
Code:
__declspec(naked) bool __stdcall HkLightFuse(IObjRW *ship, uint iFuseID, float fDelay, float fLifetime, float fSkip)
{
__asm
{
lea eax, [esp+8] //iFuseID
push [esp+20] //fSkip
push [esp+16] //fDelay
push 0 //SUBOBJ_ID_NONE
push eax
push [esp+32] //fLifetime
mov ecx, [esp+24]
mov eax, [ecx]
call [eax+0x1E4]
ret 20
}
}

//Returns true if a fuse was unlit
__declspec(naked) bool __stdcall HkUnLightFuse(IObjRW *ship, uint iFuseID, float fDunno)
{
__asm
{
mov ecx, [esp+4]
lea eax, [esp+8] //iFuseID
push [esp+12] //fDunno
push 0 //SUBOBJ_ID_NONE
push eax //iFuseID
mov eax, [ecx]
call [eax+0x1E8]
ret 12
}
}

HkUnLightFuse only seems to work with the unknown float set to 0. It's passed on to the Fuse::Unburn function as the second float parameter. The ship parameter in both of the functions can be obtained by calling the GetIObjRW function.
Code:
#define ADDR_SRV_GETIOBJRW 0x20670 // 06D00670
typedef IObjRW * (__cdecl *_GetIObjRW)(uint iShip);
iFuseID is the hash of the fuse nickname (use CreateID).

I'm not entirely sure the float parameters for HkLightFuse are correct. If in doubt on what to put, HkLightFuse(IObjRW *ship, uint iFuseID, 0, 0, -1) should work (it's what's used by pub::SpaceObj::LightFuse).

Also, here are the declarations of the functions being called by HkLightFuse and HkUnLightFuse, respectively.
Code:
bool __thiscall IObjRW::LightFuse(float fLifetime, uint &iFuseID, ushort iSubObj, float fDelay, float fSkip)
bool __thiscall IObjRW::UnLightFuse(uint &iFuseID, ushort iSubObj, float fDunno)

Posted on: 2010/1/1 12:54
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Re: Player spawned NPC's
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Unfortunately, the method used for accomplishing that doesn't apply to NPC spawning - it requires a player actually launching from a base to work.

Posted on: 2009/12/30 7:27
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Re: Player spawned NPC's
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It certainly is theoretically possible, however, the key function in FL for actually spawning the ships (pub::SpaceObj::Create) hasn't been completely reversed yet. Once that's done it should be fairly easy to make them spawn when a gun or whatever is fired.

As for Flak's FLHook's NPC spawning switching, I simply made an existing FLHook feature able to be set dynamically via an admin command (the disable NPC spawns feature has been available via INI configuration for a long time).

Posted on: 2009/12/29 11:53
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Re: Flash Development Programs?
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Check out OpenLaszlo. It's free, flexible, and you can compile the web applications to flash.

Posted on: 2009/12/29 9:59
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Re: Perl Scripting Engine Plugin for FLHook
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Re the exported hooks failing to be recognized: what plugin version are you using? Tested with 1.6.0 and it seemed to work fine for me (no errors when loading the plugin).

Posted on: 2009/12/28 11:49
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Re: '88 Flak's FLHook
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Sure.

dacom.ini:
Code:
[Libraries]
;;;dosfile.dll
ReadFile.dll ;optimized read-only version of dosfile.dll
x86math.dll
EngBase.dll
system.dll
RP8.dll
SoundStreamer.dll
SoundManager.dll
Deformable2.dll
Thorn.dll
Shading.dll
RendComp.dll
alchemy.dll
ximage.dll
.\flmaterials.dll
;;;ClientHookTest.dll ;88 Flak Client Hook Test
cloak.dll ;Cloaking
MultiIntro.dll ;Multiple Intros
DelayDisplay.dll ;Cooldown Display
MultiCruise.dll ;Multiple Cruise Speeds
8waystrafe.dll ;Adoxa's 8-Way Strafe
;;;SwitchSys.dll ;Instant System Switch (for Mobile Docking)
;libcurl.dll ;GLS Workaround
;gls_workaround.dll ;GLS Workaround


dacomsrv.ini:
Code:
[Libraries]
readfile.dll
engbase.dll
x86math.dll
rendcomp.dll
system.dll
Thorn.dll
DebugLib.dll
rp8.dll
shading.dll
FLHook.dll ;FLHook (required by 88 Flak)
MultiCruise.dll ;Multiple Cruise Speeds (required by 88 Flak)


Both are taken from 88 Flak - feel free to download the entire mod if you need an example of a working config.

Posted on: 2009/12/24 7:27
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Re: '88 Flak's FLHook
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For the cloak feature you do actually need a client-side DLL, sorry about that. I can't seem to find w0dk4's original mod, but you can get the DLL in the plugin version's cloak plugin.

Actually I realize now that this actually isn't documented in the readme either, I'll go update that as well.

Posted on: 2009/12/24 3:36
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Re: '88 Flak's FLHook
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There was a bug in the previous dev build that caused players to be kicked on character selection for cheating; download dev build 12 for the fix.

@khayman: If the socket has been activated then you should see messages in FLHook's console indicating that FLHook is ready to recieve connections -
Quote:
socket(ascii): socket connection listening
socket(unicode): socket connection listening
socket(encrypted-ascii): socket connection listening
socket(encrypted-unicode): socket connection listening
If not then FLHook isn't reading your socket connection settings. Otherwise you can test that the connection actually works using the telnet utility. Open the run dialog (on the start menu in XP, use the search field in Vista and 7) and enter
Code:
telnet localhost <port>
, where <port> is what Port is set to in the Socket settings (1919 by default). If you are trying to connect to a remote server, substitute localhost for the server's address. If everything's working then you should get
Quote:
Welcome to FLHack, please authenticate

Posted on: 2009/12/24 0:52
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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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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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