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There are currently 46 users playing Freelancer on 43 servers.
November. 20, 2019
The Starport Forum Index > All Posts (Huor)

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Re: How to recompile Adoxa's dll src
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under linker options there is a setting for inputs there again a setting for the module file. The zone plugin comes with a common.def file. You need to reference it in the linker options, thus the linker can find and use it.

Command line:
/DEF:"Common.def"

Posted on: 2015/3/3 18:38
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Re: How to address "ERROR: Exception in HkCb_SendChat"?
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remove the _stdcall before the function UserCmdHelp, UserCmdProcess and UserCmdCallback. Its not stdcall. Look at the function in Hook source and reference it the same way as its called there.

Posted on: 2015/3/2 18:48
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Re: So, that's how I hook up with FLServer window ...
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Looks very good! Nice piece of work you have done there.

Posted on: 2015/1/25 23:14
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Re: n00b's programming question
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you should not have, make sure you have a virtual destructor in all upper base classes available, so when you have derived1 and derived2 and derived inherits from derived1 then you also need a virtual destructor in derived1 and so on and so forth.

I am not so familiar with shared_prt but in principal you could use them too. But even shared_ptr wont solve the problem of eventual non-virtual destructors. It only takes over destructing if you forget to destruct your objects (as far as i know).

Posted on: 2015/1/18 10:44
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Re: n00b's programming question
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If your Base class has at least one virtual member function, make the base class destructor virtual. The result is undefined when you delete a pointer of a base class, pointing to one of the derived classes.

Also for iterators its better to have a pre increment rather than a post increment.

And use initializer lists for classes rather than to assignment in the constructors body.

Posted on: 2015/1/18 9:20
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Re: HkCb_CrashProc6F671A0?
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I am having a lot of entries that are coming from

Code:

// Hook for crash at 0xEB4B5 (confirmed)
FARPROC fpHook = (FARPROC) HkCb_CrashProc6F8B330Naked;
ReadProcMem ((char*) hModContentAC + 0x11C970, &fpCrashProc6F8B330Old, 4);
WriteProcMem ((char*) hModContentAC + 0x11C970, &fpHook, 4);
WriteProcMem ((char*) hModContentAC + 0x11CA00, &fpHook, 4);


Any idea about what that is about and what the argument refers to? Not sure if its critical, but get the log message a lot and could not narrow it down yet.


Posted on: 2014/11/5 22:55
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Re: PlayerData iOnlineID
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I use it cause its a shortcut - that is well known - without putting anymore weight into it. Not more not less. No idea what you interpret into it.

People can get mad because of odds and ends. Sigh. I will remember that and just for the good tone - write Microsoft - in future - so no one is pissed off.

Posted on: 2014/8/1 20:16
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Re: PlayerData iOnlineID
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i dont have a problem with what you have suggested FF, nor even that you have changed the layout - hell no. I am confident that i can live with the previous definition. I am not even mad that it happens. I was just wondering and would not have assumed that the size the STL containers do change just by using different versions of the library. Good to know, always something to learn

I am just a bit disappointed, cause its not the only thing that they do change and which is not compatible anymore and which is not apparent (you dont get a warning nor do i ever have read a kind of release note where they do protocol that they changed sizes and whatnot of their libraries). So why is it not M$? I use a product from them, their libraries.

PS: there is no need for me to define different versions based on _MSC_VER not as long as i am using VS2005. So i use the previous definition of EquipDescList and EquipDescVector and all is good.
PPS: I am not mad at anyone of you - just if you felt i am. No i am not!

Posted on: 2014/8/1 19:51
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Re: PlayerData iOnlineID
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ah ok, typically M$. That explains what i did have assumed. Then i need to leave the previous defines active for as long i am using VS2005.

Posted on: 2014/8/1 18:43
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Re: PlayerData iOnlineID
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What do you mean with build setup?
I am using currently VS2005 and took the latest changes from SVN.

I tested now several stuff and compared the files again. As soon as i include the changes regarding EquipDescList and Vector i have a corrupt PlayerData struct in the debugger. When i reverse that to the previous layout then everything works.

I am not sure what i do wrong. Maybe i am missing something. Any ideas for what else i should look?

Posted on: 2014/7/31 20:13
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Re: Effects & FLHook 2.0 help
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You might want to ask SWAT_OP-R8R about it. I think he could have some info for you.

Posted on: 2014/7/31 19:39
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Re: PlayerData iOnlineID
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Seems i have found it...
As far as i can tell it has something to do with FF edits about the EquipDescList stuff. I am assuming the structs are now from a different size and as those are used in the PlayerData the variables are now shifted to other memory locations and do not represent what they should represent.

Something along this. When i reverse that the iOnlineID is working again same as the rest of the PlayerData struct.


Posted on: 2014/7/30 20:57
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PlayerData iOnlineID
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Ahoy,

i am currently struggling with the PlayerData struct, especially the variable iOnlineID inside. I am witnessing a strange behaviour right now that the iOnlineID is always 0. No matter what i try or debug. I switch back the code where the online id is received by following code:

Code:

  char *p1 = (char*)x_pstrPD;
  char *p2 = (char*)&Players;
  memcpy(&p2, p2, 4);
  return (uint)(((p1 - p2) / 0x418) + 1);


and now get the correct player ID. Did anyone witness the same thing? I have no clue why it stopped working and am sure it did work correct a few weeks back as i was testing too. This struct hasent been changes since quite some time, but somehow traverse_active gives different results than before. Also the pointer to the CAccount is also not filled correctly.

Dunno maybe its also just because i debug release code... But then again i did that quite some time now and havent witnessed it before.

Posted on: 2014/7/30 20:26
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Re: Freelancer High Resolution Textures realase topic.
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looks good, a lot of work - well done

Posted on: 2014/7/30 18:24
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Re: Dock_Call function: DOCK being called when cancelling docking
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BaseEnter fits perfectly well. Sure its also called when the player logs in at a base, but hey then he is docked. Eventually the LastBaseID in the PlayerData struct is 0 when he logged in? Didnt have tested this now, but eventually you can use this to differ if he enters a base after he has undocked and docked again or enters a base after he logged in.

Other than this you just have to use a workaround as FF suggested.

Posted on: 2014/7/17 22:06
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