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September. 20, 2020
The Starport Forum Index > All Posts (Gold_Sear)

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Re: Dev's Limit Breaking 101 Techniques
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Indexed this; an improved version of removing non-targeted brackets.

Posted on: 2018/7/23 18:08
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Re: System resizer ?
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Quote:
Moonhead:
But have you considered that there is maximum visibility limit to planets, stars, and nebulas? Enlarging system by 5.5. might get you into problems related to this...

Please Moonhead, also tell him the solution.

Posted on: 2018/7/20 19:46
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Re: Dev's Limit Breaking 101 Techniques
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Quote:

w0dk4 wrote:
The problem with asteroids not being able to be rendered is due to how FL computes unique IDs.
Because after a certain size of the position vector the unique id computation function fails, asteroids will no longer be spawned.

At Freeworlds, we simply made the function always return "some" id, no matter if its a broken ID.

Maybe adoxa can fix the code for larger vectors, the function responsible is:

unsigned long __cdecl CmnAsteroid::compute_cube_id(class Vector const &)

in common.dll (062A6010)


@w0dk4: did you apply this patch?
Code:
common.dll 460B6 77 3B -> 90 90 = always render static asteroids PART 1
common.dll 460BE 77 33 -> 90 90 = always render static asteroids PART 2
common.dll 460C5 77 2C -> 90 90 = always render static asteroids PART 3

Or something similar? I'm asking because adoxa's patch on this subject has side-effects (see above post).

Posted on: 2018/1/25 12:52
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Re: Base archetypes used as auxillary docks for a base
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Moonhead did it work? No more crashes?

Posted on: 2018/1/22 23:38
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Re: Dev's Limit Breaking 101 Techniques
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I should mention another two findings by adoxa:

1:
Quote:

adoxa wrote:
Ah, I should have done another search with underscores. You'll find the defaults as two ints at 18C754 in common.dll. The function is only used by Act_PlayerEnemyClamp.


Alternative:
Code:
common.dll 08E86A 7E31->EB39 = disable PlayerEnemyClamp, instead making NPC target selection random ~adoxa

I don't recall if it completely deactivates the scripted Act_PlayerEnemyClamp function, but it has the desired effect when not in a mission.

2: Making npcs global, not local to base, found by adoxa; makes a visited NPC at a bar also visited at other bases. Indexed (to Misc section).

3:: Removes exclusion zone clipping, prevents far clipping of exclusion zones.

I should also warn that adoxa's solution to the 130k asteroid rendering limit has serious side effects: change of 7 to A results in the asteroids mostly not being rendered and even if so, then spawned in a regular pattern instead of pseudorandomly. I'd suggest we'd have another, closer look there.

EDIT: this last statement is not true I used hispania_debris_field to test, but apparently that one isn't representative. My mistake....

EDIT2: looking more closely, it is still partially true, using F instead of A; now the asteroids do get spawned, but in a very regular pattern. Conclusion: careful raising these two bytes

Posted on: 2018/1/20 14:54
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Re: Ship Shaking
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[dream]Fixed.[/dream]

Hi all, happy new year!

First of all, apologies for bumping this very old topic.

Was wondering whether there is any news on this subject that I've missed (doesn't have to be big). For example from earlier in this thread:
Quote:

LancerSolurus wrote:
I agree with W0dk4 there i a limit to how much the normalizing will help. Even in GE the ship begins to shake a little bit at 2 million units out. And I use normalization on all of my matrices. The only sure fire way to get around the problem is to split up huge systems into sections and move everything in the system each time a player crosses one of the boundary. don't know difficult it would be to make a plugin for that but I have a feeling it wouldn't be easy.

or
Quote:

Schmackbolzen wrote:
I was talking to wodka about this and he was working on some changes via client- and serverhooking, but it's a rather huge change so i guess it will take a while. Changing the data type to double would have a bad effect on performance (besides i don't think it's easy to do). I did some tests in my own 3D engine and I only noticed some unprecision starting at around 5000K from the center, so I am not sure whether this really is a precision problem at all.

Anyone still working on this?

Just checking.

Posted on: 2018/1/3 22:57
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What is local_faction in system ini file used for?
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Memory refreshment needed: local_faction in system inis is not used, right?
However the change log of JFLP 1.00 suggests local_faction entries are concerned, suggesting it has some use.

Can anyone tell me what it is?

EDIT: oops, not JFLP, but Unofficial Patch 1.4 and SDK 1.3

Posted on: 2017/12/28 19:26
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Re: Hack Request: Map of universe maps (add one more tree to map)
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Quote:

MeisterLampe wrote:
I've attached the .3db file, just put it in the NEWNAVMAP/SPACEOBJECTS folder and replace the texture with whatever you like.


Thanks! So if I don't want this side-effect, I actually have to go through with the spherical zones.

On that note though, some types of zones show property_flags, and some don't (like rings). Anyone ever figured how to include these types of zones to also show property_flags?

Posted on: 2017/11/27 15:04
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Re: Hack Request: Map of universe maps (add one more tree to map)
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Quote:

MeisterLampe wrote:


Made this a while ago.



The Sol and Jupiter systems are just fake systems for the nav map and the objects act like jumpgates.
The third system is the only one you can visit.


Sorry to bump old topic, but does anyone know how to do this ring-shape terrain on the NavMap?
  • shape = ring won't show up.

  • shape = ELLIPSOID with exclusion zone shows some asteroids on the interior, just like regular exclusion zones.

  • I guess it's possible with a lot of spherical zones, but that's rather ugly and labour intensive.


Any easy way?

Posted on: 2017/11/11 21:30
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Re: Base archetypes used as auxillary docks for a base
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Quote:

adoxa wrote:
It's C458F again.


content.dll C458F is most likely NPC patrol path spawning related - so, at a guess, patrol path end/start points are now within your new objects, causing spawned patrol path NPCs to be unable to have feasible waypoints, hence a crash. Updating patrol paths (yes I know that that could be a pain) or removing them should fix the issue.

Posted on: 2017/11/11 18:46
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Re: Back to Elementary Modding School: weird crash "WARNING: Equipment has no pod_appearance"
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Quote:

Moonhead wrote:
[...]
Me wondering

  1. Why can't the game find those pod_appearance entries?

  2. Are these even the reason for the crash?

  3. Maybe the moving around of the bases screwed some trade paths up? But: there's one general population zone (base_cluster_law) for Manhattan, Trenton and Newark, so I suppose not?




EDIT Weird, I now have multiple of such messages (WARNING: no pod_appearance etc.) but no crash...

I can't recall having these messages earlier, but I haven't modified anything in the commodities...


Hey Moonhead,

  1. Shouldn't have changed, since you didn't modify any of these.

  2. Look below:

  3. Probably some patrol or trade paths intersecting the planet's atmosphere or death zone, since you moved Manhattan and made it bigger. This is a known issue when modifying vanilla systems. It probably doesn't have anything to do with the population zone.

Posted on: 2017/10/16 17:37
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Re: Dev's Limit Breaking 101 Techniques
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@adoxa:
I think so:
changed value to 2 million -> draw limit increased to ~2800K
changed value to 1e38 -> Manhattan (and Pittsburgh) remains visible

Thanks!

Posted on: 2017/10/13 18:07
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Re: What Hex Editor(s) do you use / would you recommend?
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@Moonhead
Hey, glad you're back!

I would say it's the Long Word +-, afaik this is the way FL stores signed integers.
On a personal note, I use ICY hexplorer (version 2.6) which is free and, to my opinion, good as in your definiton.


--OFF TOPIC ALERT--
About the Limit Breaking 101: check this -- @adoxa: could you be so kind to have a look at it (no hurry though)?

Posted on: 2017/10/8 14:56
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Re: Dev's Limit Breaking 101 Techniques
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Ups, one of the bytes was wrong -- the last 54 byte should be 44 -- fixed.

Thanks Jeider!

Posted on: 2017/8/26 13:13
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Re: Dev's Limit Breaking 101 Techniques
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Hi again,

When making a veritcally oriented trade lane (so it also travels vertically) and setting proper rotate settings for the rings, travelling in the next direction works just fine, but in the prev direction the vertical component is not swapped, causing weird behavior. The following patch fixes it.
Code:
common.dll 06191E DD 05 D0 E2 39 06 D9 FF -> D9 E8 D9 E0 D9 EE D9 C1 = swap vertical component of trade lane travel in prev direction (fixes issues with vertically oriented trade lanes) PART 1 ~Gold_Sear

common.dll 061941 C7 44 24 24 00 00 00 00    D9 54 24 20 D9 5C 24 30
                  C7 44 24 2C 00 00 00 00    D9 54 24 24 D9 54 24 28
                  C7 44 24 30 00 00 80 3F    D9 54 24 2C D9 54 24 34
                  C7 44 24 34 00 00 00 00 -> D9 54 24 3C D9 44 24 54 = swap vertical component of trade lane travel in prev direction (fixes issues with vertically oriented trade lanes) PART 2 ~Gold_Sear
                  C7 44 24 3C 00 00 00 00    D9 E0 D9 5C 24 54 D9 44
                  DD 05 D0 E2 39 06 D9 FE    24 60 D9 E0 D9 5C 24 60
                  D9 C1 D9 5C 24 20 D9 54    D9 44 24 48 D9 E0 D9 5C
                  24 28                      24 48


EDIT: indexed to wiki. Also indexed formation leader independency patch to wiki.

Posted on: 2017/8/11 18:11
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