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There are currently 19 users playing Freelancer on 44 servers.
August. 16, 2022
The Starport Forum Index > All Posts (Wixelt)

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Re: Increasing SP Level Cap Beyond 38/40?
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Not quite sure how to interpret it as far as the W10 version of the viewer goes, and i'm not even sure i'm looking at the right events (no references to a 'Freelancer-Server' found, and am only finding results for just 'freelancer', but I did locate this Application Error from around the time I was probably trying to run the modded game (though repeat attempts haven't created any new error logs despite continued pre-menu crash outs):

Quote:
Faulting application name: Freelancer.exe, version: 1.0.1223.11, time stamp: 0x3e401b79
Faulting module name: Freelancer.exe, version: 1.0.1223.11, time stamp: 0x3e401b79
Exception code: 0xc0000005
Fault offset: 0x001531ef
Faulting process ID: 0x255c
Faulting application start time: 0x01d6563a5bb70e63
Faulting application path: C:\Program Files (x86)\Microsoft Games\Freelancer\EXE\Freelancer.exe
Faulting module path: C:\Program Files (x86)\Microsoft Games\Freelancer\EXE\Freelancer.exe
Report ID: bc5df5a3-7538-416d-832c-1f28116ce520
Faulting package full name:
Faulting package-relative application ID:


This is followed literally one second later by an error report log:

Quote:
Fault bucket 326222296, type 1
Event Name: APPCRASH
Response: Not available
Cab Id: 0

Problem signature:
P1: Freelancer.exe
P2: 1.0.1223.11
P3: 3e401b79
P4: Freelancer.exe
P5: 1.0.1223.11
P6: 3e401b79
P7: c0000005
P8: 001531ef
P9:
P10:

Attached files:
\\?\C:\Users\Will\AppData\Local\Freelancer\FLSpew.txt
\\?\C:\Users\Will\AppData\Local\Temp\dxdiag.txt
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERD5E1.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERD5F2.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERD601.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERD621.tmp.txt

These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Freelancer.exe_44c1b8ced3e223d934a43c483f83442cf65e22a1_00000000_4e89c42a-49c3-4e58-9fcb-5bf73f370d0c

Analysis symbol:
Rechecking for solution: 0
Report Id: bc5df5a3-7538-416d-832c-1f28116ce520
Report Status: 268435456
Hashed bucket: 59451ed260a60bd5e8b949da8f82ea38
Cab Guid: 0

Posted on: 2020/7/13 20:18
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Re: Increasing SP Level Cap Beyond 38/40?
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It's really going to show how green I am in regard to modding, but I don't know what you're asking me for.

Posted on: 2020/7/13 13:30
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Re: Increasing SP Level Cap Beyond 38/40?
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I've found the correct line now (as well as realizing I wasn't looking for addresses correctly), so thank you for that, and have made the directed change to have a modded version of the content.dll.

However, now the game won't load when I have the modded dll in place, going through the pre-menu cinematics before suddenly closing before it gets to the menu itself.

EDIT: Having made observations in FLSpew, it seems the game can't find the new content.dll, and by observing the BIN folder as I uninstall the mod with FLMM, it apparently completely removes the content.dll from the normal files afterward... even when it was already there before the mod was turned on. I have no idea what to do with this information, though.

EDIT 2: No longer seems to be removing the file, now. Maybe it was just confused? Still can't run the game, though.

EDIT 3: I'm actually starting to suspect this crash might not even be related to the content.dll, given I've removed it, reinstalled Freelancer just in case and run things again with the mod... and still gotten the crash out. Also, I grabbed FLScanII and it said something about a parsing error related to the SHIPS folder, but I can't find what's causing that, if anything, unless it's something outside said folder making it unreadable.

Posted on: 2020/7/10 16:10
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Re: Increasing SP Level Cap Beyond 38/40?
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Ah. That would explain the confusion, then. Will be hunting down the 1.1 patch shortly.

Posted on: 2020/7/10 15:57
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Re: Increasing SP Level Cap Beyond 38/40?
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I'm seeing A9 D8, I think, unless i'm looking at the wrong section, but searching A9 46 doesn't seem to get any direct matches. As far as I was aware, I had the 1.4 patch installed, which I thought included 1.1.

Posted on: 2020/7/10 10:46
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Re: Satellite Name & Map
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It's definitely still in the contact list. The text just isn't on the navmap.

Posted on: 2020/7/10 0:30
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Re: Satellite Name & Map
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Thanks for the help. The name of the object is now visible in-game after it being labelled as a mission sat.

That said, apparently also as a result of it being labelled a mission sat is that the name of the object no longer appears on the navmap, which it was doing before, so I can't tell whether or not the solar radius fix would be having any effect on the map sprite.

Posted on: 2020/7/10 0:21
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Re: Increasing SP Level Cap Beyond 38/40?
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Thank you for the direction. It's been helpful to know how I should be going about this.

That said, I think my understanding of hex codes might be off, because i've gotten to Gold_Sear's post at the end of the thread and can't find the lines he's referring to in content.dll with the hex editor i'm using.

Posted on: 2020/7/10 0:09
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Satellite Name & Map
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Just a couple of mini-questions about satellite objects.

1) If I have a satellite object (for example a nav buoy, weapons platform or telescope), and I align it to a faction, the text comes up as '[Faction] Satellite' in the game environment despite the actual name being on the nav list and map. Is there a way to make it come up with the name i've actually given it rather than the type and still keep it faction aligned (since removing alignment fixes this but I actually want it to have a faction)?

2) If a satellite object doesn't have a sprite on the navmap, is there a simple way to make sure it does?

Any help is appreciated.

Posted on: 2020/7/9 23:55
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Increasing SP Level Cap Beyond 38/40?
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Hopefully another quick one.

I would like to increase the level cap in single-player, with a view to filling those levels with mod content in future. At present, i've learnt enough to know to do this using the ptough.ini and have gotten it from lvl 38 to 40, and that 40 is the normal hard limit for SP (multi-player being much higher because it uses levels differently) that the game won't let you mod beyond just by changing inis.

I'm imagining that, since this is probably hard coded, it's something i'd have to go into dlls with a hex editor to alter, but I neither know if i'm right or what file to look in, and am hoping this has been cracked already (the forum threads I found didn't seem like it, but they were old-ish).

Posted on: 2020/7/3 0:07
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Re: Making other colours of "red giant" star?
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I think I might've needed to be clearer about what I meant by 'ring' (the circurlar, transparent 'aura' around the star's atmosphere, not a physical planetary ring), but this has been very helpful otherwise. Tweaked some settings and colors to better match what I was going for visually, but otherwise this told me exactly what I wanted to do.

Thanks.

Open in new window

Posted on: 2020/7/1 19:20
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Re: Making other colours of "red giant" star?
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What i'm largely aiming for is really just the O11 sun but a bit bigger and also blue (though maybe a little lighter in shade than yours' ), so that's pretty much exactly what I want, at a glance. If you could toss how you managed that my way, i'd appreciate it.

Posted on: 2020/6/30 23:21
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Making other colours of "red giant" star? (Solved)
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Tried to look this up first since i'm well aware how many question threads i've posted at this point, but couldn't find what I was looking for.

I'm trying to create a red giant-type star in a system i'm building, specifically a blue giant. I knew from the get-go that, given how unique the red giant on Omega-11 is, this wouldn't be simple, but I tried anyway by copying the red giant attributes in the stararch.ini and switching those copies over to blue, or using matching blue attributes that already exist.

The result of this has been a very large, blue star, but one of normal type and not like the one in Omega-11, though it does appear to have a thick, blue aura around it alongside the spines (which I initially put in place when it looked like my original intention wasn't going to work) and corona circle, so some of the stuff from the O11 star translated at least.

I figured this might happen from the beginning, since I remember reading somewhere a long time ago that the Omega-11 star is so unique that it has separate files dedicated to it, or something like that, but i've never been able to track down that information again to be sure.

If the files/settings i'm thinking of do actually exist, i'd be very happy to track them down, or find a working solution if they don't.

Posted on: 2020/6/30 17:11
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Re: Broken Bar Window View?
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Thank you. I'll be doing this now.

Posted on: 2020/6/26 19:51
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Broken Bar Window View? (Solved)
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Just a quick one.

I've set up a base that uses an existing backdrop for its window view (Freeport 9's, specifically), but have found that it's missing and i'm just getting black. I checked the base I got it from, and that appears to have blackspace windows too.

Is there a reason this is happening, or does Freeport 9's bar just have a missing texture and I somehow never noticed.

Posted on: 2020/6/25 23:28
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