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45 servers. | August. 16, 2022 |
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Re: Testers Needed for Freelancer Chronicles |
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Well that test was done on a quad core system with 8 gigs of memory FYI so it is a pretty up to date test on a modern system. I did finally settle on around 13k+ bases and it only took a few seconds to log into the server so if you keep the base count 20k or below, which is still a massive number of bases to visit, you should have no issues. BTW the final version was at 350+ systems. In my case the test included all 1 million+ bases plus all interior markets so the files were pretty massive. I am using a similar technique to generate all of the procedural systems for GE, giving me 262,144 systems to explore. I haven't added the base generator yet so no count there.
On another note, never make over 8 overlapping nebula/asteroid fields, you will get an instant CTD when looking at the starmap when 9+ have been explored.
Posted on: 2013/6/7 7:36
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Re: Cockpit Camera & Cockpit Hardpoint |
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Do you have your camera setting in the shiparch.ini set properly? The cockpit setting should be ignored when it's set IIRC (been 2 years since I modded FL)...Commonly this is a separate file referenced the the ship entry.
Posted on: 2013/6/7 7:24
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Re: Testers Needed for Freelancer Chronicles |
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Good luck! I know the FL engine can handle at least 1 million bases, I tested it a while back. One caveat though, it took over seven minutes to log into the server hosted on the same machine...
Posted on: 2013/6/6 22:33
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Re: Effects showroom! |
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Looked pretty close to accurate to me. I've seen it IRL so I know what it looks like (we get fog often around here). The billboard asteroids aren't casting it so that throws it off a little.
Posted on: 2013/6/5 5:52
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Re: Mount/dismount equipment in space |
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This is a standard feature in GE, you can mount/unmount at any point either in a ship or as a character. I wish I had this ability when I used to play FL so I added it to my game... I wouldn't be surprised if it simply turned out to be a 'in space' check that is blocking it.
Posted on: 2013/6/5 5:47
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Re: Dev's Limit Breaking 101 Techniques |
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It's definately different since even the No CD version goes to 0x002dde03
Posted on: 2013/5/29 6:11
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Re: Warning: Sound Leak Detected: 1 sound |
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Well any fix for this will involve hacking the exe and if you are using Windows 6 (Vista) or above the point is moot. All memory leaks are cleared from the system memory as soon as you exit the program. It would take hundreds to thousands of these to cause anyone with a couple of gigs of memory to run out of memory while the program is running.
Posted on: 2013/5/21 17:32
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Re: Models giveaway |
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Automatic UV doesn't work for me especially when working with your older models (no UV at all). I just tend to like customized UV for the models which points out your 'every modder has a preference' statement. Most of your textured models are unaltered but if they aren't, I texture them to my own preference. Hehe guess I'm used to it since Furball never textures his models anymore, it's a non-issue to me. Just keep creating great models and I will keep UV mapping them accordingly.
When you do texture them like he said, usually the modders will keep those textures intact, even I do...
Posted on: 2013/5/19 11:06
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Re: Models giveaway |
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Oh and use FBX, so much better for max users.
Posted on: 2013/5/18 11:46
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Re: Models giveaway |
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Well it took me a total of 1.5 hours to texture the Mjolnir, most of the time was spent picking the right texture, thats what 89k polys? As long as u keep the part separate it usually is pretty easy. Most of my time working on your models has been reassigning polys to a specific texture then using various UV mapping on them. Its not hard though, just time consuming. I also recently did a one called Uberport, most of the mapping time was spent pulling the windows out of the model so the interior could be seen in-game (one of your 2009 starports btw). A tip, leave ur model in parts, it helps when UV mapping them.
Posted on: 2013/5/18 11:39
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Re: GE Demo Videos And Pics |
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Posted on: 2013/5/10 12:30
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Re: GE Demo Videos And Pics |
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I work on it almost every day so it is coming along nicely. Just got thru working on the AI once again, added in collision feelers (like antenna on an insect). This is due to that the AI is handled in another thread and doesn't have direct access to the collision system. So the main thread has to do the collision test for it and leave the result in the model it is using. Seems to be working out well since they have pretty much stopped running into the scenery.
On a side note... Some new models added to the game, click the image for a full size pic Starport Dock by Fur Ball ![]() ![]() Mjolnir by Sol Command ![]() ![]()
Posted on: 2013/5/10 2:21
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Re: VMesh material could not find |
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Material 0 is a completely invalid material number and you will never find it. The other number is a valid material hash even though it isn't found. Since you have not been able to track it down then the material hash is most likely incorrect.
Step 1 Track down where the error is occurring, ie docked or in space, this will be the most tedious part Step 2 Are you using a mod, if so it may be a model related error specific to that mod, as in a missing mat file or a bad hash value (typically due to a bad export from MS3D) Finally, this error will be in a specific model. If you know how to use a hex editor you can easily track it down simply by seaching thru the cmp and 3db files. You will most likely get a few false positives but one of them will be the bad one. Simply load them up in FLModelTool or other model editor to see if there is a missing texture.
Posted on: 2013/5/9 10:19
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Re: GE Demo Videos And Pics |
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Appreciate it. That is something I have been working on lately. I decided to go with 100 levels of every part of tech development, equipment development and other areas. Currently there is well over 2000 different commodities in the game thanks to procedural generation. I am currently working on making every station have an interior. With the help of my 2 main modellers it is becoming a reality. Hopefully Sol you will help keep this going but I know you are currently working on the Dominion game, more power to you though and congrats! I am still working on getting your earlier models textured and into the game.
At this point I'm trying to get all of the code cleaned up for the first beta release. I have about 80% of the code implemented into the engine for that phase of the game. Once it hits 100% I will start fleshing out the universe and start building the SP storyline experience. I still have a few areas to clean up such as optimizations to the deferred renderer and expanding the in-game editor to support property editing, plus a few other areas. Thanks for the support, I am still working on building this behemoth and I don't see it stopping even after the first release version. Already looking into having procedural star systems to completely fill the galaxy with systems so it may end up with 262144 systems to explore and control by the beta release.
Posted on: 2013/5/5 10:19
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Re: GE Demo Videos And Pics |
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Thx, that base is the last one shown in the 'Sol Command Showcase' video. Since he recently did the building set, it seemed a perfect time to make it. I did consider using roads and such but since every vehicle is a flying craft there seemed no need for them.
@Timmy, lol, I had to intentionally disable the NPCs due to them constantly trying to kill me. If I had undocked from that station then that is what would have ensued.
Posted on: 2013/5/3 22:50
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