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There are currently 34 users playing Freelancer on 37 servers.
September. 17, 2021
The Starport Forum Index > All Posts (kmiller)

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Re: Players cannot log into my server

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Remember port forwarding isn't all you need. If you use windows firewall you need to add an exception for your port otherwise it won't show up.

Posted on: 2015/7/29 8:03
Alley, DiscoveryGC Developer
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Re: Players cannot log into my server

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You need to post here if you want your server to be listed. Discovery moved off from the global server list.

http://discoverygc.com/forums/showthread.php?tid=124653

Posted on: 2015/7/29 0:05
Alley, DiscoveryGC Developer
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Re: ReqModifyItem

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Mystery solved completely randomly, turns out Tractor Beams and Armors will trigger it so it looks like this function is for internal equipment.

Posted on: 2015/7/14 14:33
Alley, DiscoveryGC Developer
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ReqModifyItem

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Has anyone ever found out in which situation ReqModifyItem is called?

I've been sorting out ReqRemoveItem, ReqEquipment and ReqAddItem, but in no situation I've ever been able to reach ReqModifyItem.

Posted on: 2015/7/13 14:10
Alley, DiscoveryGC Developer
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Re: update.dll source

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I'm not sure where the source for this is, but if you plan to bundle this in a mod and want a really simple solution, DSUpdate is probably what you should look into.

http://forge.the-starport.net/projects/dsupdate/files

Discovery used to use this for several years, but it was quite annoying to make incremental patches with it, so we moved to a launcher of our own not too long ago.

From the moment you make servers invisible if you don't start the game through the launcher, people use it.

Posted on: 2015/7/13 0:13
Alley, DiscoveryGC Developer
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Re: Ships per account - Patching up the bugs

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Hello,

I am aware of this limit and this is what surprises me. As you can see in the steps, adding more items do not cause the problem to happen, but one very specific amount will.

The exception thrown when this very specific amount of items is reached is the following: 0xC0000005: Access violation writing location 0x00000000.

Once I create the new vessel, the total count of items combined across all charfiles is:

177 cargo items
194 equipment items
which is a total of 371 items.

370 will work, 372+ will work. exactly 371 items will cause the account to be unloggable until someone removes one item.

I have attempted this on another account and you can hold 371 items, but with yoda's account files, it won't work.

Posted on: 2015/5/29 16:33
Alley, DiscoveryGC Developer
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Ships per account - Patching up the bugs

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So Discovery finally started to experiment with this and so far results have been great, there's been little problems. I do believe being able to solve these problems would benefit the entire fl community as the 5 ships per account restriction has been a pain for many players.

There is one that's been found and makes the account unable to be logged. I've spent a few hours on it and I've been able to pinpoint it.

The issue seems to be related to "cargo =" entries and a very specific amount of them.

I've based my replication around one vessel, but it will work with removing the cargo entry from any of them.

Complete guide on how to replicate the issue using the latest version of discovery (+ launcher patches installed):

- Create an empty account with a local server
- Copy the account files from yodq.zip to that new account
- Attempt to create a new character, you will be logged out of the account and unable to log again.
- Open 06-3abd1e5a.fl
- Remove one "cargo =" entry
- You are now able to log, create new ships if you want, up to 10.
- Log on XZ-450, the character associated with 06-3abd1e5a.fl
- Go to the commodities dealer, buy Drill Bits as you shouldn't have that item in your cargo already.
- F1, select new character, you will be disconnected.
- Edit the character file again, remove one cargo entry. Log on XZ-450.
- Purchase two or more commodities that you don't have already in your cargo. Drill Bits and Basic Alloy should work.
- F1, select new character. You are not disconnected and all ships can be logged.
- Log again, sell one of the two items you previously bought.
- F1, select new character. you are disconnected.


Same way avoiding the issue:

- Create an empty account with a local server
- Copy the account files from yodq.zip to that new account
- Log on XZ-450.
- Sell a bunch of cargo items to the dealer. I tried with 5.
- Log off the character, create new characters. No problem happens.

Attach file:


zip yodq.zip Size: 175.01 KB; Hits: 224

Posted on: 2015/5/29 14:31
Alley, DiscoveryGC Developer
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Re: Station rate of fire multiplier

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Deployed a patched server.dll, this works incredibly well.
Big love to you, adoxa.

Posted on: 2015/5/13 21:13
Alley, DiscoveryGC Developer
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Re: Station rate of fire multiplier

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gods of the gods, hear my prayers. may the adoxa god enlighten us.

Posted on: 2015/5/12 10:42
Alley, DiscoveryGC Developer
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Re: How to make Black Starsphere

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Quote:

DragonRider wrote:
Quote:

cata123 wrote:
No, with notepad, in your System.ini.

For example in New York system :

Code:
[Background]
basic_stars = solar\starsphere\starsphere_stars_basic.cmp
complex_stars = solar\starsphere\starsphere_li01_stars.cmp
nebulae = solar\starsphere\starsphere_li01.cmp


put a ; in front of your background nebula or starsphere with stars :

Code:
[Background]
;basic_stars = solar\starsphere\starsphere_stars_basic.cmp
;complex_stars = solar\starsphere\starsphere_li01_stars.cmp
;nebulae = solar\starsphere\starsphere_li01.cmp


That should make a black space ambient, no stars no background.


Removed only the line:
nebulae = solar\starsphere\starsphere_li01.cmp
and it worked like a charm!
Exactly what I wanted.


However, is there a way to do this directly trough the .cmp files?
I plan on using this on the Discovery mod server, and they don't like people tampering with .ini files.

Anyway, thanks alot!


CMP edits will get you equally banned.

Posted on: 2015/5/11 21:04
Alley, DiscoveryGC Developer
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Re: How to make Black Starsphere

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As far as I know it isn't possible. It was attempted in Neo Terra. You can have everything black except the tiny little background stars.

Posted on: 2015/5/11 12:34
Alley, DiscoveryGC Developer
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Re: Station rate of fire multiplier

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Quote:

HeIIoween wrote:
More players = more frequent fire?


Yup, as players enter the area, the guns start firing faster and faster. When you have 30+ they basically enter minigun mode like above.

It's tied to the players in the area (or system?), not the amount of players online on the server.

Posted on: 2015/5/10 14:11
Alley, DiscoveryGC Developer
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Station rate of fire multiplier

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Hello,

We're kind of facing a problem here on Discovery. It appears there's some hardcoded behavior that causes stations (or solars in general) to see their rate of fire multiplied progressively as players stack near the object.

A video is worth a thousand words.
https://youtu.be/3dKSpMNHsd0?t=12m46s

Any thoughts on how to get rid of that? It's literally killing our server whenever more than 40 players show up.

Posted on: 2015/5/10 13:56
Alley, DiscoveryGC Developer
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DSAM x64 v1.0

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Hello,

Discovery had issues with the current versions of DSAM due to the insane amount of ships we have. The app was not very responsive and sometimes we even managed to have memory exceptions.

We believed the app was held back as it was running under Framework 2.0, and as such we went on a quest to port it to Framework 4.0. It took a while, mostly because we had to find a version of SQLite that didn't break anything.

Even though the changes might look like not much, the app is now very responsive and faster. We have even started adding a few new things to it, more will come later.

In order to not break the current version of DSAM, you can find it in a different repository. I have uploaded the initial version that doesn't have much changes, along with a zip of the exe for people that don't want to compile it themselves.

http://forge.the-starport.net/projects/dsam-2/files

Have fun.

Posted on: 2015/3/30 20:44
Alley, DiscoveryGC Developer
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Re: Ship Spawning

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Hey again.

I made a lot of progress with this stuff using Cannon's code as a base and some help provided by Friendlyfire. It's mostly stable but there's a final issue I'm unable to fix.

If I destroy an npc through pub::SpaceObj::Destroy(*iShipIter, (pub::SpaceObj::DestroyType)0); then it effectively destroy it properly without generating any loot.

However when the spawned npc is killed via normal conditions (killed by a player) it literally spawns EVERYTHING the NPC had on him, including the guns, the engine (really), bots, ammo, etc...

Basically I didn't find any way to hook to the npc death to prevent it from spawning any loot in space and I'm starting to lose hope :(

I know Schmackbolzen posted about it literally four or five posts above so I'm most likely looking in the wrong direction.

Posted on: 2015/2/3 23:23
Alley, DiscoveryGC Developer
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