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There are currently 66 users playing Freelancer on 34 servers.
August. 25, 2019
The Starport Forum Index > All Posts (adoxa)

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Re: Duration of cutscenes
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Presumably (comment it out and see what happens).

Posted on: 3/30 7:46
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Re: Duration of cutscenes
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Edit DATA\MISSIONS\M01A\m01a.ini (install JFLP or use TINI to unpack it), find the second tm_releaseP1 (around line 1528), a couple lines down you'll see Cnd_Timer = 3, change that to 5 (or whatever). I think that's all you need, but if not, try changing the similar line a few lines back (below rh_cruiser_impact_cam).

Posted on: 3/30 1:16
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Re: Unused features
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It is read (nickname is the only value) and stored (even if it doesn't exist) and there are multiple references to the storage, but that's as far as I went.

Posted on: 3/25 1:35
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Re: Request: Numeric nanobots and shield batteries
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It looks like when you use a bat (and presumably bot) the server sends FLPACKET_SERVER_USE_ITEM to every player, indicating how many were used. That probably updates the cargo list in the ship, so the information should be available. If I was to do it, it would be as an extension of Numeric Damage, adding the batteries after the shield and the nanobots after the hull. It's certainly an interesting idea, but I don't know when I would get around to it...

Posted on: 3/19 2:52
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Re: about .ale editing
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There's the Freelancer XML Project, which converts all the UTF files (including ALE) to XML, and back again. Librelancer has an editor. There's also a yet-to-be-released Ale Effect Editor.

Posted on: 3/14 5:17
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Re: freelancer crash
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Looks like you're using Archetype = planet_earth_3000 with an atmosphere_range = 2800. Increase the atmosphere to 3200.

Posted on: 3/4 2:57
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Re: Rumor Question
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Index into a minimum reputation table at 12E350 in content.dll (four float values).

Posted on: 2/12 7:42
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Re: Some urgent questions about mbase.ini
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I don't know what's going on with your FLEC. I ran 1.013 and the only "problem" with mbases.ini was the missing SP story bases.

Posted on: 1/30 6:26
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Re: Some urgent questions about mbase.ini
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From jflp.txt:

Quote:
DATA\MISSIONS\mbases.ini
[...]
- deleted all "offers_missions" lines (it's not actually used);

Posted on: 1/28 5:53
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Re: Deformable2
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They're three 16-bit integers divided by 32767 to make three floats (have a look at channel.cpp in the XML Project source).

Posted on: 1/10 5:39
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Re: Deformable2
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I converted all the CHARACTERS XMLs back to UTF in another directory, swapped that directory with DATA\CHARACTERS, copied back the ini files, and started FL. Characters showed up fine. Thus child really is 64 bytes and you're just seeing garbage that happens to look valid.

Posted on: 1/8 7:59
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Re: Deformable2
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Quote:
Ichiru wrote:
/Skeleton/Name references a non-existent "Head02.cmp" I attempted replacing /Skeleton/Name with garbage values to enduce a crash to no avail (@adoxa is this value even read?)

Doesn't look like it.


@Treewyrm: can you elaborate? I never noticed a "bone" entry when doing the XML converter.

Posted on: 1/7 12:38
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Re: Where'd my Neuralnet go?
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Turns out the accessory count is not reset when a player is loaded, so they accumulate. There's only room for eight, so the ninth overwrites the count, causing the tenth to use invalid memory. I've updated the patch (you only need the two lines at 0672C1 if applying manually).

Posted on: 12/31 6:24
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Re: Where'd my Neuralnet go?
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That's strange, as that's where it reads a character.

I modified a save, adding prop_shades_01 and prop_hat_male_pirate_A. Alt+F4 on Manhattan worked fine (both Yes and No).

Posted on: 12/30 7:21
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Re: Request: an easier way to implement paths (no idea whether this is even possible)
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A minor update is now available on my site: settings are reset for each file, but I've decided to leave them be within a file; redirected output is detected, writing there instead of to file; fixed the flashing window if the DLL couldn't be loaded.

Posted on: 12/22 1:33
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