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The Starport Forum Index > All Posts (adoxa)

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Re: Freelancer Error Checker
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Some observations regarding 1.012.

Audio Errors

Factions have "_short" appended; bases and systems append a dash. For example, the nickname "gcs_refer_faction_li_n" (hash 0xB3B6D5CC) is stored in the UTF files as "0xB20BD9CA", the hash of "gcs_refer_faction_li_n_short". Similarly, the nickname "gcs_refer_base_li01_01_base" (hash 0xAA35170B) is stored as "0x95078FCA", the hash of "gcs_refer_base_li01_01_base-".

System Encounter Errors

The faction value is relative to the total, so it doesn't matter what they add up to. For example, having two factions at 0.5 is exactly the same as having two factions at 1, 0.1, or 100 - it's all the same ratio. If there are problems with NPCs not appearing, I don't think it's from this.

Nickname Error Log

E:\Games\Freelancer\data\petaldb.ini
[*> Error

Freelancer will read as many parameters as given (although I didn't determine if it actually uses them).

E:\Games\Freelancer\data\territory.ini

How can you give me errors on a file I created myself?

E:\Games\Freelancer\exe\dacom.ini
Line #80 ==> " "
[*> ** NOTICE -=> You need to remove the TAB at the start of this line

Why bother reporting that when it's quite obvious you don't need to remove leading space? Perhaps you should say "should" instead of "need".

Line #86 ==> "["
[*> This line is too short

Line #125 ==> "dcdtettwo = dcdtet "
[*> * Unknown command * 'dcdtettwo'

Not a command, it creates an alias of an existing map. (It removes the warning generated by the helicopter material when you're on New Tokyo, in DATA\BASES\KUSARI\ku_01_hokkaido_cityscape.cmp)

E:\Games\Freelancer\data\Universe\Systems\St03\st03.ini
Line #4 ==> "rpop_solar_detection = false"
[*> The command 'rpop_solar_detection' does mot support TRUE/FALSE settings

It is a boolean value, so "true" (or "1") and "false" (or "0") are only what it supports. And there's a typo with "mot".

Posted on: 2009/8/22 6:34

Re: Modify Hud
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The layout of the HUD is pretty much hardcoded into Freelancer.exe. FL Hack has some basic HUD options, letting you change the order/color/solidity of the power/shield/hull status gauges, as well as reversing the meaning (instead of starting full and decreasing to empty, they start empty and increase to full). Back on TLR, someone requested an "alternative" HUD, which would place those gauges in the center of the screen, in a "U" shape. I made a prototype, which put the shield status vertically on the left and hull on the right, just inside the hit indicator (on a 1024x768 screen). There was no response, though, so it never developed any further (I didn't like it, myself, and it'd need a bit of work, so they don't stay on top of dialogs). Still, if anyone wants a look, I've attached it. It's an older version of FL Hack; there's no option for the HUD, so you'll have to restart to get rid of it.

Attach file:

hudhack.zip Size: 70.12 KB; Hits: 283

Posted on: 2009/8/22 6:27

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Quote:

Vital wrote:
1st, question about faction_weight: is this the parameter that controls the color of the zone on political map??

Don't worry about faction_weight, it's not used at all (the string "faction_weight" is not present in the exe or any of the DLLs).

Posted on: 2009/8/21 15:15

Re: Infocard XML coding
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I would have thought there'd be more info on XML/RDL, but a search for "underline" (since "tra" and "rdl" are too small) only seemed to yield this topic. Since I've just gone through it again for my patch, here's a complete description of the TRA tag.

<TRA
data="0xBGRA|<number>"
def="0xBGRA|<number>"
color="default|gray|blue|green|aqua|red|fuchsia|yellow|white|#RGB|<number>|0x<hexnumber>"
font="default|<number>"
bold="default|true|false"
italic="default|true|false"
underline="default|true|false"
/>

RGB is, of course, the red/green/blue component of the color, as a two-digit hex number. A is the attribute, storing the font and bold/italic/underline settings: 1 = bold, 2 = italic, 4 = underline, remaining bits are the font number (see DATA\FONTS\rich_fonts.ini; the number used by FONT is one more than this). DATA contains the new value; MASK contains the bits that should be set from DATA; DEF contains the bits that should be made default. So if we take your "bold/red" example:

data="65281" (0x0000FF01) -> red + bold
mask="-31" (0xFFFFFFE1) -> all color bits and the bold bit are relevant, don't change anything else
def="30" (0x0000001E) -> use default font/italic/underline

For my patch, I've replaced all these with the smaller strings: <TRA color="#FF0000" bold="true"/>...<TRA color="default" bold="false"/>

The RGBs for the color names:

gray = #808080
blue = #4848E0
green = #3BBF1D
aqua = #87C3E0
red = #BF1D1D
fuchsia = #8800C2
yellow = #F5EA52
white = #FFFFFF

If you choose to use a number for the color, one is subtracted from it, for some reason.

BTW, the complete text of all the resource files (687k; .rc files; before I made use of COLOR and FONT) can be found on my site.

Posted on: 2009/8/20 15:28

Re: House Name after System Name: Let's Solve this Basterd
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Use the [Systems] section rather than the [Houses], which also enables you to put the territory before the system, if you'd prefer, or even rename the system altogether (well, in space, anyway).

Code:
[Systems] format = %s System, Solarian Empire. systems = <first_solar_system>, <second_solar_system>... ; or shorthand if they're consecutive: <solar_system_ids> = Solarian Empire - %s System.

I should be able to make it use system nicknames, too (so instead of "196643-196648" you could use "Iw01-6", also demonstrating a simplified range), but I'll wait a bit and see if there's any other problems/suggestions...

Posted on: 2009/8/20 14:26

Re: Model Questions
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That's a little different to the one in Hostile Universe. Where's it from?

Attach file:

b5jumpgate.jpg (20.05 KB)

Posted on: 2009/8/19 9:09

Re: House Name after System Name: Let's Solve this Basterd
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Since it's small enough, I've attached the first version of my system name customizer. Copy territory.dll to your EXE directory and add it to DACOM.ini's [Libraries] section. Then copy territory.ini to the DATA directory and edit it to suit your needs. Look at the start of territory.cpp for what you can do. Note that the names are in UTF-8 format; I don't test for a failed conversion, so it'll probably duplicate the previous name, should that happen.

Edit: final version is available here.

Posted on: 2009/8/19 9:00

Re: Model Questions
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As it turns out, I just finished fixing b5jumpgate for Hostile Universe (also used by Evolutions 1.30 and others, I guess). Is that the one you mean? Fixed the location and orientation of the docking, added green lights at the front, red at the rear and added a proper .sur file. Now you can actually click anywhere on the gate to select it; it doesn't disappear when the center goes off screen; and you can collide with it.

Posted on: 2009/8/18 6:44

Re: Fix - get_zone(xx) failed
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Probably easiest just to post the whole thing. This is part of my upcoming patch, hence the name (JFLP = Jason's Freelancer Patch).

Code:
/*   jflp.c - Patch Freelancer to remove some FLSpew warnings.   Jason Hood, 31 May, 2009.   This patch removes the following spew warnings:   * couldnt find material 163618903     Generated when a waypoint is selected.  I was unable to fix it, so now I     just remove the warning.   * get_zone(N) failed     Generated when a job sector has no name, which is quite frequently.   * Disconnecting equipment with FATE_UNKNOWN, using FATE_DISAPPEAR     Generated when a wreck drops its weapons.  This is a bug in Freelancer.exe,     since it doesn't detect the "fate_loot" type.   * Used Hostile Pick Assistance     Not sure exactly when this is generated (or even why), but it's something     to do with targetting enemy fighters.   2 June, 2009:   * replace the line number of the "Deform::start_aim" notice with the     timestamp of the event (in milliseconds; it also replaces the string with     "(null)", in order to fit the new code).   Build (VC 6):     rc jflp.rc     cl /nologo /Fepath\to\freelancer\exe\jflp.dll jflp.c /link /dll /subsystem:windows /machine:ix86 jflp.res */ #define WIN32_LEAN_AND_MEAN #include <windows.h> void Patch_Common( void ) {   #define ADDR_VERS10 (0x62c1485 - 0x6260000 + common)   #define ADDR_FATE10 (0x6293727 - 0x6260000 + common)   #define ADDR_ZONE10 (0x633c26c - 0x6260000 + common)   #define ADDR_VERS11 (0x62c14e5 - 0x6260000 + common)   #define ADDR_FATE11 (0x6293487 - 0x6260000 + common)   #define ADDR_ZONE11 (0x633c34c - 0x6260000 + common)   DWORD dummy;   PBYTE addr_fate, addr_zone;   PBYTE common = (PBYTE)GetModuleHandle( "common.dll" );   if (*(DWORD*)ADDR_VERS11 == 0x639F3CC)   {     addr_fate = ADDR_FATE11;     addr_zone = ADDR_ZONE11;   }   else if (*(DWORD*)ADDR_VERS10 == 0x639F39C)   {     addr_fate = ADDR_FATE10;     addr_zone = ADDR_ZONE10;   }   else     return;   // Change the fate test to below 3 is bad, below/equal 5 is good.   VirtualProtect( addr_fate, 6, PAGE_EXECUTE_READWRITE, &dummy );   memcpy( addr_fate, "\x72\x05\x83\xf8\x05\x76", 6 );   // Skip the zone message altogether.   VirtualProtect( addr_zone, 1, PAGE_EXECUTE_READWRITE, &dummy );   *addr_zone = 0x28; } __declspec(naked) void RendComp_Patch( void ) {   __asm mov edx, [ebp]   __asm cmp edx, 163618903   __asm lea eax, [esp+28]   __asm ret } void Patch_RendComp( void ) {   #define ADDR_MATERIAL (0x6c318be - 0x6c20000 + rendcomp)   DWORD dummy;   PBYTE rendcomp = (PBYTE)GetModuleHandle( "rendcomp.dll" );   if (*ADDR_MATERIAL == 0x8b)   {     // Add in a test for the ignored material.     static BYTE code[] =     {       0xE8,0x00,0x00,0x00,0x00,  // call RendComp_Patch       0x74,0x2D, // jz skip_log       0x52     };     *(DWORD*)(code+1) = (PBYTE)RendComp_Patch - ADDR_MATERIAL - 5;     VirtualProtect( ADDR_MATERIAL, sizeof(code), PAGE_EXECUTE_READWRITE, &dummy );     memcpy( ADDR_MATERIAL, code, sizeof(code) );   } } void Patch( void ) {   #define ADDR_ASSIST (PBYTE)0x4ede00   #define ADDR_DEFORM (PBYTE)0x452648   DWORD dummy;   if (*ADDR_ASSIST == 0x68)   {     // Skip the "Used Hostile Pick Assistance" message.     VirtualProtect( ADDR_ASSIST, 2, PAGE_EXECUTE_READWRITE, &dummy );     (ADDR_ASSIST)[0] = 0xeb;     (ADDR_ASSIST)[1] = 0x26;     VirtualProtect( ADDR_DEFORM, 10, PAGE_EXECUTE_READWRITE, &dummy );     memcpy( ADDR_DEFORM, "\x6a\x00"             // push 0 ;"(null)"  "\x8b\x76\x04"         // mov  esi, [esi+4]  "\xff\x76\x08"         // push dword[esi+8]  "\x90\x90", 10 );      // nop/nop   }   Patch_Common();   Patch_RendComp(); } BOOL WINAPI DllMain( HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved ) {   if (fdwReason == DLL_PROCESS_ATTACH)     Patch();   return TRUE; } 

Posted on: 2009/8/18 6:41

Re: House Name after System Name: Let's Solve this Basterd
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I asked if anyone wanted this on TLR a while ago and got no response. Since it went down, I've moved here (and DB; didn't really like ReactorForge), and obviously came across this post. The method I was thinking of using involved an ini file, specifying the ids of the system you wanted to display as a territory: string_id[-string_id] = faction_id; or as an explicit message: string_id = My New System, My New Territory. It would have been done as a DLL, added to DACOM.ini. No one replied, so I never wrote it.

Posted on: 2009/8/18 6:29

Re: Fix - get_zone(xx) failed
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