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There are currently 32 users playing Freelancer on 44 servers.
July. 6, 2020

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Infocards Separate But Can't Find Reference (Solved)

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I've been used to how DLLs work for a while now, and something's been bothering me, though until now it hasn't been a major issue.

I've noticed that some things, such as bases and equipment, have a separate DLL number reference for their detailed descriptions and info, but I can never find this referenced in the base or equipment program files.

Before now the only issue with this was a base that was pretty nondescript so I ended up not writing that sort of info for it, but now i'm modding an additional level of thruster into the equipment table and would ideally like to give a description. I can't find where this would be referenced from, though, even though I know the numbers of all the info-cards for the vanilla thrusters, since the main table for thrusters and the like just has the name number copy-pasted as the info-card number.

I'm assuming this is just a piece of info stored in an INI file I haven't looked at yet. If so, i'd be grateful if someone could point me at it.

Posted on: 6/17 22:16
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Re: Ring draw distance ?
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Hm, I can't confirm, I can still see Aso's rings from 4000K away. Did you test Aso as well?

Posted on: 6/16 12:08
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Re: Ring draw distance ?
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What hacks did you try so far?

Posted on: 6/15 12:46
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Re: Librelancer 2019.08
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Thanks for the error, I'd actually missed something in the OpenGL spec there. Engine should no longer crash on vanilla (though it isn't very interesting yet)

Posted on: 6/15 9:35
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Re: Librelancer 2019.08
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The game engine crashes on intro scene's end (in New Game start) for me.
Code:
GL Error: Invalid Value
   at LibreLancer.GL.CheckErrors()
   at LibreLancer.UniformBuffer.BindTo(Int32 binding, Int32 start, Int32 count)
   at LibreLancer.BasicMaterial.Use(RenderState rstate, IVertexType vertextype, Lighting& lights)
   at LibreLancer.CommandBuffer.AddCommand(RenderMaterial material, MaterialAnim anim, WorldMatrixHandle world, Lighting lights, VertexBuffer buffer, PrimitiveTypes primitive, Int32 baseVertex, Int32 start, Int32 count, Int32 layer, Single z, DfmSkinning skinning)
   at LibreLancer.Utf.Dfm.DfmMesh.DrawBuffer(CommandBuffer buffer, Matrix4x4 world, Lighting light, Material overrideMat)
   at LibreLancer.Utf.Dfm.DfmFile.DrawBuffer(CommandBuffer buffer, Matrix4x4 world, Lighting& light, Material overrideMat)
   at LibreLancer.CharacterRenderer.Draw(ICamera camera, CommandBuffer commands, SystemLighting lights, NebulaRenderer nr)
   at LibreLancer.SystemRenderer.Draw()
   at LibreLancer.RoomGameplay.Draw(TimeSpan delta)
   at LibreLancer.FreelancerGame.Draw(Double elapsed)
   at LibreLancer.Game.Run()
   at lancer.MainClass.<>c__DisplayClass0_0.<Main>b__0()
   at LibreLancer.AppHandler.Run(Action action, Action onCrash)

Recent daily build.

Another crash was about [; parsing aka disabled ini section when i tried to load a mod. I'm running virtual machine actually, wherein 4.7.1 NET is installed only. Systemviewer is stable for me though.

______

Looks like i fixed parts in my code by resetting cached material index when a new different part starts rendering https://pastebin.com/yru1Rq7E

Posted on: 6/15 2:16
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Re: Librelancer 2019.08
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Mini investigation for fun:

The reason you're getting 6200+ drawcalls and 10fps on that specific model, besides the fact it is completely broken, is because Librelancer could not find the materials at load time. If the .mat file is loaded before the model (e.g. you set the archetype right), it is safe enough to apply the reordering optimisation and it drops down to 6 drawcalls, proper FPS. Though it's not guaranteed if it can't find a place to shove the new index information.

Posted on: 6/14 17:04
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Re: Librelancer 2019.08
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Hello.

I don't check this very often, so if you're having rendering bugs like in Ku02 please report them in the github issues with the version of the software you're using.

R.E. that awful cmp/mesh:
- There is a very limited amount of mesh fixups applied in the engine on load time, but they're only applicable in very small amounts of situations. The only solution there will be to export the model properly, as the FL resource loading model simply doesn't work in such a way that I can modify the vertex buffers at runtime and maintain full vanilla compatibility.

And with "Latest SystemViewers work for me, but not gameengine itself. Some of previous daily builds work, some don't." this is not something I can do anything with as there is simply not enough info. There's a lot of game engine work going on at the moment, and while it does work with vanilla I can't guarantee mod compatibility. Especially if you're not using the nice Copy Details button I made when there are crash errors

Posted on: 6/14 16:17
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Re: ALE Editor Alpha 1 Release
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Yeah, Skotty forgot the events.

You can find the controls in the help menu.

Posted on: 6/14 14:08
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Re: ALE Editor Alpha 1 Release
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what did you do OP? I have the same problem...

np, got it. mousewheel only. the arrows on the Zoom dialogue box do nothing

edit2: manual input on the zoom does nothing either.

certainly looks good so far

Posted on: 6/14 13:55
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Re: Librelancer 2019.08
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It's rendering optimization/resorting.

Well, there's another bug that came in sight both in my attempts and LibRelancer: not all parts' maxtrices are applied in real.

These are 3 Aurora nebulae in Ku02 system in original Freelancer:
Open in new window

Open in new window

Open in new window


But in SystemViewer all three are rendered in one position:
Open in new window

Open in new window

Open in new window


starsphere_ku02.cmp

Mine renders same as i started "optimizing". Unlike old archieved build, where i used to reapply shader on each mesh and reset matrices for each part, but that, of course, impacts performance. (images are HD just in case, right click - open, my browser cuts large previews here so i reduce them)

I'm personally planning to bind a buffer of part indices parallel to vertices and allocate Parts[MAX_PARTS] in a shader. More no thoughts yet.

About blending, texture's runtime format is incorrect. In my code (and this is Direct3D) there's a conversion:
Code:
          Alpha := FreeImage_IsTransparent(Targa);
          if Alpha then
            Format := DXGI_FORMAT_B8G8R8A8_UNORM else
            Format := DXGI_FORMAT_B8G8R8X8_UNORM;
All i know is this makes match Freelancer in drawing starspheres.

Posted on: 6/14 11:23
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Re: ALE Editor Alpha 1 Release
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Is there a way to zoom out?
Most of the effects I tried to load are significantly bigger than the preview screen and therefore it is hard to see how they actually look.
The zoom control only seems to allow positive numbers but i actually have the feeling that it doesnt change anything.

edit:
ah... nvm found it

that certainly takes a bit longer to test
thanks for your hard work on it

Posted on: 6/14 10:46
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Re: How to Edit Ship Hold Size?
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Yay, finally did it! Thank you so much for all your help!!!

Posted on: 6/14 0:06
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Re: How to Edit Ship Hold Size?
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Ah that explains it (decompresison) thank you again, I will try your suggestions. On a side note, this is such a helpful community.

Posted on: 6/13 23:57
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Re: Missions on Modded-In Base Not Working
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Quote:
It's things like 'We've gotten word from [blank double space where missing text should be] that there are Bounty Hunters in the area...'.

To display the name of an asteroid field or nebula in the mission task, add these names to the library's DLL and make an entry in the knowledgemap.ini file
Еxample:

ids_name = 261208----->NameResources.dll -->Badlands_Nebula
261208 + 70473 = 331681 --->OfferBribeResources.dll -->Badlands_Nebula
331681 + 200 = 331881 --->OfferBribeResources.dll -->Badlands_Nebula

Map = 261208, Zone_Li01_Badlands_Nebula, 33
Map = 331681, Zone_Li01_Badlands_Nebula, 33
Map = 331881, Zone_Li01_Badlands_Nebula, 33
Map = 332081, Zone_Li01_Badlands_Nebula, 33 --->this and further lines about this zone have no information.


Posted on: 6/13 23:54
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Re: Missions on Modded-In Base Not Working

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Quote:

Skotty. wrote:
Location names require a certain set of IDs with proper grammar. There's an plugin from adoxa about it: http://adoxa.altervista.org/freelancer/dlp.php?f=names
Some kind of readme is within the Names.c file (text file).

I'm not 100% sure I understand what i'm meant to do with this (though that might partially be because it's almost midnight where I am and i'm not entirely awake). What i'm getting is that Freelancer has a cap on how many zones (and factions) it can have in mission text and any custom areas added to the game exceed this, so a workaround such as Adoxa's needs to be patched into any mod intending to add more areas. Am I getting that right?

Posted on: 6/13 23:53
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