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There are currently 68 users playing Freelancer on 43 servers.
November. 27, 2021
The Starport Forum Index > All Posts (Xalrok)

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Re: Unused features
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Quote:

HeIIoween wrote:
Except when you click nav map - it gives CTD
So, inheriting ships i think no to critical and no reason to summon Adoxa


When I used inherit on ships it gave me some slight FPS drops and FL would stay running in the background after I would quit it normally, needing a force quit.

Posted on: 2013/1/6 9:35
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Re: MP Scripting Problems
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Quote:

HeIIoween wrote:
My example works only if your player starts from FP7 system.

So currently i understand that if you start from mpnewplayer - all is ok.

If you start from restart - not ok?


Yeah, it seems to be like this. Maybe it's that I'm using the wrong restart plugin (the one that's with Disco 4.86, built into playercntl I think.)

This is what I found:
mpnewcharacter.ini = Mission script works normally.

Use a /restart = Seems bugged, starts the same mission twice.

And also this this:
Make a new character -> use a /restart (but don't log back into the character when it kicks you from the server) -> restart the FLServer program -> login to the character, mission script works normally.
But that way is tedious.

Posted on: 2012/12/29 23:27
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Re: MP Scripting Problems
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I looked at Khayman's Restart Order Mission Script and based my mission off of that. I also used mpnewcharacter.ini and all the instant self-destructs and double-spawns went away. I spawned a Dyson Sphere and Lair with all their shields and generators without any problems. I also made Osiris spawn when you docked on a station.

Then I tried using a restart and the double spawns reappeared. So I used FLCodec to decode the player file to see what was happening and found this:

Code:
[StoryInfo]
ship_bought = false
Mission = Mission_12
MissionNum = 0
delta_worth = -1.000000
debug = 0
[StoryInfo]
ship_bought = false
Mission = Mission_12
MissionNum = 0
delta_worth = -1.000000
debug = 0


So it seems that when I use a restart it runs the same mission twice at the exact same time, which would explain why triggers after the initial mission start caused double spawns.

Edit: Also, mpnewcharacter wasn't spawning a mission either when I tested the above restart.

Posted on: 2012/12/29 11:34
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Re: MP Scripting Problems
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Quote:
Ok, this a is tough subject and alot can depend on the code of the script.. without seeing any of the code i can only give suggestions from my tests.


This is what I'm using. It's slightly modified from this thread.

Code:
[Mission]
npc_ship_file = missions\npcships.ini

[MsnSolar]
nickname = fp7base
faction = li_p_grp
reputation = li_p_grp
system = PR01
base=intro1_base
position = 3600, 1000, -6000
orientation = 1, 0, 0, 0
archetype = freeport7
loadout = freeport7
label = lbl_fp7base
radius = 0
pilot = setscene_nomad_fighter_FP7

[MsnSolar]
nickname = freeport7_space_dome1
faction = li_p_grp
reputation = li_p_grp
system = PR01
position = 4118, 1000, -6000
orientation = 0, 0, 1, 0
archetype = freeport7_space_dome
label = lbl_fp7base
radius = 0
pilot = setscene_nomad_fighter_FP7
loadout = space_dome

[MsnSolar]
nickname = freeport7_space_dome2
faction = li_p_grp
reputation = li_p_grp
system = PR01
position = 3080, 1000, -6000
orientation = 1, 0, 0, 0
archetype = freeport7_space_dome
label = lbl_fp7base
radius = 0
pilot = setscene_nomad_fighter_FP7
loadout = space_dome

[MsnSolar]
nickname = freeport7_space_dome3
faction = li_p_grp
reputation = li_p_grp
system = PR01
position = 3600, 1000, -5609
orientation = 1, 0, 1, 0
archetype = freeport7_space_dome
label = lbl_fp7base
radius = 0
pilot = setscene_nomad_fighter_FP7
loadout = space_dome

[Trigger]
nickname = tr_initialize_init
system = PR01
InitState = ACTIVE
Cnd_True = no_params
Act_ActTrig = go_mis

[Trigger]
nickname = go_mis
system = PR01
Cnd_SystemEnter = PR01
Act_ActTrig = start_init

[Trigger]
nickname = start_init
system = PR01
Cnd_Timer = 10
Act_RandomPop = true
Act_RpopAttClamp = true
Act_RpopTLAttacksEnabled = true
Act_SpawnSolar = fp7base
Act_SpawnSolar = freeport7_space_dome1
Act_SpawnSolar = freeport7_space_dome2
Act_SpawnSolar = freeport7_space_dome3
Act_MarkObj = fp7base, 1
Act_MarkObj = freeport7_space_dome1, 1
Act_MarkObj = freeport7_space_dome2, 1
Act_MarkObj = freeport7_space_dome3, 1


I did change some things around, such as moving the script out of the system where new players spawn. I also tried starting the initialization in one system and spawning the solars in another one on entering it, although this had the same problems I mentioned in the first post.

Once I got the bases to spawn and not destroy themselves by having the restart move me to a third system not referenced by the mission, but then they were spawning in that system when they shouldn't. In all cases they spawned doubles.

Also, sometimes the script would break FL, causing major FPS lag and the server load to go red.

Posted on: 2012/12/28 16:20
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MP Scripting Problems
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I've been trying out MP scripting recently and most of it seems to work, but there's a few problems that I can't figure out.

Double spawns: Whenever I spawn a [MsnSolar] or [MsnShip] it always spawns a second copy for no reason. The copy is a clone of the original object with the same stats. Targeting the original object or the clone targets both at the same time. Sometimes several cloned objects can spawn. The cloned objects are often in the exact same coordinates as the original object but sometimes clones spawn that are offset from the original. (And to clarify, I start up FLServer, launch FL, make a brand new character and use a restart to trigger the script so it's probably not to do with logging in twice.)

Solars immediately destroyed: Basically anything with "destructable = true" and hitpoints like the Dyson generators or the d_depot used by Benford station spawn with 0 hitpoints immediately and behave as if they're destroyed. There's no triggers calling for them to be destroyed, just for them to spawn.

What causes these? I think I've seen the double spawns happening in videos before. I've no idea why the solars are destroying immediately either.

Posted on: 2012/12/28 11:02
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Untraceable Errors
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I've had these red errors popping up in my FLServer console for a while now, but CRC decoders don't recognise them. FLHook detects them as well, leading me to believe it was a broken proxy_base but I can't find anything wrong:
Code:
E:\FL\Scratch\Source\Common\CSolar.cpp(109) : *** ERROR: 0xaad6dd0a is dockable, but doesn't have a valid base or system to go to 
E:\FL\Scratch\Source\Common\CSolar.cpp(109) : *** ERROR: 0xaebaee49 is dockable, but doesn't have a valid base or system to go to 
E:\FL\Scratch\Source\Common\CSolar.cpp(109) : *** ERROR: 0xbd51d78e is dockable, but doesn't have a valid base or system to go to 
E:\FL\Scratch\Source\Common\CSolar.cpp(109) : *** ERROR: 0xbd51d78e is dockable, but doesn't have a valid base or system to go to 
E:\FL\Scratch\Source\Common\CSolar.cpp(109) : *** ERROR: 0x99e2f94f is dockable, but doesn't have a valid base or system to go to 
E:\FL\Scratch\Source\Common\CSolar.cpp(109) : *** ERROR: 0xbef93a87 is dockable, but doesn't have a valid base or system to go to 
E:\FL\Scratch\Source\Common\CSolar.cpp(109) : *** ERROR: 0x9ef94687 is dockable, but doesn't have a valid base or system to go to

Any way to decode these or could another (non-system) file cause this error?

Posted on: 2012/12/14 18:33
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Re: FL-HW mod (finally)
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I think the CMP exporter automatically adds an empty "Hardpoints" node that you have to delete with the UTF editor before the starsphere model will work. It should be under a node ending with .3db, eg: / -> starsphere.3db -> Hardpoints

Posted on: 2012/11/3 14:54
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Re: Cloaking Transparency
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I'm not looking to deactivate or activate a cloak. What I'm interested in is making the cloak hide the ship from scanners but without making the ship invisible.
I also want it to be able to fire guns while in a "cloaked" state. FLHook doesn't control this, because I can't fire anything if I'm cloaked in singleplayer, so I'm assuming a hack would be needed for that.

Posted on: 2012/7/23 14:31
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Re: Cloaking Transparency
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Bump. Does anyone at all know the offsets for cloaking transparency or firing weapons while cloaked? Searching hasn't found anything useful.

Posted on: 2012/7/19 15:09
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Re: Cloaking Transparency
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Rather than creating a new thread, I'll bump my existing one. I'm looking at stealth systems once again, without invisibility. This time though I'm also looking to see if I can also enable firing when cloaked. Can either be done?

Posted on: 2012/7/17 13:39
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Re: Asteroid LODs
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I'm guessing you want to add a band to an exclusion zone? I found this in bw02_minefield.ini:

Code:

[ExclusionBand]
zone = Zone_Bw02_Hammen_hole
render_parts = 12
shape = asteroid_icebelt_04
height = 3000
offset_dist = -500
fade = 1.000000, 1.500000, 15, 18
texture_aspect = 1.000000
color_shift = 0.500000, 0.500000, 0.500000
ambient_intensity = 1.500000
cull_mode = 0
vert_increase = 2


Change the offset_dist = -500 to 0 so the band matches the edge of the zone exactly and it should put a band around the exclusion.

Posted on: 2012/6/13 12:34
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Re: Asteroid LODs
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Okay, I took a look at those asteroid fields and I'm guessing you're talking about the ring with an asteroid field texture along the edge of the field? It's the only thing I could see which was showing up further than 1k away.

Code:
[Band]
render_parts = 16
shape = asteroid_icebelt_04
height = 10000
offset_dist = 5000
fade = 1.000000, 1.350000, 15, 17
texture_aspect = 1.000000
color_shift = 0.700000, 0.800000, 1
ambient_intensity = 0.500000
vert_increase = 2


There isn't a "band" for Nomad asteroids in vanilla but using an existing one seems to work.

You probably could add new bands by copying an existing txm like debris_roids.txm and its ini debris_shapes in Data/Solar/Asteroids. Then rename the nodes and import custom textures with UTF.

Posted on: 2012/6/13 10:58
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Re: Asteroid LODs
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Fill distance actually is a LOD range. I've been able to make a vanilla fragments field visible up to 60k with it (which is hilariously laggy, even on a modern computer) and it works on dynamics too.

Posted on: 2012/6/13 8:26
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Re: faction issue
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Try deleting restart.fl and start a new game. I remember having this same problem a few days ago and I think deleting that fixed it.

Posted on: 2012/6/10 20:40
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Re: Unused features
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Sort of unused: DATA/RANDOMMISSIONS/killablesolars.ini:

Code:
only_allowed_in_zone_type = rock, lava, ice


It's on several random mission solars and it must work, because I've never had a kill solar mission where the target was an asteroid base. The line that defines a zone as rock, lava or ice doesn't seem to be used anywhere, however.

Posted on: 2012/6/1 13:58
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