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There are currently 46 users playing Freelancer on 43 servers.
November. 20, 2019
The Starport Forum Index > All Posts (Huor)

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Re: Freelancer Continuum - Taken
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Just to shed some light onto the structure. SWAT is a community. OP is not only the most prominent admin - he is nearly the only one - But what does that say? He pays the bills, he has the responsibility to maintain the site and all the servers and services that are connected to it. He has the most saying - sure. Why is that put into question or why shall we change that? --> Too many cooks spoil the soup.

We have a saying there too, we even can work as team and we do great. The mood is very good and we even can quarrel about things. Nothing unusual if you ask me.

Dave - what is yours is yours - no doubt. The moddb page did belong to OP however (as far as i know).
You was/are the main modder for Continuum, it was your idea, your team. You had troubles in the past and hence somehow agreed to make it a SWAT project. Since then practically nothing on content was added nor did i have seen any request from anyone from your team nor from you to ask about help there. I might be wrong but i cannot remember about any request. I really wish we could have finished this mod, it has a great potential. Now i just hope you find your mood to work on your project again.

Posted on: 2014/7/3 20:50
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Re: Freelancer Continuum - Taken
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Do you have spoken whit anyone else from SWAT team or why do you name here SWAT and spread false assumptions about us?

Never had any issue with you and wondering why you now make the whole SWAT team responsible for what has happened.

However i would have welcomed if you would have talked to us prior you started your revival tour without notifying anyone else. BTW that is was once in SWATs projects list was also confirmed by yourself - wasnt it? You had the so called 3 - 4 years to make some progress there - what has hindered you to do so? I really dont get it...

Anyway i bet that this thread becomes a flame thread. I really hope it wont (knowing the good name of SWAT here on this portal )

Posted on: 2014/7/3 17:15
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Re: FL [email protected] GoG wishlist
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useless to register just to vote
Why in gods name everyone wants to have my data?!

Posted on: 2014/6/30 18:05
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Re: crossfire
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As of what has been posted as the forum was still running - the server had an hardware problem. But they were replacing the disks and it seems all did went good.

I dont know yet, whats the current situation. Just check regularly if you want.


Posted on: 2014/6/21 10:00
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Re: Effort to get Freelancer on Steam
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whats the advantage of having it on steam?

Posted on: 2014/6/11 18:34
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Re: Fixing errors found by FL Error Checker
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We found the root cause, the error checker uses the nickname of the effect and checks its crc - that works for the vanilla crcs as the name of the effect inside the ale is the same as the nickname. We created new effects where this is simply not the case. The crc which have to be checked must be based on the name of the effect inside the ale and not by its nickname. Thatswhy it was working

And as -4.293.718.779 (64 bit) = 1.248.517 (32bit) it was working although we should have used 1.248.517 for the crc ;D


All OK now. The error checker here just does not check the correct reference.

Posted on: 2014/4/29 17:57
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Re: Fixing errors found by FL Error Checker
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Yes it is no vanilla effect crc. The error checker notified that some of the CRCs we are using seems to be wrong - where one is the gf_co_smallengine02_fireorange. When i use the CRC from the tool then i dont see the effect. The one that we had in place before was -4.293.718.779 - which actually cannot represented with 32 bit. But the effect was shown for some reason. If i replace our previously value with the one from the CRCtool then it is not shown anymore. And i cant comprehend why this is the case, especially since the FL values for CRCs are also "unsigned long" which perfectly fits into 32 bit

Gonna dig again into the values this evening. There were more effects which are not shown anymore after we changed the CRCs to the ones output by the CRCTool.

Posted on: 2014/4/29 8:09
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Re: Fixing errors found by FL Error Checker
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I have a problem with the CRCTool from Adoxa, it generates CRCs which are wrong. For example the effect nickname gf_co_smallengine02_fireorange generates a crc of 443.410.325. But when i use this CRC then this effect is not displayed. But the original value of -4.293.718.779 is correct.

I think there seems to be a problem with converting the value to int range. The dacom however has routines where an unsigned long is used. However even unsigned long would just reach up to 4.294.967.295 where the -4.293.718.779 from the original ini also dont fit in properly. But when i use the CRCTool to calculate the CRC then it just shows a wrong value. Is the value from the ini probably an long long?

Any idea how to solve that? Also the error checker seems to prompt errors with some of CRCs which are then false calls.

---edit:
Just did some manual calculations and it indeed seems to be an range exception that is not covered properly. The

-4.293.718.779 + 2 ^ 32 = 1.248.517 (too much in range)

But then i cannot comprehend how 443.410.325 is reoported as CRC, probably because the casting leads to this wrong presentation.

Posted on: 2014/4/28 20:54
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Re: Serious Crash at 0x6EF54E0
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Hm the offset is at:

Code:

0 e 061254e0     0001 (0001)  0:**** Content!DestroyInstance+0x6360


When i set a breakpoint there i get different callstacks when i enter the breakpoint, but the most frequent one looks like:

Code:

 #   Memory  ChildEBP RetAddr  Args to Child              
WARNING: Stack unwind information not available. Following frames may be wrong.
00           03b3a624 0612963c 03b3a6d0 03b3a64b 130d7454 Content!DestroyInstance+0x6360
01        54 03b3a678 0618b833 03b3a6d0 03b3a6b0 03b3a6a8 Content!DestroyInstance+0xa4bc
02        c4 03b3a73c 754d43e0 0628581c 1848cba0 00000000 Content!IDLL::operator=+0x22943
03        48 03b3a784 062bf1de 03b3a7a4 11dc9eb0 06cf8b76 msvcrt!__RTDynamicCast+0x2d (FPO: [Non-Fpo])
04           00000000 00000000 00000000 00000000 00000000 Common!IObjInspectImpl::get_angular_velocity+0xe


and i cannot play the game as this break is happening all the time. So it must be something that is "destroyed" at everytime. Could it be a timer for an animation or anything else? However the first argument seems to be a dynamic casto to void

Code:

 3 e 75506600     0001 (0001)  0:**** 
msvcrt!__RTCastToVoid+0xb


Are you sure its something with your NPCs? If you remove the npcs you do not suffer the crash?

Posted on: 2014/4/13 19:38
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HkCb_CrashProc6F671A0?
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Ahoy, i am currently examine some test and did witness a lot of logging in the console which HkCb_CrashProc6F671A0 (arg1=<number>


I found this in crashcatcher.cpp with following code:
Code:

        // Hook for crash at 0xC71AE (confirmed)
        fpCrashProc6F671A0Old = PatchCallAddr((char*)hModContentAC, 0xBDC80, (char*)HkCb_CrashProc6F671A0);
        PatchCallAddr((char*)hModContentAC, 0xBDCF9, (char*)HkCb_CrashProc6F671A0);
        PatchCallAddr((char*)hModContentAC, 0xBE41C, (char*)HkCb_CrashProc6F671A0);
        PatchCallAddr((char*)hModContentAC, 0xC67E2, (char*)HkCb_CrashProc6F671A0);
        PatchCallAddr((char*)hModContentAC, 0xC6AA5, (char*)HkCb_CrashProc6F671A0);
        PatchCallAddr((char*)hModContentAC, 0xC6BE8, (char*)HkCb_CrashProc6F671A0);
        PatchCallAddr((char*)hModContentAC, 0xC6F71, (char*)HkCb_CrashProc6F671A0);
        PatchCallAddr((char*)hModContentAC, 0xC702A, (char*)HkCb_CrashProc6F671A0);
        PatchCallAddr((char*)hModContentAC, 0xC713B, (char*)HkCb_CrashProc6F671A0);
        PatchCallAddr((char*)hModContentAC, 0xC7180, (char*)HkCb_CrashProc6F671A0);


Does anyone know that the argument that is given to this routine is for? I tried to examine if its an ID or any string or address, but i fail to see a string, an known FL ID or if its an address then there is also nothing valuable i can find out.

Because i am worried where this might come from and its stated in the code that its confirmed - i dont find any information here too. So might anyone please enlighten me where i need to search for the root of this exception? Thanks in advance!

Posted on: 2014/3/11 21:23
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Re: FLHook SVN discussion
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Just want to mention that the last added revision from w0dka (236) seems to miss the pushad and popad commands within the asm code [in dynamic_missions/Hooks.cpp]

Schmack already pointed that out in the base plugin code where it was corrected already. Just thought to mention it.

Posted on: 2014/1/26 11:04
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Re: heres a question on fps
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that looks more like vsync deactivated...

Posted on: 2014/1/7 17:45
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Re: Server Crash at Content.dll+0x55727
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Sorry, no idea.

all i can give you is a call stack from this address (when its accessed)

Code:

 #   Memory  ChildEBP RetAddr  Args to Child              
WARNING: Stack unwind information not available. Following frames may be wrong.
00           04159eb4 77b4e023 10fa8f78 be5a1cac 10f9f338 Content!DestroyInstance+0x65a7
01        28 04159edc 7731c075 05a84711 1755d720 10f972b0 ntdll_77b20000!RtlFreeHeap+0x7e
02         4 04159ee0 05a84711 1755d720 10f972b0 10fa9048 msvcrt!rand+0x5
03        20 04159f00 773198da 4103b65f 10f9f338 7731a53a Content!DestroyInstance+0x5591
04           00000000 00000000 00000000 00000000 00000000 msvcrt!free+0x46


Seems for me if something is released, memory. Dunno if mandatory it has something to do with reputation. Debugging this address any further shows different call stacks, generally but if something is released (delete or free memory). Also CRemotePhysicsSimulation is amongst recognizable call stack calls.

Dunno if that help, i fear not. Eventually Adoxa might have an idea.

Posted on: 2013/12/4 19:12
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Re: Spoiler or Hidden BBCode
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for code there is the code bbcode, why to put it into a spoiler?

Posted on: 2013/11/23 16:26
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Re: Rate my cloud
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looks great

Posted on: 2013/10/24 18:06
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