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There are currently 68 users playing Freelancer on 42 servers.
March. 3, 2021
The Starport Forum Index > All Posts (adoxa)

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Re: FLStat data extraction tool
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I could verify that something works for me (assuming it worked when I fixed it, or has it taken you six years to check?), but that doesn't help with whatever's gone wrong with you.

Posted on: 2020/4/17 14:30
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Re: Compiling FLStat
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It's not the source to FLStat, only my patch, using the Multiline Ultimate Assembler plugin for OllyDbg/x64dbg. FLStat's parser is weird, so I'm afraid you might miss out on that one, just put 'em (or links to 'em) in EXE.

Posted on: 2020/4/14 1:31
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Re: PLUGIN-List regarding serverside/clientside-questions
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Mount/dismount equipment in space. I had another look and it looks to be pretty tied into the location, so I don't think it's feasible.

Posted on: 2020/4/12 13:31
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Re: [SOLVED] Fixing broken behaviour with NPC gunfire
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Turns out CanSeeTargetObject has a parameter, which is the muzzle cone angle. It seems to be fixed to 3° for guns and 22.5° for missiles. Here's the patch for the guns:

common.dll, 08A185, 0.0523599f = NPC muzzle cone angle (radians) PART 1
common.dll, 08AE95, 0.0523599f = NPC muzzle cone angle (radians) PART 2

Posted on: 2020/4/3 2:47
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Re: IZone Properties
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I'm using the names as they appear in the ini.

Code:
iDunno1[1]
  void *vtable;

iDunno4[13]
  long mesh;
  float edge_fraction;
  long unused1; // -1
  float drag_modifier;
  float damage;
  float interference;
  float unused2; // -1
  uint music; // ID_String
  char *spacedust; // CacheString
  int spacedust_maxparticles;
  float property_fog_color[3]; // an RGB type

uint iStartFaction
  bool path_label;

uint iCountMaxFaction;
st6::list<FactionSpawn> factionSpawns;
  st6::/*weighted_*/vector<FactionSpawn> factionSpawns;

uint iDunno5[5];
  BYTE visit;
  uint ids_name;
  uint ids_info;
  // two extra

iZoneID and iSystemID are really ID_String, too; FactionSpawn might be a std::pair.

Posted on: 2020/3/31 4:08
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Re: gls_workaround.txt file keeps erasing
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Bolte,

No, but it would probably be better for w0dk4 to add the user-agent to gls_workaround.dll.

Posted on: 2020/3/24 0:08
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Re: gls_workaround.txt file keeps erasing
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Looks like the server doesn't like a missing user-agent. Here's a libcurl.dll which supplies one (agent/1).

Attach file:


zip gls-libcurl.zip Size: 111.62 KB; Hits: 134

Posted on: 2020/3/23 13:53
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Re: gls_workaround.txt file keeps erasing
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It would seem the server is returning 403 Forbidden, but I don't know why; curl from the command line works fine. Might have to let W0dk4 sort that out; in the meantime, make gls_workaround.txt read-only to prevent the empty temp file overwriting it.

Posted on: 2020/3/23 2:43
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Re: [Freelancer Mod News]New demo of Freelancer: The Nomad Legacy released!
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JFLP already supports roll:

Quote:
DATA\INTERFACE\keylist.ini
DATA\INTERFACE\keymap.ini
- added some more options to Controls:
Ship Controls:
...
* Rotate Clockwise (USER_Z_ROTATE) - turns the ship clockwise;
* Rotate Anticlockwise (USER_Z_UNROTATE) - turns the ship anticlockwise;
* Rotation Lock (USER_TOGGLE_LEVEL_CAMERA) - toggles rotation in third view.
(Rotation will really only work with both Auto Level & Rotation Lock off.)
...

Without a patch you need to explicitly turn off Auto Level and Rotation Lock in order to roll.

Posted on: 2020/3/16 1:06
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Re: Fixing broken behaviour with NPC gunfire
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The timing delay is governed by the GunBlock interval settings in DATA\MISSIONS\pilots_population.ini - make 'em 0 and hey presto continuous fire. I'd say you probably already knew that.

Your concern looks to be a targeting issue - the gun can't see the target (CEGun::CanSeeTargetObject), so it doesn't fire; players don't really have that problem, since they shoot at the cursor. I think it'd take a plugin to make configurable, but if you want to experiment with seeing everything: common.dll, 038590, 83EC345356->B001C20400.

Posted on: 2020/3/13 6:34
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Re: Fixing broken behaviour with NPC gunfire
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NPCs do use MUZZLE_CONE_ANGLE. It looks like each gun has a timing delay. I'll try and track down where it comes from tomorrow, but for now here's how to disable it, so NPCs continuously fire all available guns: common.dll, 08ADD7, 07->00.

Posted on: 2020/3/12 14:04
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Re: [Release] Basic FL Save Editor
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Here's a version that works with decrypted files.

Attach file:


zip FLSaveEditor2.zip Size: 39.49 KB; Hits: 363

Posted on: 2020/3/10 3:02
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Re: Singleplayer savegame editor
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It's not encrypted, just open it in your preferred editor. Neither of the editors work with decrypted files; I could make FLSaveEditor work, not sure about SSE (but there's no need).

Posted on: 2020/3/10 2:24
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Re: Singleplayer savegame editor
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Post it so I can have a look (downloading the mod will have to wait till tomorrow, when my data resets).

Posted on: 2020/3/9 0:10
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Re: Singleplayer savegame editor
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I just tried on my virtual 10 (still on 7) and it worked fine (although I did have to open twice for the file to appear).

Posted on: 2020/3/8 7:10
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