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There are currently 54 users playing Freelancer on 45 servers.
May. 28, 2020
The Starport Forum Index > All Posts (M0tah)

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Re: How to Make a Lan Game
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Ports don't need to be forwarded if playing over LAN/Hamachi - it's only when the server is behind a router and clients are accessing the server from the internet that ports need to be forwarded.

The only thing I can think of that might be causing this is either your or his firewall is blocking the traffic. Check that FLServer has permission to access the local network. If you are using ZoneAlarm, the Hamachi network adapter needs to be in the Trusted Zone in order to allow others to connect via it to FLServer. If you don't trust everyone in your Hamachi networks, it would be best to instead just add your brother's IP as a trusted IP.

Posted on: 2009/11/2 16:38
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Re: Editing posts broken
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Apparently this will happen with any post, whether it's the last post or the first post - see my plugin thread.

(No, I'm not apologizing for double posting.)

Posted on: 2009/11/2 8:36
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Editing posts broken
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Whenever I try to edit and save one of my posts it is deleted instead.

Steps to reproduce:
1. Reply to a topic.
2. Click "Edit" graphic at bottom of new post.
3. Click "Submit" on edit page.
4. Post mysteriously disappears, though post count still reflects having posted it and the last post in the topic shows as the new post.

Posted on: 2009/11/2 8:18
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Re: Dev's Limit Breaking 101 Techniques
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Unfortunately, every single HUD element has its own position, so simply shifting the weapons info pane, for example, requires finding and changing a lot of offsets. I did a little work on this and had a somewhat long-term plan of making an interface editor program to allow the elements to be graphically rearranged and the new positions saved, but I don't think that's likely to happen anytime soon.

Anyway, here's the incomplete list I compiled. All of the offsets are in freelancer.exe. The entries with ? at the end of the header means the offsets didn't work like I thought they would. The "new" column is the value that adjusts the control for widescreen. Hope it helps.
Code:
(Controls: offset, original, new)

-------- Weapon info background --------
X coordinate: 0xda9a4, 0.338699996471, 0.431699996471 (+0.093)
Y coordinate: 0xda9a9, -0.243, -0.243
Scale: 0xda9b1, -0.91, -0.91

-------- Weapon info background minimized ? --------
X coordinate: 0xdaa25, 0.410100013018, 0.503100013018
X coordinate (2): 0xdaa7d, 0.40000000596, 0.49300000596
Y coordinate: 0xdaa2d, -0.370000004768, -0.370000004768
Y coordinate (2): 0xdaa82, -0.370999991894, -0.370999991894
Scale: 0xdaa35, -1.0, -1.0

-------- Weapon info number --------
X coordinate: 0xdab83, 0.270000010729, 0.363000010729
Y coordinate: 0x1d876b,-0.199000000954, -0.199000000954
Button height: 0xdab5c, 1.69999990612e-002,1.69999990612e-002
Button width: 0xdab61, 1.9999999553e-002, 1.9999999553e-002

-------- Weapon info name --------
X coordinate: 0xdabf4, 0.287999987602, 0.380999987602
Y coordinate: 0x1d8750,-0.199, -0.199
Button height: 0xdabd7, 1.69999990612e-002,1.69999990612e-002
Button width: 0xdabd9, 0.165000006557, 0.165000006557

-------- Weapon info ammo --------
X coordinate: 0xdac2f, 0.458000004292, 0.551000004292
Button height: 0xdac50, 1.70000009239e-002,1.70000009239e-002
Button width: 0xdac55, 3.99999991059e-002,3.99999991059e-002

-------- Weapon info close --------
X coordinate: 0xdad15, 0.38299998641, 0.53649998641
Y coordinate: 0xdad1d, -0.307000011206, -0.307000011206
Scale: 0xdad25, -0.5, -0.5
Button width: 0xdacfd, 1.40000004321e-002,1.40000004321e-002
Button height: 0xdad05, 1.40000004321e-002,1.40000004321e-002

-------- Weapon info use nanobots ? --------
X coordinate: 0xdad85, 0.340999990702, 

-------- Weapon info scrollbar --------
X coordinate: 0xdaefc, 0.490000009537, 0.583000009537
Y coordinate: 0xdaf04, -0.233999997377, -0.233999997377
Scale: 0xdaf0c, -1.0, -1.0

-------- Main Menu Button Backgrounds --------
X coordinate: 0x174671,-0.330000013113
Y coordinate: 0x1e3210,0.155000001192

Posted on: 2009/11/2 8:15
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Re: Dev's Limit Breaking 101 Techniques
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Unfortunately, every single HUD element has its own position, so simply shifting the weapons info pane, for example, requires finding and changing a lot of offsets. I did a little work on this and had a somewhat long-term plan of making an interface editor program to allow the elements to be graphically rearranged and the new positions saved, but I don't think that's likely to happen anytime soon.

Anyway, here's the incomplete list I compiled. The entries with ? at the end of the header means the offsets didn't work like I thought they would. The "new" column is the value that adjusts the control for widescreen. Hope it helps.
Code:
(Controls: offset, original, new)

-------- Weapon info background --------
X coordinate: 0xda9a4, 0.338699996471, 0.431699996471 (+0.093)
Y coordinate: 0xda9a9, -0.243, -0.243
Scale: 0xda9b1, -0.91, -0.91

-------- Weapon info background minimized ? --------
X coordinate: 0xdaa25, 0.410100013018, 0.503100013018
X coordinate (2): 0xdaa7d, 0.40000000596, 0.49300000596
Y coordinate: 0xdaa2d, -0.370000004768, -0.370000004768
Y coordinate (2): 0xdaa82, -0.370999991894, -0.370999991894
Scale: 0xdaa35, -1.0, -1.0

-------- Weapon info number --------
X coordinate: 0xdab83, 0.270000010729, 0.363000010729
Y coordinate: 0x1d876b,-0.199000000954, -0.199000000954
Button height: 0xdab5c, 1.69999990612e-002,1.69999990612e-002
Button width: 0xdab61, 1.9999999553e-002, 1.9999999553e-002

-------- Weapon info name --------
X coordinate: 0xdabf4, 0.287999987602, 0.380999987602
Y coordinate: 0x1d8750,-0.199, -0.199
Button height: 0xdabd7, 1.69999990612e-002,1.69999990612e-002
Button width: 0xdabd9, 0.165000006557, 0.165000006557

-------- Weapon info ammo --------
X coordinate: 0xdac2f, 0.458000004292, 0.551000004292
Button height: 0xdac50, 1.70000009239e-002,1.70000009239e-002
Button width: 0xdac55, 3.99999991059e-002,3.99999991059e-002

-------- Weapon info close --------
X coordinate: 0xdad15, 0.38299998641, 0.53649998641
Y coordinate: 0xdad1d, -0.307000011206, -0.307000011206
Scale: 0xdad25, -0.5, -0.5
Button width: 0xdacfd, 1.40000004321e-002,1.40000004321e-002
Button height: 0xdad05, 1.40000004321e-002,1.40000004321e-002

-------- Weapon info use nanobots ? --------
X coordinate: 0xdad85, 0.340999990702, 

-------- Weapon info scrollbar --------
X coordinate: 0xdaefc, 0.490000009537, 0.583000009537
Y coordinate: 0xdaf04, -0.233999997377, -0.233999997377
Scale: 0xdaf0c, -1.0, -1.0

-------- Main Menu Button Backgrounds --------
X coordinate: 0x174671,-0.330000013113
Y coordinate: 0x1e3210,0.155000001192

Posted on: 2009/11/2 8:11
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Re: Dev's Limit Breaking 101 Techniques
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Unfortunately, every single HUD element has its own position, so simply shifting the weapons info pane, for example, requires finding and changing a lot of offsets. I did a little work on this and had a somewhat long-term plan of making an interface editor program to allow the elements to be graphically rearranged and the new positions saved, but I don't think that's likely to happen anytime soon.

Anyway, here's the incomplete list I compiled. The entries with ? at the end of the header means the offsets didn't work like I thought they would. The "new" column is the value that adjusts the control for widescreen. Hope it helps.
Code:
(Controls: offset, original, new)

-------- Weapon info background --------
X coordinate: 0xda9a4, 0.338699996471, 0.431699996471 (+0.093)
Y coordinate: 0xda9a9, -0.243, -0.243
Scale: 0xda9b1, -0.91, -0.91

-------- Weapon info background minimized ? --------
X coordinate: 0xdaa25, 0.410100013018, 0.503100013018
X coordinate (2): 0xdaa7d, 0.40000000596, 0.49300000596
Y coordinate: 0xdaa2d, -0.370000004768, -0.370000004768
Y coordinate (2): 0xdaa82, -0.370999991894, -0.370999991894
Scale: 0xdaa35, -1.0, -1.0

-------- Weapon info number --------
X coordinate: 0xdab83, 0.270000010729, 0.363000010729
Y coordinate: 0x1d876b,-0.199000000954, -0.199000000954
Button height: 0xdab5c, 1.69999990612e-002,1.69999990612e-002
Button width: 0xdab61, 1.9999999553e-002, 1.9999999553e-002

-------- Weapon info name --------
X coordinate: 0xdabf4, 0.287999987602, 0.380999987602
Y coordinate: 0x1d8750,-0.199, -0.199
Button height: 0xdabd7, 1.69999990612e-002,1.69999990612e-002
Button width: 0xdabd9, 0.165000006557, 0.165000006557

-------- Weapon info ammo --------
X coordinate: 0xdac2f, 0.458000004292, 0.551000004292
Button height: 0xdac50, 1.70000009239e-002,1.70000009239e-002
Button width: 0xdac55, 3.99999991059e-002,3.99999991059e-002

-------- Weapon info close --------
X coordinate: 0xdad15, 0.38299998641, 0.53649998641
Y coordinate: 0xdad1d, -0.307000011206, -0.307000011206
Scale: 0xdad25, -0.5, -0.5
Button width: 0xdacfd, 1.40000004321e-002,1.40000004321e-002
Button height: 0xdad05, 1.40000004321e-002,1.40000004321e-002

-------- Weapon info use nanobots ? --------
X coordinate: 0xdad85, 0.340999990702, 

-------- Weapon info scrollbar --------
X coordinate: 0xdaefc, 0.490000009537, 0.583000009537
Y coordinate: 0xdaf04, -0.233999997377, -0.233999997377
Scale: 0xdaf0c, -1.0, -1.0

-------- Main Menu Button Backgrounds --------
X coordinate: 0x174671,-0.330000013113
Y coordinate: 0x1e3210,0.155000001192

Posted on: 2009/11/2 8:10
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Re: Dev's Limit Breaking 101 Techniques
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Unfortunately, every single HUD element has it's own position, so simply shifting the weapons info pane, for example, requires finding and changing a lot of offsets. I did a little work on this and had a somewhat long-term plan of making an interface editor program to allow the elements to be graphically rearranged and the new positions saved, but I don't think that's likely to happen anytime soon.

Anyway, here's the incomplete list I compiled. The entries with ? at the end of the header means the offsets didn't work like I thought they would. The "new" column is the value that adjusts the control for widescreen. Hope it helps.
Code:
(Controls: offset, original, new)

-------- Weapon info background --------
X coordinate: 0xda9a4, 0.338699996471, 0.431699996471 (+0.093)
Y coordinate: 0xda9a9, -0.243, -0.243
Scale: 0xda9b1, -0.91, -0.91

-------- Weapon info background minimized ? --------
X coordinate: 0xdaa25, 0.410100013018, 0.503100013018
X coordinate (2): 0xdaa7d, 0.40000000596, 0.49300000596
Y coordinate: 0xdaa2d, -0.370000004768, -0.370000004768
Y coordinate (2): 0xdaa82, -0.370999991894, -0.370999991894
Scale: 0xdaa35, -1.0, -1.0

-------- Weapon info number --------
X coordinate: 0xdab83, 0.270000010729, 0.363000010729
Y coordinate: 0x1d876b,-0.199000000954, -0.199000000954
Button height: 0xdab5c, 1.69999990612e-002,1.69999990612e-002
Button width: 0xdab61, 1.9999999553e-002, 1.9999999553e-002

-------- Weapon info name --------
X coordinate: 0xdabf4, 0.287999987602, 0.380999987602
Y coordinate: 0x1d8750,-0.199, -0.199
Button height: 0xdabd7, 1.69999990612e-002,1.69999990612e-002
Button width: 0xdabd9, 0.165000006557, 0.165000006557

-------- Weapon info ammo --------
X coordinate: 0xdac2f, 0.458000004292, 0.551000004292
Button height: 0xdac50, 1.70000009239e-002,1.70000009239e-002
Button width: 0xdac55, 3.99999991059e-002,3.99999991059e-002

-------- Weapon info close --------
X coordinate: 0xdad15, 0.38299998641, 0.53649998641
Y coordinate: 0xdad1d, -0.307000011206, -0.307000011206
Scale: 0xdad25, -0.5, -0.5
Button width: 0xdacfd, 1.40000004321e-002,1.40000004321e-002
Button height: 0xdad05, 1.40000004321e-002,1.40000004321e-002

-------- Weapon info use nanobots ? --------
X coordinate: 0xdad85, 0.340999990702, 

-------- Weapon info scrollbar --------
X coordinate: 0xdaefc, 0.490000009537, 0.583000009537
Y coordinate: 0xdaf04, -0.233999997377, -0.233999997377
Scale: 0xdaf0c, -1.0, -1.0

-------- Main Menu Button Backgrounds --------
X coordinate: 0x174671,-0.330000013113
Y coordinate: 0x1e3210,0.155000001192

Posted on: 2009/11/2 8:07
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Re: Looking for FL hook Teacher.
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Sorry, but I'm currently way too busy to help you in that capacity. I can, however, give you some tips on starting off.

1. Get to know FLHook's source code structure. This may seem obvious, but it is especially important in FLHook's case since it does not have what you would call a "normal" structure. If you are planning on making plugins, study the available API and hooks. Many things can be implemented using the hooks already provided.
2. Start off simple. For example, create a command that allows players to slap other players (printing a universe message like "player1 has slapped player2 with a large trout!" via /slap <player> or /slap$ <clientid>. This will allow you to verify your knowledge of how FLHook works and work out anything you don't quite understand.
3. If you don't already know C/C++ *really well* (this includes calling conventions, what's happening behind the scenes, and other advanced topics) I would highly recommend learning more, as FLHook has to interface directly with FL's code, even when there isn't a published interface to do so.
4. Get to know FL's "public" API. This means the stuff in the FLCoreSDK. Unfortunately, there isn't any documentation for it, so you'll essentially have to figure it out on your own by looking at how it's called in FLHook. If you don't know what a function is doing, make a post/thread here and someone will probably know.

That's all I can think of right now, so I wish you good luck in your endeavor.

Posted on: 2009/10/29 23:49
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Re: Changing ship position
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Assuming you're using the following class definitions (taken from FLHook)
Code:
class Vector
{
public:
    float x,y,z;
};

class Matrix
{
public:
    float data[3][3];
};

you can change positions by multiplying the distance by the corresponding column in the Matrix.
Column 0 = x, 1 = y, and 2 = z.
For example, this will move the position 500 m forwards (from the perspective of the player).
Code:
Matrix orientation;
Vector position;
//Other code here...
position.x -= orientation.data[0][2] * 500;
position.y -= orientation.data[1][2] * 500;
position.z -= orientation.data[2][2] * 500;

Posted on: 2009/10/29 23:23
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Re: Visual Studio 2008
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Quote:
Cannon wrote:
I think there is a compatibility issue with the plugins compiled under 2003 and flhook under 2008. I haven't looked at this closely. I'm happy to recompile and release of all my plugins for 2008 in any case.
The compatibility issue is, I believe, because VC2008 considers wchar_t to be a built-in datatype while VC2003 doesn't. If you disable this in the project properties (C/C++ -> Language -> Treat wchar_t as Built-in Type) then the existing plugins compiled with VC2003 will probably work. And you won't have to explicitly cast unsigned short* to wchar_t*.

Posted on: 2009/10/17 23:32
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Re: Dev's Limit Breaking 101 Techniques
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Quote:

viper wrote:
with this Hack I always have an arrow rotating around my screen
And I'm not able anymore to klick on Ship to bring the focus on it
The arrow is your selection - FL can't display the selection brackets because they don't display on NON_TARGETABLE types (which is what FL is being tricked into thinking everything is). Just don't select anything until you need to dock and it'll be fine.

Posted on: 2009/10/17 8:28
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Re: Dev's Limit Breaking 101 Techniques
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Quote:

M0tah wrote:
Here's a nice one for those who take videos.
Code:
0x0F85->0x90E9 in freelancer.exe, 0xED5B9 = remove HUD elements on objects in space - includes text, brackets, targeting reticles, and missile warnings
Should do it for you.

Posted on: 2009/10/13 2:16
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Re: Destructible Universe Mod 1.02
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I was able to download it fine. I've attached it to this post in case you never heard back from Nym.

Attach file:


zip DestUni1.2.zip Size: 60.48 KB; Hits: 342

Posted on: 2009/10/12 22:37
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Re: Alcander's Freelimits
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Here's what you need for making engines sellable:
Code:
0x75->0xEB in freelancer.exe, 0x80942 = allow engines to be sold
(Take a look at Limit Breaking 101 if you're new to hex edits)

Also, if all you want to do is limit engines to a specific set of ships, you can do that using 88 Flak's FLHook with its InternalMountRestrictions feature. Note this is compatible with multiplayer only, though.

Posted on: 2009/9/28 2:45
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Re: Alcander's Freelimits
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Here's what you need for making engines sellable:
Code:
0x75->0xEB in freelancer.exe, 0x80942 = allow engines to be sold
(Take a look at Limit Breaking 101 if you're new to hex edits)

EDIT: Also, if all you want to do is limit engines to a specific set of ships, you can do that using 88 Flak's FLHook with its InternalMountRestrictions feature. Note this is compatible with multiplayer only, though.

Posted on: 2009/9/28 2:34
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