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There are currently 58 users playing Freelancer on 37 servers.
May. 7, 2021
The Starport Forum Index > All Posts (Vital)

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Re: Hack request: stop fuse damage from not triggering ship_fuse when ship is destroyed.
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Quote:

Timmy51m wrote:
Weapons and such have explosion resistance entries in weap_equip don't they? Perhaps that's why they don't go boom from normal explosions.


That's not the case, it seems like fuse damage does not percepted by the hull as other types of damage(explosion and hits). didn't try collision.

Posted on: 2012/8/15 8:15
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Re: A couple questions about editing / modifying vanilla FL
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Quote:

Timmy51m wrote:
Ah, but an x-wing can destroy a death star can it not?


It seems to me you still haven't seen a battleship. It does not look like a death star, battleship is not a death star.

And it has no such week points.
Though actually fighter can destroy battleship - it only will take VERY much luck and time...

Posted on: 2012/8/15 8:08
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Hack request: stop fuse damage from not triggering ship_fuse when ship is destroyed.
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OK this is gonna be tricky one I guess.

If you set some fuse to trigger damage(for example when a station or a ship explodes), and this fuse kills a ship(maybe also some solar), the death fuse of the ship will not be played.
And all the equipment mounted on your ship gets destroyed even if your ship has less hitpoints than mounted equipment, even if damage was sufficient to destroy only the ship hull, not the equipment.


An example of what I am talking about:

You fly sabre, have only 1000(one thousand) hp left, and have unharmed level 9 guns mounted(about 6752 hp),you and others destroy some cruiser, but you don't manage to get far enough before it explodes and it deals 1500 hp damage to you... you are intended to tumble for 1 second and loose your guns and cargo as loot that may or may not be destroyed by the explosion of your ship(as your ship's fuse states) but... this is simply not happening - you die instantly and so do your guns and equipment. In the same situation if you die not from the fuse damage(set in fuse.ini), but from the explosion(I mean "[explosion]", say from explosions.ini) in the same situation that deals the same amount of damage - everything goes as it should.


Using explosions for ship explosions has some drawbacks, so using fuses is more precise, that's why using explosion doesn't suit in my case.


So, anyway to make explosion damage trigger normal ship fuses?

Also if yo add impulse to explosion, it will only effect npcs, not playes.

Posted on: 2012/8/14 21:17
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Re: A couple questions about editing / modifying vanilla FL
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Quote:

robocop wrote:
...fighter pilots are already whining about the fact that they can't beat a battleship one on one...




WTF?? Fighter can't beat a battleship one on one? You don't say!

Robocop, tell them to shut up and gather some 6-10 fighter and some torps, maybe then...

That's how I see it.

Posted on: 2012/8/13 23:41
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Re: Crash Offsets
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Thaddeus,

so I updated my JFLP from 1.20 to 1.21, tested with 88Flak FLHook(for long time, guess no less than 150 - 200 landings and launches in a row) and had no CTDs so far.

Will inform if I find out anything else.

Posted on: 2012/8/11 19:08
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Re: Crash Offsets
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Quote:

Thaddeus wrote:
Thanks, when I run client and server on the same machine I dont get this problem. So I did a file by file comparsion and found an updated .sur file that wasnt matched on server. Re-syncing the files seems to have alleviated the problem, it still happens but back to being random again.

Forgive my ignorance but what program do I need to debug this



Could you tell me please what this file was?

I run server and client on the same machine, but through a
LAN(if the LAN is disconnected, you can't connect to the server) for better test porpouses, and it appears to be quite random as you said. However, no this issue under FLHook 2.0



Posted on: 2012/8/10 18:19
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Re: Effects showroom!
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I love Jeider's videos

Posted on: 2012/8/6 22:05
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Re: Freelancer 2 (?)
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Freelancer: Mad Hunter's SOUL mod ---> try too google this.

So who is that guy??


Posted on: 2012/8/5 13:04
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Re: Crash Offsets
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Quote:

adoxa wrote:
Seems to be related to the HUD - made any changes to DATA\INTERFACE\hud.ini?


Added opacity to some hud using utf editor, this actually presents in some hud already, that's the only thing.

BTW, I had JFLP 1.20. Updated to 1.21 and didn't notice any crashes with FLHook 2.0, didn't test with 88Flak FLHook.

Posted on: 2012/7/31 23:30
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Re: A couple questions about editing / modifying vanilla FL
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So I guess I cleared things up a bit here(I am right??) eh??

Posted on: 2012/7/29 19:47
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Re: A couple questions about editing / modifying vanilla FL
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Wait-wait guys. Afaik hitpoints of the collision group do not influence hull.
Say if you have hull of 10000, and 4 collision groups of 2500, you'll still have to hit 10000 hull points to destroy hull.

Ofcourse, the following facts MATTER:

if collision group has root_helth_proxy = true line, then all the damage got by collision_group is transfered to hull. Say if you hit collision group to 1500(took of 1000 hit_pts), your hull will have 9000 hit_pts left).
If all the collision groups will be hit by missile explosion that deals 2500 and more damage, those hit_pts will also apply to hull, that means it will deal 2500*4 = 10000 hull damage and the ship gets destroyed.
If collision_group has(in this case) hit_pts of 10000 and more, destroying it will destroy the ship, as it will deal 10000 or more dmage to hull.
The above will not happen if root_health_proxy = false.

If your collision_group has a fuse attached with destroy_root = true line, no matter what other parameters(including hit_pts and root_health_proxy) suggest, it will destroy the hull after destruction.

Collisio_group hitpoints are also influenced by constants.ini(hitpoints scale of player collision_groups adjustment).

?



Posted on: 2012/7/29 10:22
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Re: Crash Offsets
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Yeah, btw, will the crash persist without FLHook??

Posted on: 2012/7/28 18:22
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Re: Crash Offsets
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Quote:

Thaddeus wrote:
Getting a reasonably consistant ctd on freelancer.exe at offset 0x00149e35

multiple characters, always at launch to space. Only change in the mod has been updating the jflp.dll to the new ver. 1.21. Restored jflp back to version 1.2 with same results, I now have less than 50/50 chance of getting into space without crashing.

Any ideas? I know there is a thread on this offset, but it doesn't draw any real conclusions and the idea of deleting all character files on the off chance that it might work would not go down well



This topic:
topic

What I found: the crash seems to be random.

After I uninstalled FLHook 1.6.9(88Flak FLHook) and changed it to FLHook 2.0 ---> NO CRASHES.

I use 1.21 JFLP by Jason Hood.

So the reason in my case seems to be 88Flak FLHook?!

Hope this helps.

Posted on: 2012/7/28 12:36
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Re: So I started messing around in Unity
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Wait... he is not going to make freelancer2?!

Posted on: 2012/7/22 14:58
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Re: So I started messing around in Unity
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Keep it up!!!!

Posted on: 2012/7/13 7:28
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