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October. 26, 2020
The Starport Forum Index > All Posts (Kazinsal)

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Re: Chat off
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Jason's Freelancer Patch, created by our very own adoxa: http://adoxa.110mb.com/freelancer/index.html

Posted on: 2011/4/3 21:21
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Re: Request to delete account
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Bob: He's whinging because FF was like "watch what you say, it could come back to bite you in the ass" when DVD was all like "lol your mod sucks it's not flashy or anything" to some guy releasing a mod from way back in '07.

Posted on: 2011/4/2 20:08
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Re: Disable "repairing" from a death fuse
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That doesn't account for other factors, such as healing zones and repair guns.

Posted on: 2011/2/17 20:08
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Re: Preventing capital ship flipping?
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Sushi, man, I love you. Same goes for you, Skotty, and you too, CK256. You are all wonderful people.

We've been looking for this for a while. Thank you all for the help and the quick replies. I can't wait to get this implemented into Broken Bonds for the first capital ships we finish!

Thank you again,
--Troy

Posted on: 2011/2/16 20:55
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Preventing capital ship flipping?
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I know it's possible to prevent. I've seen it done. I've seen videos of it being done where, instead of flipping the cap, it merely pushes it upwards. I've even seen a video (can't find it again though) where it didn't even move the cap. It just sat there like a brick wall.

But what I can't find out is how this is done.

I have a feeling no one's going to tell me, though, cause it's a secret to everybody and all that, but it's worth a shot posting this thread, I think.

Any help would be appreciated.

Posted on: 2011/2/16 19:56
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Re: FLServer trying to parse Vanilla bases that don't exist
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Quote:

=Alex= wrote:
Probably a shot in the dark... But are you sure that you removed all the character files that are docked on those bases?


Tried that. Worked until the server restarted.

@Gisteron: It's not that.

EDIT: Solved. FLHook seems to screw the mod up. Must find a fix.

Posted on: 2010/7/12 20:47
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Re: FLServer trying to parse Vanilla bases that don't exist
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FLSpew has a lot of this for each base that's not in NY (since we removed everything Vanilla in Exodus save for NY for testing):

Code:
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Br01_01_base) failed. 
E:\FL\Scratch\Source\Common\BaseData.cpp(339) : *** WARNING: base name Br01_01_base is unknown in market data file ..\data\equipment\market_misc.ini 
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Br01_02_base) failed. 
E:\FL\Scratch\Source\Common\BaseData.cpp(339) : *** WARNING: base name Br01_02_base is unknown in market data file ..\data\equipment\market_misc.ini 
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Br01_03_base) failed. 
E:\FL\Scratch\Source\Common\BaseData.cpp(339) : *** WARNING: base name Br01_03_base is unknown in market data file ..\data\equipment\market_misc.ini 
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Br01_04_base) failed. 
E:\FL\Scratch\Source\Common\BaseData.cpp(339) : *** WARNING: base name Br01_04_base is unknown in market data file ..\data\equipment\market_misc.ini


and the stuff that goes over and over before crashing, for each base in Vanilla:

Code:
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Li02_06_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Li03_03_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Li04_04_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Li02_06_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Li03_03_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Li04_04_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Li02_06_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Li03_03_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Li04_04_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Li02_06_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Li03_03_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Li04_04_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Li02_01_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Li02_02_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Li02_03_Base) failed.
E:\FL\Scratch\Source\Common\Systems.cpp(3071) : *** WARNING: get_base(Li02_04_Base) failed.


And so forth, for each base, system, and house, over and over, until it finally stops, loads some green text in the console, and crashes.

Our UNIVERSE.INI has nothing but Li01 stuff, INTRO stuff, FP7_system stuff, and our system files and their stuff.

EDIT: There are no references to these bases in any files that I can find...

--Troy

Posted on: 2010/7/12 18:46
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FLServer trying to parse Vanilla bases that don't exist
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Hey guys.

We're trying to get an early build of Exodus onto a server for dev testing in MP, but FLServer keeps trying to load vanilla bases, and it's pissing me off, because after about 5 seconds of it, it just straight up crashes. Does anyone know why this is happening, and if so, how to stop it from reading Vanilla bases?

Thanks,
--Troy

Posted on: 2010/7/12 18:12
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Hack Request - Stop nav map from drawing suns
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Hi there!

For the Exodus mod, we're planning on using a bunch of systems to simulate sectors in a single large solar system (try saying that five times fast! )

What we've got is a sun that's extremely far out to simulate the sun in the starsphere, but we've noticed that even though it's 500-odd K from the centre of the map, there's still an extremely large sun point drawn in the corner of the nav map. Now, this is REALLY ugly, as it's stretched and the sun isn't even on the map, so we'd like to get rid of it. Does anyone have a hack that can do this?

Thank you,
--Troy

Posted on: 2010/7/12 3:05
FLHook programmer
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Hack Request - Vertical strafe binding hack
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Hi folks.

We at Exodus are restarting development soon, but I seem to be unable to find the hack that allows vertical strafe keys to be bound... Could someone please toss that my way?

Thanks a bunch,
--Troy

Posted on: 2010/7/8 7:17
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Re: The Big Huge Effects Pack!
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These effects are just so damn awesome, Why485. I wish we had them in Discovery. Though, they'd probably break my graphics card. And by break I mean the computer would light on fire.

--Troy

Posted on: 2010/7/5 10:55
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Freelancer Account ID Generator 2.0
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Hello, Starport!

I completely forgot about you guys, sorry. After previous versions of the generator being on DiscoveryGC's forums for some time, I finally remembered to post it here.

What this thread is about is the Freelancer Account ID Generator, aka FLKeyGen. FLKeyGen was originally written by Cannon (all hail) and thrown onto his Starport account a long time ago. After its rediscovery, I threw it into Visual C# and began expanding upon it, first with a method to save ADF files, then some help crap, and then command-line mode to save ADF files with new IDs silently. Then, after three hours of coding last night, I finished version 2.0. Huzzah!

The source code is public domain, but some thanks would be nice. Credit for the original generator goes to Cannon, and the new versions to me (Kazinsal).



Current version: 2.0 (File version 2.0.0.0)
Download link: Download FLKeyGen2.0.zip <--- Don't right-click and Save As.
MD5 hash: 4C33B800A1B3A575EB77BB6B61CD9DC7



Changes in version 2.0:

  • Added a menu bar
  • Added the ability to choose a FAM directory
  • Added a button to save a new account into FAM's Accounts.dat
  • FLKeyGen will auto-detect for a FAM directory and save its location if one is found
  • FLKeyGen will not let you save a blank text box to FAM's Accounts.dat or an ADF file



Have fun!

--Troy

Posted on: 2010/4/28 22:04
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Re: what type of value is this?
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The suffix i denotes an integer value. I believe it's a hexidecimal value from 0x00000000 to 0xFFFFFFFF in little-endian format. So the bytes for 99999i would be:
Code:
0F 69 18 00

if I am not mistaken. I haven't done any assembly in a while so I kinda forget the way little-endian works. Someone else can confirm if I'm right or completely off my rocker.

Cheers,
--Troy

Posted on: 2010/4/20 15:52
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Problem: Cruise Jump Drive
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Hey folks,

A couple of us are starting work on a new mod called Freelancer Exodus. In Exodus, there's no trade lanes, since it takes place in a different sector altogether. So we decided we'd build a "jump drive" using the cruise engine.

Now, we want to do it up so we can fire up the engine, the weapons power will drain to zero over a few seconds, and then the drive will cut out and drop you back to impulse. So I started working on it, but I've had no luck in getting it to work.

I've tried using cruise_power_drain = 375 to cause a 1500 unit power plant to drain over four seconds, but the power drains while charging and the ship will just stutter at high speeds instead of dropping out of cruise like we're trying to have it do. This is kind of problematic, as we don't want to have unlimited-time drives that run at 3000 m/s available on a multiplayer server because it's easily abusable. We also don't want to use FLHook, because then the drive won't work in OpenSP.

Does anyone have any idea what to do to get this working the way we want it to?

Cheers,
--Troy

Posted on: 2010/4/18 3:36
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Re: "I am a linux user, I am here" - game
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Dudes and dudettes.

I am a Linux user.

I use Xubuntu 9.04. I'm using such an old version simply because I haven't gotten around to grabbing 10.04 yet. I am the epitome of somewhat lazy. Well, I would be if I were lazy enough to not claim the title.

Tried Fedora, didn't like it. Tried OpenSUSE, didn't like it. Tried Debian, was just Ubuntu without the eye candy to me. Tried Kubuntu, but KDE made my eyes water.

--Troy

Posted on: 2010/4/17 7:21
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