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There are currently 54 users playing Freelancer on 41 servers.
November. 18, 2019
The Starport Forum Index > All Posts (Huor)

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HkSaveChar
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Ahoy again.

I thought HkSaveChar can be used to save the character onto the disk and that would include its current state. But i witnessed HkSaveChar does not save the players position in space.

Whenever i call that and then shut down flhook and restart the player is again docked at the last station.

So is that by purpose or do i something wrong and is there a way to save the players state - also if he is in space?

Posted on: 2013/10/22 19:51
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Beam from Base to Base...
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I am trying to beam a ship from one base to another. Unfortunate right now that is only working if the player is in space, but not when he is docked at a station or planet.

So i tried to look what flhook logs, when somone leaves a base and enters a base. So i tried to call these functions from the code, but it doesnt seem to work.

Server.LocationExit (oldroomid, clientid)
Server.BaseExit (oldstationid, clientid)
Server.BaseEnter (newstationid, clientid)
Server.LocationEnter (newroomid, clientid)

I even tried with ForceLand and CharacterSelect, but nothing seems to work. So my question is: Has anyone ever tried this and could point me to the correct handling?

As usual thanks in advance.

Posted on: 2013/9/21 12:46
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Re: FLHook SVN discussion
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Just to come back to topic. Its something i am currently stumbled.
In some of the function calls FlHook uses a variable argument list to handle multiple arguments. However such a variable argument list must be started with

va_start ()

call. So far so good, but to clean the stack it is required to have the

va_end ()

as well, which i searched for, is missing in every call. I am not sure what happens if its left, but i learned that both should be used together. Whether i am not sure if thats important - i corrected it now in my version.

Posted on: 2013/7/25 19:48
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Re: Effects showroom!
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guess metal should look like metal, unless its more an alien raw material. i would remove those hightmaps. Bases and ship hulls looking like "Streuselkuchen" dont really look nice and i dont think menkind would ever produce something like this ;D

But so far the approach of something like this on your engine is good.

Posted on: 2013/7/10 23:23
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Re: FLHook SVN discussion
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Quote:

FriendlyFire wrote:
...Huor, you don't have a Forge account just yet, but if you do make one I can add you too.


Now i remember i already have an account - dunno since months, but it does not let me in. Yesterday i tried again but it refuses - even with a new password. So there is something wrong. Maybe someone might have a look into this?!

Thanks in advance.

Posted on: 2013/6/4 18:01
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Debugging FlHook
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Ahoy,

when i am going to debug the FlHook i usually start the flserver from VisualStudio, so i can interrupt into the early stages if necessary. However doing so i even see the log from flserver be plotted to the debug view. Although i have an attach break if debugging i dont use it. Dont like to navigate through the menu to choose the process to attach.

However looking to the debug view of Visual Studio i see those following first chance exceptions:

Code:

The thread 'Win32 Thread' (0xcfc) has exited with code 0 (0x0).
First-chance exception at 0x754ec41f in flserver.exe: Microsoft C++ exception: char at memory location 0x043ce600..
First-chance exception at 0x754ec41f in flserver.exe: Microsoft C++ exception: char at memory location 0x043ce618..


and a lot more. So just out of curiosity - has anyone an idea what might cause this first chance exception? I looked at both addresses mentioned but it 0 and 24 (char) in both cases. But no idea what they are used for.

Its not really a problem - i am just curious why my debug view is filled with nearly 2000 of these lines all pointing to the addresses mentioned.

Thanks in advance.



Posted on: 2013/5/21 21:31
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Re: Windows 7 problem
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you can use dependencywalker and load the freelancer.exe file into it. just to make sure you have all dlls that are required.

Posted on: 2013/5/12 23:52
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Re: FLHook SVN discussion
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Well sizeof can be used for char, for wchar its better to use _countof. wsclen is just the length of the string but not the size of the buffer that holds these strings

And this is not only for Cannons plugin, that is also in the base FlHook version and in some other plugins too

Posted on: 2013/5/12 23:50
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Re: FLHook SVN discussion
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Just wanted to mention that this stack corruption is also in the DefenseModule

And in swprintf routines its better to call _countof instead of sizeof. sizeof returns the wrong value for wide character strings and the possibility of memory corruption might occur too.

Posted on: 2013/5/12 22:36
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Re: Need some opinions.
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Large ship textures are only useful if you are close to the object to see the texture detail. The more far you are then the texture is replaced by its low res model and its low res texture, which are often very different from the highres textures and models.

I tried this once and dont have made good results and considered it for the amount of such low res models not very useful. And just showing the high res parts are making the models kinda flickering from distant point of view. Very uncommon to look at for my feeling

Posted on: 2013/2/19 20:37
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Re: Theoretical scenario - Civilian, Navy, and Pirate issues
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Actually we have the real intention to make it. Just sayin

Posted on: 2013/2/13 0:01
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Re: Original Freelancer Models - Normal/Specular Maps
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paint.net has some plugins that are free to use and give good results for the maps itself. Tryied it once myself but wasnt sure how to apply them to the texture file - so i cancelled it and assigned it directly to the texture

Posted on: 2013/2/1 21:38
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Re: [Freelancer Coding News]Dramatic Graphic Improvements for Freelancer!
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Sometimes its good if you dont need to wait. It gives you more freedom

Furthermore i dont understand why everyone is waiting for it. Even if it would be released its not that all of the graphics are converted automatically. I think you need to add a bunch of work to get all the different textures ready to show the different mappings, add effects and and and...

Finally i think a release is ready when all the work is done. And the team wants to release it. Dunno but this question always reappears like a boomerang once in a while

Posted on: 2012/12/18 21:32
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Re: Former aimbot source
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I am interested to see the code, just to have a possible workaround for our server environment. So if you please could PM me the code or a link to download it.

Thanks in advance!

Posted on: 2012/12/11 20:49
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Re: FL Texture Pak
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has anyone an example of the used textures in game? I browsed through nearly all textures being used for the different factions and cannot find anything similar looking. I mean by its structure. Hence i am wondering where i could use those textures.

Just asking, so bear with me


Posted on: 2012/11/29 19:40
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