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There are currently 100 users playing Freelancer on 41 servers.
September. 25, 2020
The Starport Forum Index > All Posts (Gold_Sear)

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Re: Changing Save game location?
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When playing different mods you have to have your saved games of your current active mod in the Singleplayer and Multiplayer folders (..\Accts\) and you have to move your other saved games to another folder (FLMM automatically does this in subfolders of the Singleplayer and Multiplayer folders).

Posted on: 2016/9/9 18:04
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Information about Trade Routes
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Not entirely sure whether this is the right location for this topic, but I think it is.

A while ago I removed 'reputation' entries from settled planets because enemy NPCs started attacking them (and got blowed up by the atmosphere death zone), very weird... But... when I select a planet that has a 'base' entry but not a 'reputation' entry it shows something like 'New York System, Sector 4D'. This is because FL always picks the bottom row of the text in the 'target window' to show when an object with a 'base' entry is selected.

Some testing on Planet Pittsburgh:
* Removed the 'base' entry from planet, but then, when landed on the planet, the correct info on the F9 info screen is not displayed (nor in space).
Now comes the interesting part...
* Added the 'base' entry to the docking ring and replaced the info with the planet info, however now Planet Pittsburgh doesn't show up on the Trade Routes (neither commodity trader nor inventory screen).
* Changing the type in solararch.ini from DOCKING_RING to STATION didn't help.
* However, changing the ids_name of the docking ring to match Pittsburgh's strid_name in universe.ini surprisingly MADE THE TRADE ROUTE INFORMATION RE-APPEAR!
* Changing STATION back to DOCKING_RING again didn't have any effect.
Conclusion: Apparently, for a base to show up on the Trade Routes, the object's ids_name that has the 'base = <base>' entry (the first one) in the system ini file must match the strid_name of the base in universe.ini.

But this isn't the end of the story... On Ryuku Base, this somehow doesn't work. Testing:
* Added an entry for the base in market_commodities.ini: no luck.
* Changed ids_name and strid_name to a custom name (still match): now it does show up!
* Removed entry from market_commodities.ini: still there.
* Last test: changed the custom name to "Ryuku Base" (but IDS number is different): still there.
Conclusion: There are IDS numbers (of which 196764) that are hardcoded to not show up on the Trade Routes list.

Posted on: 2016/9/7 21:27
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Re: Dev's Limit Breaking 101 Techniques
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Gauge colors (by adoxa):
Code:
color of power bar (blue,green,red,alpha)  Freelancer.exe  0D57AC  5E A1 A7 FF  ~adoxa
color of shield bar (blue,green,red,alpha)  Freelancer.exe  0D5843  B5 3D 3E FF  ~adoxa
color of hull bar (blue,green,red,alpha)  Freelancer.exe  0D588D  33 2A 78 FF  ~adoxa

Posted on: 2016/9/2 15:14
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Re: Disable PlayerEnemyClamp and other Questions/Requests regarding AI
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@Schmackbolzen: added your request to the first post (you should correct me if you mean something else).
Currently I'm learning some basics about assembly code, so maybe that helps

Posted on: 2016/8/24 14:43
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Re: NPC jumpgate docking problems(fighters), HpDockmounts questions
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This is the offset that fixes the problem under 5k:
Code:
 200f common.dll 06C00D = increase this to enable large formations to dock with jumpgate ~M0tah

Posted on: 2016/8/17 19:32
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Re: Dev's Limit Breaking 101 Techniques
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@fox: updated post #918 and updated wiki

Quote:
foxUnit01 wrote:
I kept the formation catch up multipliers separate as they do actually control two distinct behaviors (one of them affects trail if e.g. chasing a target in cruise, though I forget which).

Now properly indexed.

EDIT: M0tah fixed this problem (at least partially) - indexed.

Posted on: 2016/8/17 12:40
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Re: Dev's Limit Breaking 101 Techniques
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Quote:

J.R. wrote:
Is this for SinglePlayer only?
And if not... whats the effect of each of these two inits?

Greetings
J.R.


It's also for MP (see the code section of this post). However, in SP it wasn't as easy to control, that's why I asked adoxa's help.
About what it does... I explained that here - these are problems I still like to be seen fixed/possible in FL.

Hope it helps,
Gold_Sear

Posted on: 2016/8/10 18:04
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Re: Dev's Limit Breaking 101 Techniques
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@adoxa: works like a charm Thanks once again adoxa!

EDIT: updated to wiki

@foxUnit01: looks like you updated the wiki, thanks! Hope you don't mind I fixed a few bugs?

Posted on: 2016/8/9 16:38
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Re: Dev's Limit Breaking 101 Techniques
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adoxa, sorry to respond so late mate, my holiday has just ended...

Quote:
Free time must use something else, since this is only read during a mission.


You just hit it in the head. The problem is, PlayerEnemyClamp is not stored in your saved game (is it?), so it gets reset to its default value (which is always read) every time FL launches. But it can only be edited when a mission script is active. Thus, when you load game in freetime, PlayerEnemyClamp cannot be modified.

Greetz,
Gold_Sear

PS: common.dll 18658D "set_player_enemy_clamp"
Is this used somewhere?

Posted on: 2016/8/8 13:58
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Re: Dev's Limit Breaking 101 Techniques
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Quote:

adoxa wrote:
You can find the default for both values of Act_PlayerEnemyClamp at content.dll 02CB44; to make that the maximum and have a 0 minimum (untested):

Code:
02CB48    89460C894610->83660C009090
02CB54    8BC65EC20400909090->8946108BC65EC20400

(If you're using NoCD, you may have something other than those last three 90s.)

Free time must use something else, since this is only read during a mission.

Hmm, doesn't work for me :/... PlayerEnemyClamp still 2,2, must be read somewhere...

Do you know where the freetime offsets are (if any)? And how to set them to 0,max?

Thanks for the effort mate... greetz
Gold_Sear

Posted on: 2016/7/27 10:34
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Re: Dev's Limit Breaking 101 Techniques
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Hmm, that's odd.
Well, then those values (the edited ones via scripting) must be stored somewhere else (maybe the RAM, since I cannot find them in any files), since when FL exits, they are reset to their default 2,2.

I want them set to 0,999 (foxUnit01 already accomplished this in MP, but not SP) by default, because that makes the way NPCs target things more naturally.

@adoxa: you tested them in a mission, but does it make a difference when you test in freetime, when no mission script is active? Thanks for looking mate

Greetz,
Gold_Sear

EDIT: would you mind to give me the offsets?

Posted on: 2016/7/25 13:25
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Re: Dev's Limit Breaking 101 Techniques
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hi all,

Does anyone know the offsets for the min/max values of
Code:
Act_PlayerEnemyClamp = 2, 2

? (I guess that are them)

If not, adoxa maybe you can find them?

Greetz,
Gold_Sear

Posted on: 2016/7/24 11:52
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Re: Single player - Next mission requirements
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Aha that's how rankdiff.ini works... Thanks for pointing that out adoxa

Posted on: 2016/7/22 17:02
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Re: Single player - Next mission requirements
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Quote:

Gold_Sear wrote:
Sorry to bump an old topic.
Are the levels the player reaches themselves (i.e the moments you level up in the story, so begin and end of a mission) also hardcoded or can I find them in rankdiff.ini?


The reason I'm asking is that I'm trying to fix the difference in levels between player and NPCs, which seems to be 2 to 1 roughly. But anyway, thanks adoxa (all hail!)

Posted on: 2016/7/21 20:34
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Re: Dev's Limit Breaking 101 Techniques
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Quote:

foxUnit01 wrote:
Code:

Act_PlayerEnemyClamp = 0, 999
Act_GCSClamp = false


Posted on: 2016/7/20 17:31
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