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There are currently 41 users playing Freelancer on 40 servers.
January. 27, 2020
The Starport Forum Index > All Posts (Gold_Sear)

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Re: Adoxa's "Territory" and "Zone" plugins
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In my mod the Galileo System is not independent but devided as shown in the image (the blue circles are dark matter clouds, and the red line is the interterritorial border).

So when you enter from the Shikoku gate you're in Kusari, and when you enter from the Colorado gate you're in Liberty.

If this is the case, in any system (even if it's crossed by multiple interterritorial borders), would it be possible to expand the territory plugin, or somehow different, to show a message when you enter another territory within the system?

Attach file:



jpg  Galileo_territory.jpg (29.38 KB)
45768_5559f9cd4b7dd.jpg 480X570 px

Posted on: 2015/5/18 15:50
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Re: Dev's Limit Breaking 101 Techniques
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Quote:

JONG wrote:
Quote:

-NPC behavior-
Code:
content.dll, c4c01, 500f, min distance from player position at spawn moment that an NPC patrol with arrival = cruise will fly to when spawned ~Gold_Sear
content.dll, c4c06, 2000f, max distance from player position at spawn moment that an NPC patrol with arrival = cruise will fly to when spawned ~Gold_Sear

A little explanation: When an NPC patrol with arrival = cruise is spawned, it will cruise to a position before dropping out of cruise and start patrolling at normal speed. These are the min and max distances from the position the player was when the patrol was spawned, the patrol will fly to before dropping out of cruise.


About this, may you can explain more?thanks for your kind.


Encounters have a certain 'arrival' as one of the props (you can see that in encounter files in the MISSIONS\ENCOUNTERS folder). They can launch from base, from docking ring, appear in tradelanes, drop out of jump holes or jump gates, or arrive in cruise. This last arrival is called 'cruise'. It works as follows. A patrol is spawned within max spawn range from the player. The game 'remembers' the position the player was the moment the patrol is spawned. After spawn, the patrol will fly to a certain position in cruise before dropping out of cruise. That position is always between above values away from the position the player had when the patrol was spawned (except when the patrol drops out of cruise to engage enemies). After dropping out of cruise, the patrol starts patrolling at normal engine speed.

Posted on: 2015/2/27 14:52
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Re: Dev's Limit Breaking 101 Techniques
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Quote:

w0dk4 wrote:
posted this back on the temp. TLR, might be useful to some:

Quote:
Found the respawn time after any solar object will regain full health once destroyed:
0x85530 in server.dll (v1.1): 60.0 double float (= 60 seconds)


I never really understood why this function was added in MP anyway (not in SP). If you just add a death_fuse to a weapons platform, it will blow up anyway, even in MP.

Found some new offsets:

-NPC behavior-
Code:
content.dll, c4c01, 500f, min distance from player position at spawn moment that an NPC patrol with arrival = cruise will fly to when spawned ~Gold_Sear, M0tah
content.dll, c4c06, 2000f, max distance from player position at spawn moment that an NPC patrol with arrival = cruise will fly to when spawned ~Gold_Sear, M0tah

A little explanation: When an NPC patrol with arrival = cruise is spawned, it will cruise to a position before dropping out of cruise and start patrolling at normal speed. These are the min and max distances from the position the player was when the patrol was spawned, the patrol will fly to before dropping out of cruise.

-Reputation-
Code:
content.dll, 114310, gd_bh_grp, in freetime between missions 4, 5, 6 and 7 buying a ship will set your rep with the Bounty Hunters to -0.2; either change the nickname or write it over with 00's (do NOT change the length of the DLL!) ~Gold_Sear


-Cruise/tradelane-
Code:
common.dll, 7630c, 0.8f, multiplier for min cruise speed in formation (escort) ~Gold_Sear
common.dll, 13df88, 0.5d, multiplier for min cruise speed in formation (leader, note: if this value is much smaller than value above, as by default, flying in formation is impossible when the leader is waiting for an escort) ~Gold_Sear
common.dll, 1407a0, 1.2f, multiplier for max cruise speed in formation (escort) ~Gold_Sear
common.dll, 18b5cc, 300f, cruise speed; always overruled by CRUISING_SPEED in constants.ini ~Gold_Sear
common.dll, 18b5d0, 5f, cruise acceleration time; always overruled by CRUISE_ACCEL_TIME in constants.ini ~Gold_Sear
common.dll, 18b5d4, 3f, cruise drag; always overruled by CRUISE_DRAG in constants.ini ~Gold_Sear

Note: The max cruise speed multiplier in formation does work, but I don't know how it is related to Cannon's formation catch up multiplier.
EDIT: now I do know.

-HUD: Ship Brackets-
Code:
Freelancer.exe, 1d8ee8, 10f, multiplier for size of non-targeted ship brackets, depending on the distance (10 for almost no change, 5 for very small ship brackets at distances > 1000m) ~Gold_Sear
Freelancer.exe, 1d8f08, 0.3f, time in seconds that brackets around selected ships (and waypoints) take to become full-size ~Gold_Sear


-HUD: other-
Code:
Freelancer.exe, 1d8d08, 1500f, distance over which non-selected arrows of enemies, mission-critical friendlies and players on the edge of the screen start fading (note: this is the same offset as adoxa's max trade initiate distance) ~Gold_Sear
Freelancer.exe, 212434, 2500f, scanner range (optionally modified by interference) under which the scanner only shows contacts within that range (in other words, if the scanner range is under this value, solars will not show up on your contact list unless within scanner range) ~Gold_Sear
Freelancer.exe, 1c8da4, 600f, multiplier for size of fonts for some things defined in fonts.ini (such as contacts/weapons list, instead of using this hack, you could also change 'fixed height' values in fonts.ini) ~Gold_Sear

Posted on: 2015/1/18 16:28
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Re: Dev's Limit Breaking 101 Techniques
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I found some offsets (mostly by adoxa) that I couldn't find on the list.

#128 ( page 9 )
Code:
Freelancer.exe, d5984, 7e -> eb, remove speed display limit of 999 (shows tradelane speed) ~unknown


#720 ( page 48 )
Code:
server.dll, 231bf, -350f, jump gate/hole z-axis entry point adjustment ~adoxa
server.dll, 876c0, 500d, jump gate/hole x-&y-axis entry point adjustment ~adoxa


#327 ( page 22 )
Code:
common.dll, 460a9, 07, power-based multiplier for max distance from the center of the system (x-axis) static asteroids will be spawned (07 = 131k, 08 = 262k, 09 = 524k, etc.) ~adoxa
common.dll, 460af, 07, power-based multiplier for max distance from the center of the system (z-axis) static asteroids will be spawned (07 = 131k, 08 = 262k, 09 = 524k, etc.) ~adoxa


#472 ( page 32 )
Code:
common.dll, 258eb, 8b4c24086a0151 -> 6a016a01909090, always enable collisions, ~adoxa


#799 ( page 54 )
Code:
content.dll, a94d4, 04 -> 39, disable money-based rank ~adoxa


#833 ( page 56 )
Code:
Freelancer.exe, b7b85, 0f, degrees to continuously rotate ship preview around x axis ~adoxa
Freelancer.exe, b7b90, 0f, degrees to continuously rotate ship preview around y axis ~adoxa
Freelancer.exe, b7b98, 0f, degrees to continuously rotate ship preview around z axis ~adoxa
Freelancer.exe, 1855c0, 74 -> eb, scale ship to fill the preview ~adoxa
Freelancer.exe, b8efa, 162.851f, initial degrees of ship preview around x axis ~adoxa
Freelancer.exe, b8f02, -71.6442f, initial degrees of ship preview around y axis ~adoxa
Freelancer.exe, b8f0a, 0f, initial degrees of ship preview around z axis ~adoxa


#739 ( page 50 )
Code:
FLServer.exe, 8b70, 81 -> c3, don't run dxdiag on crash ~adoxa, Helloween


#169 ( page 12 )
Code:
Freelancer.exe, 1d954c, 0.0004f, reciproke of brackets drawn distance ~adoxa


#844 ( page 57 )
Code:
Freelancer.exe, 974c9, 0.005f, width of system connection line ~adoxa
Freelancer.exe, 97501, 00, red component of system connection line ~adoxa
Freelancer.exe, 97506, 40, green component of system connection line ~adoxa
Freelancer.exe, 9750b, 80, blue component of system connection line ~adoxa
Freelancer.exe, 97510, ff, alpha component of system connection line ~adoxa

By the way, are the offsets for the waypointed (purple) system connection lines also known (adoxa)?

#870 ( page 58 )
Code:
Freelancer.exe, 967cd, 3c -> a0, allow all positions on Universe map (visible region roughly -2.4,-2.7 to 17.3,17) ~adoxa


#846 ( page 57 )
Code:
Freelancer.exe, 915f4, 2000i, size range of universe map stars ~adoxa
Freelancer.exe, 91605, 3000i, min size of universe map stars ~adoxa
Freelancer.exe, 916f2, 03c2c1f80f -> b80i000000, color of universe map stars (i=0-6 for RGBCMYW) ~adoxa
Freelancer.exe, 916fe, 8403 -> 0000, prevent universe map stars from pulsing (part 1) ~adoxa
Freelancer.exe, 9173a, c18f08 -> 83c8ff, prevent universe map stars from pulsing (part 2) ~adoxa
Freelancer.exe, a1727, d8642410 -> 90909090, prevent universe map stars from blinking ~adoxa


I would suggest the list to contain another section under HUD named NavMap (could be useful for adoxa's offsets in #844, #870 and #846). You think that's a good idea, fox?

Posted on: 2015/1/18 15:10
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Re: Dev's Limit Breaking 101 Techniques
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Quote:

Vital wrote:
Yeah, heard this many times before...... was asking in a desperate hope.....
There was once an idea to create a system with multiple centres...

(59, #877)
What exactly was the idea then? In that case the positions of zones and objects would have this kind of format:

pos = x, y, z, A

in which A is a center of the system, could be any name.
Another problem, how would the map look like?

Instead of making huge systems, you could also make your ships very small (I don't recall if you have to change the size of the pilot as well).

Another thing, what would it take to make the power_modifier function active again?

Posted on: 2015/1/18 13:40
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