• Rules, disclaimers, news it’s all in here!

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    39 Posts

    Regarding the SVN problem: My suggestion is to start the SVN server, check each repo out with git SVN brigde (e.g. Tortoisegit has it integrated right into the clone dialog) and then upload it as a git repo. You can have the full history from SVN this way. You just need to do this correctly. I have some SVN repos checked out as git repo just before it got shut down this way. But not all of them.

  • Discussion not limited to Freelancer-related topics.

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    82 Posts

    It’s been some time but as far I remember the Cockpit models store fov for x+y and a z near and z far offset.
    That should be enough to achieve this stuff.

  • Modding discussion, support and showcasing.

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    48 Posts

    Josbyte, could you make a tutorial on how you go about using this feature or at least how you use it?

  • For tool-related and client/server plugin development discussion.

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    2k Posts

    Glad to help. another one i just had with random missions

    1aa9f

    It is already on the list as something related to server stuff, but this also happpens when, for example in my case, you are missing m13.ini file on a open sp. This offset has a bunch of causes but in general it is “Freelancer function that has the task to control the player status on missions had a problem , could be that it doesn’t know if the next mission is a story mission or keep the player doing random missions, or it mistakenly thinks the player is on a story mission when it isn’t”

    You guys can word that better than me, hope it helps.

  • A read-only archive of the old Xoops forums. If you’d like a topic to be moved from the archive into the live forums, please let us know.

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    I encountered this same issue as the other thread with the same name and resolved to try to figure out the cause.

    Original Thread (2016):
    https://the-starport.com/forums/topic/5790/lag-spikes-server-and-client-on-same-machine

    Similar Thread (2010):
    https://the-starport.com/forums/topic/2600/odd-lag-running-fl-and-server-on-same-machine

    To bring others up to speed (again), the issue only occurs when running Freelancer on the same machine that you’re running FLServer. There are frequent stutters that result in the imagine freezing and the mouse unable to move. This is very disruptive, particularly in combat. It does not affect clients connecting to FLServer from a different machine.

    The only thing I could come up with is that 0 Ping causes problems with sync. FLServer is not fast enough for 0 ping and the client will pause waiting for data from the server; particularly NPC spawns. I guessed this might be the problem based on my very crude knowledge of MP programming in Unity. MP coding, due to latency, is like trying to predict the future and to rubber band everyone back in place.

    The fix? Introduce lag/latency.

    There is a utility used to introduce artificial lag to Localhost (ie. 127.0.0.1 loopback) called Clumsy. Running it with a Lag of 125ms causes a return time of ~500ms according to the server selector. This in turn creates a buffer for FLServer to get “ahead” of the client.

    While this did not eliminate all pauses, it did eliminate the majority of them. From multiple times a minute, sometimes back-to-back, to only an occasional one every ~5 minutes for me.

    I hope that someone else can test this and see if it also works for them. There may also be better utilities to accomplish this. I don’t know what effect this will have on other clients, but if you’re playing alone on a server you’re running at least it will minimize the freezing.