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

    10 Topics
    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.

    16 Topics
    79 Posts

    That worked out. Thanks a lot.

  • Modding discussion, support and showcasing.

    12 Topics
    47 Posts

    I found a solution to create hitboxes for stuff without having to do it manually, except for small details you can do by hand.

    This thing is called convex hull V-HACD, it is a method that scans the 3d object and makes a bunch of convex hulls covering it.

    https://github.com/andyp123/blender_vhacd

    Here are a example, hope it helps everyone.

    ATTENTION: for the script to work, you need to have this addon on your Blender as it uses it https://extensions.blender.org/add-ons/web3d-x3d-vrml2-format/

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

    12 Topics
    2k Posts

    I did a short test and it is indeed a big improvement over the last version.
    The replace fake lights is really nice and adds much more detail to the game. There seem to be a few minor issues that I notices (such as dock lights being way too big and some other lights on the contrary even disappearing) but I guess that is a matter of what settings the lights use. I am a bit short on time lately but will take a close look at later.´
    The clustered shading itself is extremely good compared to the previous version. Lights and reflections fit much better now. Just the fake light replacement in some cases feels a bit strange… but like I said… probably just a matter of creating correct settings for it.

    The SRGB color Conversation looks perfect the way it is. Much more realistic.

    The automatic camera exposure indeed helps with the darker scenes, especially on some decks and bars. In some cases it maybe felt a bit too bright already but maybe I just simply got used to the darker look.
    A problem maybe is the exposure in space when it switches from bright to dark environment. e.g. when looking at a bright planet surface/atmosphere and then tilting the ship away to a dark starsphere.
    The exposure transition is too abrupt and feels a bit disturbing (almost buggy). Maybe a longer fade time would help here.

    Also during my test I stumbled over a some very weird lighting issues in an asteroid field. I am not sure if this is new in 1.1 beta 1 or if this existed before. I’ll make a video next week so you can see what I mean. Maybe something that needs to be fixed, maybe just simple something that needs to be changed on my end.

  • 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.

    5k Topics
    57k Posts

    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.