Coding

no description available
202 Topics 1.7k Posts
  • Npc cap ships question.

    Locked
    4
    0 Votes
    4 Posts
    6k Views

    Between 200 and 400 m is quite close, I’m not sure vanila caps also could fire in that range. Well, to rule it out check vanila caps in that range.
    You wrote they have z = ±360° rotation that’s ok but which weapon axis has value of 1.00000? Usually “y” axis has.[d] What are the values of the orientation (x,y,z)?[/d]

    I suggest to take a screenie of the turret’s cmp and upload to have a look at the values.

  • Light Intensity

    Locked
    28
    0 Votes
    28 Posts
    22k Views

    Hmmm….

    So what is it you want to know that we can try to help with?

  • Flashing billboards

    Locked
    30
    0 Votes
    30 Posts
    24k Views

    Just thought I’d toss a vid up to show how this method looks in-game, and clarify to some of those wondering if this is a “sliding” type of animation. As you can see, it is not 🙂
    Again, sorry for the crap texture re-do. Just wanted to give a semi-accurate implementation.
    http://vimeo.com/moogaloop.swf?clip_id=25173778

  • Higher rank missions

    Locked
    22
    0 Votes
    22 Posts
    27k Views

    There is an internal weighted vector which is used to determine how many ships should occur. This only goes up to 8, so adding more entries to NpcRank won’t do you much good. The weighting is at 11CC58 in content.dll (SP first, then MP; 0 & 1 are both 0):

    Ships SP MP 2 3 2 3 9 3 4 6 9 5 2 6 6 1 4 7 1 2 8 1 1 ```This weighting ends up determining which rank will be selected for the job. Here's a patch to allow for 31 ships:

    content.dll 0F8A4B 58CCFB->00CBFC = use 30-float array at 12CB08 (created manually!) for SP ship weighting vector ~adoxa
    content.dll 0F8A54 7CCCFB->80CBFC = use 30-float array at 12CB88 (created manually!) for MP ship weighting vector ~adoxa

  • NPCs violating cardinal rule of driving…

    Locked
    9
    0 Votes
    9 Posts
    10k Views

    Thanks much. I’m testing now.
    I did actually add an NPC to the bar. Good to know I don’t have to.

    R

  • LUA and Runninglights: problems

    Locked
    10
    0 Votes
    10 Posts
    11k Views

    This comes from Dev’s work on ToW. We just adopted all his stuff so don’t ask me how it all works 😄

    This is from our freelancer.ini

    [Error] ;EMAURER these four should remain as set. ;log = fl-client-errors.log, 65540 ; alert all asserts log = fl-client-errors.log, -1 ; alert all errors (SEV_ERROR=1) ;EMAURER comment out lines below to vary the amount of output spew. log = $Text, 65536, 5 ; 65536 means 'don't care' about kind value. ; 5 refers to TRACE_LEVEL_5\. means report all messages ; with severity of 5 or less. lower the number, more severe ; the message. WARNINGS are at level 2\. reduce for less spew. ;log = $Text, 'I' ; incoming packet transmission ;log = $Text, 'O' ; outgoing packet transmission ;log = $Text, 'i' ; instance creation related messages (mass, MOI, equip) ;log = $Text, 'r' ; significant attitude/reputation events (show results of AdjustAttitude calls) ;log = $Text, 'a' ; detailed info regarding loading/unloading of archetypes. log = $Text, 'c' ; report server-side events sent to contollers log = $Text, 'm' ; mission-generated messages log = $Text, 's' ; log second thread activity ;log = $Text, 'f' ; report file opens/closes ;log = $Text, 'e' ; explosion/fuse messages log = $Text, 'd' ; damage messages log = $Text, 'A' ; reload console command messages ;---------------------------- ; Error explanation ; ; log = where to display log message, kind of msg, severity of msg ; where: [no default] ; $window = popup dialog ; $text = debugger window ; filename = any filename ; kind: [default = -1] ; -1 // all kinds, distinguish display based on severity. ; ERR_RENDER ='R', // Render Pipeline ; ERR_NETWORK ='n', // SERVER.DLL ; ERR_WARN ='w', // minor general problems ; ERR_SPINST ='i', // instance creation messages ; ERR_REP ='r', // log significant attitude/reputation events ; ERR_ARCH ='a', // log unloads of archetypes. ; ERR_CTRL ='c', // log server-side events sent to contollers ; ERR_MISN ='m', // mission-generated messages ; ERR_ASYNC ='s', // log second thread activity ; ERR_FILEIO ='f', // print File open/close ; ERR_ASSERT = 65540 // asserts ; severity: [ default = all severities ] ; the lower the number the more severe ; SEV_FATAL = 0 // Unrecoverable errors ; SEV_ERROR = 1 // Recoverable errors ; SEV_WARNING = 2 // Conditions which may indicate a problem, but are handled ; SEV_NOTICE = 3 // Useful messages that are in release builds. ; SEV_TRACE_1 = 4 // Information useful for debugging or determining program flow ; SEV_TRACE_2..n = 5..n // Higher traces levels indicate more verbose information
  • Shrouded worlds problem

    Locked
    22
    0 Votes
    22 Posts
    23k Views

    I guess it would be because RIP (rest in peace) is a nice thing to say, whilst curse his name is not. Could be considered a contradiction.

  • Enable Weapons in Cruise?

    Locked
    13
    0 Votes
    13 Posts
    13k Views

    ummm, strange, i have applied the 1.1 patch o_O

    So i will applied it again, and test it again.

    Thanks for having spend time with me.

    I think i will install it again cause vista may not replace the old file with the 1.1 files due to the admin rights 😕

  • Gf_neutronstar

    Locked
    16
    0 Votes
    16 Posts
    17k Views

    yes, the pbubble has to be rised as well as the ALEs LOD curve. probably there is an offset defining the overall maximum visibility range of effects. have a look at the limit breaking 101 wiki page, it is sure found already.

  • Wreck Rotation

    Locked
    8
    0 Votes
    8 Posts
    9k Views
    common.dll 0E79BD 03->02 = planets (and more) keep on spinning ~adoxa ```That will definitely keep the planets spinning (but you still need the other one), but I'm not sure if it will have an adverse effect on anything else.
  • Headlights

    Locked
    7
    0 Votes
    7 Posts
    7k Views

    Fine, then i won’t bother again… Jeez

  • Minable Asteroids

    Locked
    6
    0 Votes
    6 Posts
    8k Views

    There is way to do this as you want… It’s simple… The Galaxy mod and SWWT use this option and it works fine.

    You must define NPC as asteroid. Also you need faction for asteroids and shield that is indestructible by normal weapons, but miner arm(gun/turret) yes… You must add weapon type to all weapons in your mod to function this…

    The next step is encounter file. Is good to make new shipclass for your asteroids, but it’s not necessary.

    The NPC asteroid need engine with very slow speed(1, 0) and also you need to remove voise and names from faction(it’s strange… speaking asteroid with name Lt. Aaron Young).

    I suppose you can make you own loadout, shield, ship and encounter file…

    That’s all what i want to write to this topic and sorry for my english i’m still learning…

  • 0 Votes
    6 Posts
    9k Views

    Has anyone played with the rankdiff.ini values and found out what they do exactly?

    Not the quick easy obvious answer please! 😎

    Yes, it effects the number of NPC ships in “x” lvl difficulty of mission.

    You can totally jack up the linear progression of difficulty in your missions up if you do not have a methodical way of assigning each number. This linear progression of difficulty is also dependent upon the npc loadout setup for each npc rank. As reference, I’d suggest looking at the way I’ve set up the npc loadouts and then look at the way I’ve adjusted the NPCRanktoDiff.ini in the SWWT mod.

    Note: I’ve seen no more than 8 ships per wave attack at once, and no less than 3. I tried to get solo battleships to spawn (using the D20-D25 ranks) but can only get them to spawn in groups of 3. I was going to experiment adding more entries to obtain more ships per wave but never got around to it. IF you do decide to do this, please let me know the results.

  • 0 Votes
    17 Posts
    21k Views

    I think that actually makes sense. I’m gonna bookmark this thread.

    Thanks Adoxa (All hail adoxa, may he live forever)

  • 0 Votes
    5 Posts
    7k Views

    The point was the opposite - to use two zones to mask one another, as in the mineable asteroid zone inside the bigger clear zone has no enemy ships.

    But when the player tries to leave the ship-free zone with his minerals, he can be attacked no matter which direction he tries to leave the zone!

    See?

  • Make bribe cost more cash

    Locked
    9
    0 Votes
    9 Posts
    10k Views

    StarTrader wrote:
    Thanks RimShot.

    This would set all rep recovery to 0.9 each time it’s used, right?

    So a player would lose his affiliation to his current faction if he bribes another faction?

    As RimShot says. If you affiliated with a faction, you will not lost your affiliation. But if you are Freelancer, you will affiliated with the faction you just bribed.

    And by the way, i tried to set the number less than 0.65, but this lead re-bribe bug.

  • Fix - Nomad Texture Errors

    Locked
    4
    0 Votes
    4 Posts
    9k Views

    sorry for bumping an old topic. just found something totally weird. how do you like this?

    the model is based on the no_fighter.3db. while this is a cmp with a root groups and six others. only the root group (while even only the surface as it is the first mat referenced) and attached equipment (to all groups) is visible. all materials (except for shield and thruster models’) are “Nomad surface” and “Nomad frame” referenced absolutely correctly. the flspew gives error messages that the game could not find materials with the utf id’s 4202511463 (“Nomad frame”) and 4075106055 (“Nomad surface”).

    oh and btw: once i point the groups to regular materials (e.g. by making the material_library the no_fighter.3db) they all appear, so its not a mistake in the cmp file structure.

  • 0 Votes
    1 Posts
    6k Views
    No one has replied
  • Destructable solar battleships

    Locked
    19
    0 Votes
    19 Posts
    16k Views

    OK now it looks like this:
    every players file will grow with one
    [StoryInfo]
    ship_bought = true
    debug = 0
    entry per login/dock.

    The trick with using the “activator” just once for every restart works.

    To prevent new players accepting by whatever mission 13, I set in the mpnewcharacter.fl just:

    [StoryInfo]
    ship_bought = true
    Mission = No_Mission
    MissionNum = 0
    delta_worth = -1.000000
    debug = 0

    Seems to work.

    And if I want to spawn objects in other systems I need for every system a extra Scriptstart-Character?

  • Unknown Jump Gate string

    Locked
    6
    0 Votes
    6 Posts
    7k Views

    I may as well mention FRC again, which has all the resources in plain text.