Coding

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  • Traffic

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    Trainwiz wrote:
    I’ve done this, I find a good balance is usually to have the density for tradelanes and jumpgates/holes to be around 20, with the max battle size being 10, and around planets and bases 32 for density, and 16 for max battle size.

    The feeling is absolutely awesome.

    I might try that 😉

  • Patrol paths

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    Nice find. For fighters it still has to be patrolp_gov_patrol as obviously the one you found was for gunboats. Does it work though?

  • Ship Dealer

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    Thank you very much! 😛

  • Navmap hard codded names

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  • Moons circling

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    Wow this is gold.
    Thank you!

  • Ship Handling

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    Thanks that helped me a lot!

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    No one has replied
  • Native, or noramal, FL bugs

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    2. NPC’s don’t fire missiles in randommissions(only CDs)

    Setting missiles to auto_turret = true makes npc fire them in randommissions.

    Seems like they use their missile_block to do it, didn’t check it though.

    giving randommissions npcs and normal npcs diferent loadouts and there are no changes in the normal npc missile usage patterns(if there are any after you change auto_turret to true)

  • Tradelane_attack

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    An offset finally:

    d8aaf in content.dll v1.1 1400i distance from the disrupted tlr that tradelaneattackers are created
  • Any fix for these yet?

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    Thanks a lot!

  • Gun fire limit?

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    Like Midhunter I would not recommend putting more than 30 weapons on a ship because of the lag it may cause, especially 2 barrelled turrets and homing weapons.
    I originally put 30 turrets on battleships but reduced it down to 20 in order to keep the server running smoothly when 2 or more battleships are fighting.

  • NPC Formations in Missions

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    Forsaken wrote:
    Does anyone know what formation fighters used during missions?

    This was the correct answer.

  • Wplatforms that fire cd's

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    I think wplatform may fire cd only as ship but not as object

  • Bases

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    Thanks, That’s what I was looking for.

  • Missile Coding

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    hm……ok, thx for that great information

  • Debris

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    explosions.ini

  • Sandbox / Stripped Down

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    Fantastic, thanks again 😄

  • Coding Concepts

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    Awesome, I should be able to pick this up, but I would suggest trying to create a refence or guide to this, even if it is only basic, it might suggest the reason why not many have used it. With the proper documentation I think this program would go quite far.

    Not to mention the tools included with it.

    But, a lot of the statements for the use I will make out of it perhaps won’t require a lot of conditions, for example it would take longer to type nospace than it would to simply type a _

    If you get my meaning …

    But I do understand the power of it nonetheless 🙂

  • Tradelane spawning, faction_weight spawning.

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    Vital wrote:
    1st, question about faction_weight: is this the parameter that controls the color of the zone on political map??

    Don’t worry about faction_weight, it’s not used at all (the string “faction_weight” is not present in the exe or any of the DLLs).

  • Fix - get_zone(xx) failed

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    Probably easiest just to post the whole thing. This is part of my upcoming patch, hence the name (JFLP = Jason’s Freelancer Patch).

    /* jflp.c - Patch Freelancer to remove some FLSpew warnings. Jason Hood, 31 May, 2009. This patch removes the following spew warnings: * couldnt find material 163618903 Generated when a waypoint is selected. I was unable to fix it, so now I just remove the warning. * get_zone(N) failed Generated when a job sector has no name, which is quite frequently. * Disconnecting equipment with FATE_UNKNOWN, using FATE_DISAPPEAR Generated when a wreck drops its weapons. This is a bug in Freelancer.exe, since it doesn't detect the "fate_loot" type. * Used Hostile Pick Assistance Not sure exactly when this is generated (or even why), but it's something to do with targetting enemy fighters. 2 June, 2009: * replace the line number of the "Deform::start_aim" notice with the timestamp of the event (in milliseconds; it also replaces the string with "(null)", in order to fit the new code). Build (VC 6): rc jflp.rc cl /nologo /Fepath\to\freelancer\exe\jflp.dll jflp.c /link /dll /subsystem:windows /machine:ix86 jflp.res */ #define WIN32_LEAN_AND_MEAN #include <windows.h>void Patch_Common( void ) { #define ADDR_VERS10 (0x62c1485 - 0x6260000 + common) #define ADDR_FATE10 (0x6293727 - 0x6260000 + common) #define ADDR_ZONE10 (0x633c26c - 0x6260000 + common) #define ADDR_VERS11 (0x62c14e5 - 0x6260000 + common) #define ADDR_FATE11 (0x6293487 - 0x6260000 + common) #define ADDR_ZONE11 (0x633c34c - 0x6260000 + common) DWORD dummy; PBYTE addr_fate, addr_zone; PBYTE common = (PBYTE)GetModuleHandle( "common.dll" ); if (*(DWORD*)ADDR_VERS11 == 0x639F3CC) { addr_fate = ADDR_FATE11; addr_zone = ADDR_ZONE11; } else if (*(DWORD*)ADDR_VERS10 == 0x639F39C) { addr_fate = ADDR_FATE10; addr_zone = ADDR_ZONE10; } else return; // Change the fate test to below 3 is bad, below/equal 5 is good. VirtualProtect( addr_fate, 6, PAGE_EXECUTE_READWRITE, &dummy ); memcpy( addr_fate, "\x72\x05\x83\xf8\x05\x76", 6 ); // Skip the zone message altogether. VirtualProtect( addr_zone, 1, PAGE_EXECUTE_READWRITE, &dummy ); *addr_zone = 0x28; } __declspec(naked) void RendComp_Patch( void ) { __asm mov edx, [ebp] __asm cmp edx, 163618903 __asm lea eax, [esp+28] __asm ret } void Patch_RendComp( void ) { #define ADDR_MATERIAL (0x6c318be - 0x6c20000 + rendcomp) DWORD dummy; PBYTE rendcomp = (PBYTE)GetModuleHandle( "rendcomp.dll" ); if (*ADDR_MATERIAL == 0x8b) { // Add in a test for the ignored material. static BYTE code[] = { 0xE8,0x00,0x00,0x00,0x00, // call RendComp_Patch 0x74,0x2D, // jz skip_log 0x52 }; *(DWORD*)(code+1) = (PBYTE)RendComp_Patch - ADDR_MATERIAL - 5; VirtualProtect( ADDR_MATERIAL, sizeof(code), PAGE_EXECUTE_READWRITE, &dummy ); memcpy( ADDR_MATERIAL, code, sizeof(code) ); } } void Patch( void ) { #define ADDR_ASSIST (PBYTE)0x4ede00 #define ADDR_DEFORM (PBYTE)0x452648 DWORD dummy; if (*ADDR_ASSIST == 0x68) { // Skip the "Used Hostile Pick Assistance" message. VirtualProtect( ADDR_ASSIST, 2, PAGE_EXECUTE_READWRITE, &dummy ); (ADDR_ASSIST)[0] = 0xeb; (ADDR_ASSIST)[1] = 0x26; VirtualProtect( ADDR_DEFORM, 10, PAGE_EXECUTE_READWRITE, &dummy ); memcpy( ADDR_DEFORM, "\x6a\x00" // push 0 ;"(null)" "\x8b\x76\x04" // mov esi, [esi+4] "\xff\x76\x08" // push dword[esi+8] "\x90\x90", 10 ); // nop/nop } Patch_Common(); Patch_RendComp(); } BOOL WINAPI DllMain( HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved ) { if (fdwReason == DLL_PROCESS_ATTACH) Patch(); return TRUE; }</windows.h>