Help and Request

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  • Starspheres

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    Can’t say I have heard this before but it would be interesting to see.

  • Portable FL?

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    Well, yes, when I activate the ID it does get written to the registry… but that doesn’t mean I can’t take the ID that was originally on there and put it back when I’m done 😄

  • Removing the level cap in SP ?

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    Yep… FLHack is groovy 😄 if your just playing stock FL… its even groovyer

    Ignore the “false positive” if you get it… I’ve scanned it with a few different AV’s… it trully is a “false possitive” & nothing to worry about.

  • SUR Exporter v1.3

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    You are right, it looks like 2 sur files in one.

  • Engine trails

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    thx for that … and a last question … is there a library or sth like that who can say my the names of all textures. And also can i preview it … testing all textures take a long time i think

    I mean this part of the ANL:

    BasicApp_TexName = small-flare ; 0x119EE9C6 295627206

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    Think I got it, but you gotta be kidding me. Nebulas can only be:

    shape = ELLIPSOID

    Is this right?

  • Need some help with homepage/html

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    Bas check this link it explains all HTML codes and helped me through every prob i ever had.
    They also offer CSS and some javascribt tutorials.

  • Wanted: Sur file specialist

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    I’m also looking for a sur file specialist.

    If anyone is interessted in making some decent sur files for some of our animated ships please contact me via pm or at www.flnu.net

  • Slash Commands Not Working After a Rename

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    I haven’t noticed any rename oddities, but I am also using a patched version of the 1.5.5 rename.

    The two major changes I made were to save the character before the rename and to use flnew instead of new to allocate memory for the character names (this fixes FLServer crashing upon shutdown).

    For those interested:

    HK_ERROR HkRename(wstring wscCharname, wstring wscNewCharname, bool bOnlyDelete) { HkSaveChar(wscCharname); //Fixes weird rename behavior HK_GET_CLIENTID(iClientID, wscCharname); if((iClientID == -1) && !HkGetAccountByCharname(wscCharname)) return HKE_CHAR_DOES_NOT_EXIST; if(!bOnlyDelete && HkGetAccountByCharname(wscNewCharname)) return HKE_CHARNAME_ALREADY_EXISTS; if(!bOnlyDelete && (wscNewCharname.length() > 23)) return HKE_CHARNAME_TOO_LONG; if(!bOnlyDelete && !wscNewCharname.length()) return HKE_CHARNAME_TOO_SHORT; CAccount *acc; wstring wscOldCharname; if(iClientID != -1) { acc = Players.FindAccountFromClientID(iClientID); wscOldCharname = Players.GetActiveCharacterName(iClientID); } else { wscOldCharname = wscCharname; acc = HkGetAccountByCharname(wscCharname); } wstring wscAccountDirname; if(!HKHKSUCCESS(HkGetAccountDirName(acc, wscAccountDirname)) || !wscAccountDirname.length())//Could not get account dir name return HKE_COULD_NOT_GET_PATH; wstring wscNewFilename; if(!bOnlyDelete && (!HKHKSUCCESS(HkGetCharFileName(wscNewCharname, wscNewFilename)) || !wscNewFilename.length()))//Could not get filename of new char return HKE_COULD_NOT_GET_PATH; wstring wscOldFilename; if(!HKHKSUCCESS(HkGetCharFileName(wscOldCharname, wscOldFilename)) || !wscOldFilename.length()) return HKE_COULD_NOT_GET_PATH; string scNewCharfilePath = scAcctPath + wstos(wscAccountDirname) + "\\" + wstos(wscNewFilename) + ".fl"; string scOldCharfilePath = scAcctPath + wstos(wscAccountDirname) + "\\" + wstos(wscOldFilename) + ".fl"; if(!bOnlyDelete) { if(!flc_decode(scOldCharfilePath.c_str(), scNewCharfilePath.c_str())) { // file wasn't encoded, thus simply rename it DeleteFile(scNewCharfilePath.c_str()); // just to get sure... CopyFile(scOldCharfilePath.c_str(), scNewCharfilePath.c_str(), FALSE); } } // delete old character flstr *str = CreateWString(wscOldCharname.c_str()); HkLockAccountAccess(acc, true); // also kicks player on this account bool bRet = Players.DeleteCharacterFromName(*str); HkUnlockAccountAccess(acc); FreeWString(str); DeleteFile(scOldCharfilePath.c_str()); // doesn't delete when previously renamed, dunno why if(bOnlyDelete) return HKE_OK; // only delete char, thus we're finished wstring wscNewNameString = L""; for(uint i = 0; (i < wscNewCharname.length()); i++) { char cHiByte = wscNewCharname[i] >> 8; char cLoByte = wscNewCharname[i] & 0xFF; wchar_t wszBuf[8]; swprintf(wszBuf, L"%02X%02X", ((uint)cHiByte) & 0xFF, ((uint)cLoByte) & 0xFF); wscNewNameString += wszBuf; } IniWrite(scNewCharfilePath, "Player", "Name", wstos(wscNewNameString)); // we'll also need to add the new character into the flname searchtree in memory(which is usually build when // flserver starts). methods like FindAccountByCharacterName won't work else // insert into flname search tree struct TREENODE { TREENODE *pLeft; TREENODE *pParent; TREENODE *pRight; ulong l1; char *szFLName; uint lLength; ulong l2; // ?? CAccount *acc; }; char *pEBP; pEBP = (char*)&Players + 0x30; char *pEDI; memcpy(&pEDI, pEBP + 4, 4); TREENODE *leaf; memcpy(&leaf, pEBP + 8, 4); // edi+4 is where the root node is TREENODE *node; memcpy(&node, pEDI + 4, 4); bool bLeft = true; TREENODE *lastparent = (TREENODE*)(pEDI + 4); while(node != leaf) { lastparent = node; int iRet = strcmp(node->szFLName, wstos(wscNewFilename + L".fl").c_str()); if(iRet >= 0) { // leftnode? node = node->pLeft; bLeft = true; } else { // rightnode? node = node->pRight; bLeft = false; } } // we need to use fl's new operator, else free might fail later when char gets deleted typedef void* (*_flnew)(unsigned int); _flnew flnew = (_flnew) SRV_ADDR(ADDR_FLNEW); TREENODE *tn = (TREENODE *)flnew(sizeof(TREENODE)); memset(tn, 0, sizeof(TREENODE)); tn->pLeft = leaf; tn->pParent = lastparent; tn->pRight = leaf; tn->szFLName = (char*)flnew(32); strcpy(tn->szFLName, wstos(wscNewFilename + L".fl").c_str()); tn->lLength = (uint)strlen(tn->szFLName); tn->l2 = 0x1F; // seems to be always 0x1F tn->acc = acc; if(bLeft) lastparent->pLeft = tn; else lastparent->pRight = tn; // increment character counter uint iNumberOfChars; memcpy(&iNumberOfChars, (char*)acc + 0x2C, 4); iNumberOfChars++; memcpy((char*)acc + 0x2C, &iNumberOfChars, 4); // finally we need to add the new char to the CAccount character list // else it will not be shown in the accounts list in the flserver window struct LISTNODE { LISTNODE *next; LISTNODE *prev; u_long l1; wchar_t *wszCharname; ulong lArray[32]; }; LISTNODE *lnHead; memcpy(&lnHead, (char*)acc + 0x28, 4); LISTNODE *lnCur = lnHead->next; while(lnCur->next != lnHead) lnCur = lnCur->next; LISTNODE *ln = (LISTNODE *)flnew(sizeof(LISTNODE)); ln->next = lnHead; ln->prev = lnCur; ln->wszCharname = (wchar_t*)flnew(sizeof(wchar_t) * 32); wcscpy(ln->wszCharname, wscNewCharname.c_str()); lnCur->next = ln; return HKE_OK; }[/i][/i]
  • Icon making tutorial

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    Isn’t that what F!R said?

  • Multiple HpFire on Missiles Bug

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    lol i take it thats a ‘no’ then >.<

  • Rheinland mod/map

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    No one has replied
  • Editing the camera for movies and stuff?

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  • Changing ship position

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    lea ecx, vVelocity push ecx push ship mov eax, 0x6D0D100

    It’s not velocity, but a far bigger structure:

    struct ShipProperties // or something { float mass; float linear_damping; Vector angular_damping; // angular_drag / rotation_inertia uint system; uint iDunno; // 2 uchar bDunno1; bool enable_collisions_r; char sDunno2[8]; // something to do with collision groups bool bDunno3; Vector rotation_intertia; }; ```The structure is initialised by a call to 6d0d000 (system is set to 0); the 100 call at least sets system and bDunno3.
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    Glad you like it.

  • I need some help to make a mod

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    First I think you need to ask if you are allowed to use the Discovery Mod on your server, by the people who made it? I don’t know.

    If you check the amount of servers running Discovery, you’ll see it’s a little unregulated - and they don’t mind you making your own server.

  • Milkshape texture help

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    Um I think i understod just 1/16th of that about the recoiling animation.

    Just to make it simple at first, I havea HUGE gun that I’m putting on a carrier that i’d liek to have recoail like the big planet bombardment cannons that was in the extended intro. I have a two group simple setup were there is a box, and then barrel groups.

    The massive weapons hard point is within the modle itself so if i can get the barrel group to recaoil backward into the box. I’ll have it made.

    As for looking for the recoil annimation I have no idea how to start, and the same for the nodes. I use milkshape, hardcmp, flmodeltool, and just started to use LithUnwrap for my sur files.

    So as you can tell i’m still a noob, but a nood that wishes to learn. I’ll look around and do a few searches once i get a working model of my carrier and its new weapons working. I’m taking a break from seeing it go nuclear on me and crashing. I think i have it now, but like awlays another problem rears its ugly head, or heads.

    Lonestar out…

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    I was trusting you already knew that, 'cos I’m not exactly sure myself. A starting point would be to grab FLEd - Thorn Decompiler to decode DATA\SCRIPTS\EXTRAS\player_fidget.thn. Replace one of the original scripts with one of the above and replace the .thn file (it’ll work fine with the text version). You may even be able to get away with doing it with Freelancer running - just enter another room.

  • System wide poly count

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    Pretty valid point really …

    I’ll stick to developing it myself, well, as far as I can anyways.

  • SP turned MP mod?

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    adoxa wrote:
    @Bas: It’s available for SP at any time, but it’s only available for MP if Hack starts the server. (BTW, I wrote that option way back in March, when I was on TLR. Here’s the link to all its options.)

    @HunterKiller: Ah, I see! So you don’t actually want MP at all, just the ability to have multiple ships in SP. Hm, I think there’s a way to do it, give me some time…

    That’ what I was talking about then suddenly, I got a dozen other replies and was getting confused trying to explain myself again. I’m on enough meds as is, I don’t need more to clear my head. :lol:

    If you can do it, let me know? I want to be able to switch chars without starting a saved game or new game to do so and/or be on line either.

    That is my explanation of what I thought SP into MP meant without being on a server.

    Thanks for realizing what I was talking about.

    HK