@Gold_Sear Sorry for the radio silence on this, I’ve been otherwise engaged! I’ve accepted your PR and fixed a few syntax issues with the merge. Hopefully will have some time this evening to make a push and finish off a few more sections.
administrators
Full site administrators
Posts
-
-
There was a typo in the new block that I merged, but I had 4 JSON linters all tell me everything is fine. Sometimes it annoys me how the trailing comma is ‘sometimes’ allowed. The auto-deployment failure was caused by a JS peer dependency resolving to the wrong version.
-
@Gold_Sear said in Dev's Limit Breaking 101 Techniques:
EDIT: the sync seems to be lost again: where did I make a typo?
Think it’s unrelated. Something broken with the auto-deployment. I will investigate.
-
Took a quick look, looked good, merged.
-
@Gold_Sear Accepted your PR! I’ll update my list of what’s done. Hoping to get a bit of work done on this today
-
@adoxa Thanks! I don’t suppose you have this set up running in the other direction too? (UTF -> XML) We’ve got a local script that converts things in the other direction for upload, but I’ve found for quite a few of the folks working on the mod, UTFXML simply won’t run properly when invoked via a script, and I think it’s a similar set of dependency issues.
-
I have refactored the V2 page to hopefully be a bit more usable. Please let me know if you encounter bugs or have any feedback about the new design.
-
The eventual fix for this, courtesy of @BC46 and @Aingar turned out to be a bit more complicated. Posting it here for visibility:
struct SrvGun { void* vtable; CELauncher* launcher; }; DWORD server; UINT projectilesPerFire; typedef bool (__fastcall HandlePlayerLauncherFire)(SrvGun *srvGun, PVOID _edx, Vector *vector); bool __fastcall HandlePlayerLauncherFire_Hook(SrvGun *srvGun, PVOID _edx, Vector *vector) { projectilesPerFire = srvGun->launcher->GetProjectilesPerFire(); return ((HandlePlayerLauncherFire*) (server + 0xD840))(srvGun, _edx, vector); } __declspec(naked) void SetProjectilesPerFire() { __asm { push 0x3F800000 push [projectilesPerFire] mov eax, [server] add eax, 0xD91A jmp eax } }
server = (DWORD) GetModuleHandleA("server.dll"); Hook(server + 0xD9A9, (DWORD) HandlePlayerLauncherFire_Hook, 5); Hook(server + 0xDC09, (DWORD) HandlePlayerLauncherFire_Hook, 5); Hook(server + 0xE009, (DWORD) HandlePlayerLauncherFire_Hook, 5); Hook(server + 0xD913, (DWORD) SetProjectilesPerFire, 5, true);
This also fixes some serverside issues with ammo counts saving incorrectly on client reconnect,
-
@Gold_Sear No worries! You need to escape the \ character in .json when it’s enclosed in quotes, otherwise it’s not read correctly! Tweaked your PR slightly here with an example: https://github.com/TheStarport/KnowledgeBase/commit/acfd904b0a79d26cdb5b72824703eca00b645ed1
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Freelancer XML Project in Github Workflows
Dev's Limit Breaking 101 Techniques
Vanilla Bug with Multiple Fire Hardpoint Weapons
Dev's Limit Breaking 101 Techniques
Vanilla Bug with Multiple Fire Hardpoint Weapons