@josbyte I’ve amended both of these offsets in the wiki. 8381a
was actually already present as I had this when we had a file generator write ‘nan’ into the price field, so it’s any sort of invalid value here. Have updated it to make it clear that 0 isn’t an option for prices!
Wiki Contributor
Has contributed towards the Knowledgebase
Posts
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@Squ1dly Version will always say 1.0. 1.1 does not change the visible version number.
If you’re invincible take a look at PerfOptions.ini in My Games/Freelancer and see if DIFFICULTY_SCALE is set to 0.00. it needs to be set at 1.00 to take damage.
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Had a bit of thought about this and I’m not sure there is a way to specifically lock the fov inside a cockpit. Have you tried offsetting the cockpit models forward a bit to try and reveal more of them?
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Thanks guys, very much appreciated!
@SWAT_OP-R8R: This is really helpful. thanks! I think we basically are on the same page. And yes, you will need to adapt the light bulb sizes for some fake lights. I already started to do this in our mod.
The automatic exposure definitely needs some more tuning and increased transition time was also feedback I got from other players.
Regarding the asteroid field lighting issues: Yes, a video would be very helpful. I also got a report from testing with Discovery mod which also has problems in some fields. There is some bug I was able to mostly fix, but it is still there in some places: Distant dynamic asteroids can quickly appear and disappear when e.g. you rotate the view quickly. -
@josbyte Added to the wiki, thanks for the addition
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I finished version 1.1 beta 1: Download
Preview image:
Example video: Link
This version got a lot larger than originally planned. The renderer now supports clustered shading which allows for thousands of point lights. I plan to extend this for spot lights as well in the future. Note that performance will degrade the more lights have overlapping ranges.
I also added the option to replace those fake lights from FL with real point lights and a much better glow effect using real sphere geometry and PBR bloom. The range of such a point light is three times the glow size. The size of the sphere is the bulb size. You can find those values in DATA\EQUIPMENT\light_equip.ini.
Additionally I implemented automatic camera exposure (was needed, because the scenes are now darker because of all the other fixes). This is an early version and probably will need some more improvements. But it is quite usable already.
There have been many internal changes (more reversed stuff, optimizations and bug fixes, some rewrites (I even wrote test cases for verification (!)), etc.), which will be very helpful for future versions. For that reason I decided to increase the version number to 1.1.
Because of all the changes the graphics again look a lot better than before (you should notice it especially when comparing with older versions).
As always I am looking forward to your feedback
List of changes:
- Added clustered shading which allows thousands of point lights (will hopefully be extended to spot lights later on)
- Added option to replace fake lights from FL with real point lights
- Added much better glow effect when replacing fake lights with real lights using sphere geometry and PBR bloom
- Added automatic camera exposure (early version for testing)
- Added the option to use precise SRGB colour conversion which improves colours a lot (for transparency this is now always enabled since it caused wrong colours)
- Special lights e.g. from explosions etc. are now recognized and will be used automatically
- Many internal changes which will be helping a lot in future versions (e.g. used material types etc. are now known)
- When using glass materials without textures glass PBR settings are now applied automatically
- Improved appearance of light scattering
- Light range is now more similar to original FL light range (was too bright previously)
- Various optimizations and bug fixes
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@Venemon Can’t stay away huh? Thanks for the contributions, I’ve added these to the crash offsets page.
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The list:
HUD
Miscellaneous
Missions
NPCs
Reputation
Server Operation
Systems
Turret View and Mouse
Visibility
Visual EffectsHaving gone over this category list and checking offsets within each page against the json, we seem to be done! I added a few extras from Visibility, and need to comb recent activity in this thread to make sure there’s nothing new I’ve missed, but we’re nearly ready to do a category/accuracy pass and retire the old page I think!
I’m tracking issues with a few offsets here: https://github.com/TheStarport/StarportDocusaurus/issues/12 so if there’s any that need adjustment/investigation and it’s not a straightforward fix, please add to the issue
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@Venemon I think with these adding an adjustment to the post with a disclaimer saying that these crash and recommending the alternative offset might be the way to go, as these addresses are potentially useful for additional reverse engineering!
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@josbyte,@adoxa: added your offset to the payload and to KraftFragment;
@Venemon : added your offsets to the payload and KraftFragment, with the exception of #7, which was already found by adoxa in 2010.
goes off testing the new patches
Crash Offsets
How to get Vanilla Freelancer running in 2024 (no cd)
Cockpit questions
Release: Advanced Renderer v. 1.1 beta 1
Crash Offsets
Release: Advanced Renderer v. 1.1 beta 1
Crash Offsets
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques