2.0.0 Plugins/KosAcid Projects/Plugin Ports
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Fixed BsDocking
Fixes problem with hash: http://the-starport.net/freelancer/forum/viewtopic.php?post_id=47581#forumpost47581
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Remake for last svn: https://sourceforge.net/projects/kosacid/files/FLHook Plugin 2.0.0.157/
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Nope, you just add FLHook.dll to your dacomsrv.ini like this:
[Libraries]
readfile.dll
engbase.dll
x86math.dll
rendcomp.dll
system.dll
Thorn.dll
DebugLib.dll
rp8.dll
shading.dll
FLHook.dll <–--Btw this version and its plugins are great, thanks for sharing them
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i have added this line to the ini file :
flsever launch up, but ni not flhook o_O
I had the flhookstart.exe of the 1.6.7 : error message saying that the entry point for _invalid_parameter_noinfo_noreturn is not found in msvcr100.dlldid i miss something ?
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Sorry for late answer: Yes, again here http://the-starport.net/freelancer/forum/viewtopic.php?post_id=47400#forumpost47400
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so, i reinstall vc redist and i use the dll provided in your link
Flhook 2.0.0.157 is running, condaata and tempban are running too but for the other plugins :
error : can’t load plugins <plugin names=“”>…… i 'm really a noob ^^
Our server is running Windows server 2003 R2 sp2 (pro / 32Bits)anything else ?</plugin>
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Thx for the link, but again :
With your latest files, server starts, but not the console, the window of the console don’t appear and with your previous files :
server OK
console OK (tempban and the second plugin in the folder) OK
other plugins i download on your starforge project : can’t load.I have reinstal VC, framework etc…, nothing
1.6.7 test 19 is OK, 1.6.1 too but 2.0.0 no, so i think there is a problem somewhere on my server configuration snif, but don’t know what …so thanks again for spending time in helping me
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My case!
Downloaded FLHook source before last modification (1 month ago).
Edited small change and recompiled it in VC10 with great help from HeIIoween to make it work.
In that time, the old v2.0 plugins downloaded which loads and works the way they are.
This is the setup that r present on server (WinXP SP3)!
Its not perfect - but works!After recent changes on the source of FLHook, compiling failed after downloading file by file that r marked as modified. So I think current plugins wont load (at least I think - didnt tested).
Troubles I have so far and that r maybe? corrected in new version are:
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Cloak dont work for all players (my ships cloaks and decloaks, to others cloaking effect is visible but after it they stay visible). Cloak.dll on client side is from old 1.6.0 FLHook plugin.
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For some unknown reason FLHook stopped filling Chat.log in logs folder.
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Adding the proxy_mobile_bases to the mod, on BS dock autobuy fails and visiting equipment dealer doesnt offer ammo to buy (hope its moding thing wrong - didnt much tested)
Even new plugins offer tremendous much options to play with so far I miss Playercontrols .chase & .pull commands to work trough systems (cose of that I removed Jumpeffects from mod xD), and maybe an option to remove docking message to players in space.
Even its in development and not finished yet, I want to share my experiences and hear does anyone else got it same?
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VC10 is unsupported as of now since it has resulted in undefined crashes. Also, the current FLHook source is incompatible with VC10, use VC9 for now.
We first need to find out why VC10 FLHook has problems before switching to it completely.
In any way, the FLHook on the forge is still a work in progress. However, I think that when compiled with VC9, it should be pretty much bug free.
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No, i have no problems even with vc10 and may share my working pack but better to compile under vc9 ofcourse because as W0dk4 said at the Forge - vc9 build is compatible with “old map/list stl for FL”
About cloak - do not use client libraries cloak.dll and dsace.dll together, or try to use only player control for cloaking - it has /cloak command too.
About VC - install vcredist_x86 even if you have x64 Windoze.
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Again, player control - dig it: SetCloak function at miscCmds.cpp
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Yeah sorry i mean for the client dll. How cloaking works is quite clear for me so far. But i want to change the behaviour of the clients. Because actually players can be cloaked by hooking. But if hooking is deactivated all players will remain cloaked - and i would like to reverse that effect.
Probably i should move that request to another subforum. If i would have the code for the client dll i could built it on my own…
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w0dk4 wrote:
VC10 is unsupported as of now since it has resulted in undefined crashes. Also, the current FLHook source is incompatible with VC10, use VC9 for now.We first need to find out why VC10 FLHook has problems before switching to it completely.
In any way, the FLHook on the forge is still a work in progress. However, I think that when compiled with VC9, it should be pretty much bug free.
Please allow me abreacting a little bit, because i just cost my 5hours to got and install VS2010Express
AhHHHHHHHHHHHHHhhHHHHHHHHHHHHHhhhhHHHHHHHHHHHHHHHHHHHHHHHHHHHHhhhhhhhHHHHahahhhhhhhhhhhhhhhhhaahhhhhhhhhhhhhhhhhhhhhhhhhhHHH
I think it’s done
I just reupdate codes from TSP forge, Revision 157, the readme.txt is really confused me, because it’s written “version: 1.6.2 plugin”, so it’s actually the FLHook 2.0 plugin version right?
So, can i use VS2009Express to compile it? because i got lot’s of error in VS2010E before it tell me it’s fail…
EDIT:
Oh, i forgot one thing i also want to ask.
If i rework my plugin with lastest flhookplugin_sdk, will my plugin still working on FLHook 1.6.1? because few days before another chinese modder wants me update my Banners plugin(works on 1.6.0. And not the sf.net one, my plugin is more complex bit), i want to make it running in last release of FLHook and keep compatible with old FLHook above 1.6.0, is that possible?