• 0 Votes
    262 Posts
    251k Views

    @josbyte said in Crash Offsets:

    0x001eea48 , this error happens on a Freelancer that uses the custom dll EquipmentModifications.dll. Exactly if you use total_projectiles_per_fire and time_between_multiple_projectiles keys on a missile weapon. If this weapon is firing a missile and you leave the system or go far enough for it to despawn before the missile explodes, the game crashes

    I probably won’t add this one specifically. EquipmentModifications is being actively developed (and will soon be deprecated sompletely), so these offsets will probably not be consistent. The hook has been made for use with a specific mod, so you sort of use it at your own risk of crashing as well!

  • Idea for a new Cruise Disruptor

    Modding
    3
    0 Votes
    3 Posts
    8 Views

    Whatever he has had, save some for me…

  • 0 Votes
    17 Posts
    70 Views

    On the state graph errors in FLServer Console view…
    I’ve checked all of the state_graphs in Missions/npcshiparch.ini as well as all of the missions npcshiparch files. They’re all correct to my eye.

    Any place else I should look?

  • 0 Votes
    1k Posts
    744k Views

    Good to hear! For Freelancer HDE I encountered a similar issue where my upscaled mission and news images looked bad in-game because they were saved as 24-bit TGA. At the time I worked around it by saving them as 32-bit TGA or dds instead. Now we finally have a proper solution. 🙂

  • 3 Votes
    8 Posts
    365 Views

    @GoobleGaming are you sure you are launching the Freelancer HD shortcut instead of the Freelancer shortcut? The original one won’t launch in the same way you are describing.

  • The TSP Download Archive

    General Discussion
    9
    0 Votes
    9 Posts
    147 Views

    @IrateRedKite : do I need to provide Google account details?

  • NPC Loadout - Shields and Reactors

    Modding
    4
    0 Votes
    4 Posts
    20 Views

    Thanks guys, you taught me a lot 🙂 I will make sure its properly balanced

  • Models Sharing Collection

    Modding
    1
    0 Votes
    1 Posts
    28 Views
    No one has replied
  • Blast from the past!

    General Discussion
    6
    0 Votes
    6 Posts
    53 Views

    Hey bud, Glock sent me a message a couple of years ago on the old starport site. We abused each other in the usual manner, as is custom, and that was the last I spoke to him.

    He was still running Asylum51 a few years ago, but it wasn’t FL related. I think it was a forum for batshit crazies to voice their concerns about socialist trouser weasels, he was off his meds at that time I suspect.

    I like to believe he and Deacon rode off into the sunset together on their bikes whistling Dixie, and lived happily ever after. The status of Lewis and the other horsemen is unknown.

  • Missions against Ageira

    Modding
    3
    0 Votes
    3 Posts
    12 Views

    Thank you Caenen, I will try this! 🙂

  • 1 Votes
    1 Posts
    6 Views
    No one has replied
  • 1 Votes
    1 Posts
    10 Views
    No one has replied
  • Raven Ship

    Moved General Discussion
    2
    0 Votes
    2 Posts
    19 Views

    Of the mods I have Evolutions 1.30, flrebalance 3.55 (full) and Just For Fun v3 have a ship called “Raven”. The first and last are in the download archive; there’s 3.50 of flrebalance, which I think still has it.

  • Story Mission level requirement

    Modding
    11
    0 Votes
    11 Posts
    60 Views

    @Timmy51m Thanks Timmy, you are absolutely right. I am working in the game industry as a QA Engineer so it is literally my job to test everything 😄

    It took me already weeks to test things that Ive managed to get into my modded game and I am still not even in half. But slowly its moving forward.

    Just a quick question, is Freelancer restart always needed to see changes in ini files? I’ve been doing that for the last 2 months but maybe I am doing it wrong.

  • 0 Votes
    3 Posts
    19 Views

    @Aingar Wow, thats something my brain is not ready for 😄 Me and Coding… hmm nope 😄 Seems like I lost this battle. Maybe the Shield-less capitals are better options than breaking physics of this universe to making shields working 😄

  • 0 Votes
    5 Posts
    31 Views

    @IrateRedKite Sounds good, I will be looking forward to it 🙂 creating currently my very first mod so I am learning every stuff out there. Quite tricky with the old Starport being gone and most of the URLs are not working 😄

    But thanks for your reply Irate!

  • Incorrect Shield Value on HUD

    Modding
    4
    0 Votes
    4 Posts
    22 Views

    Wow, could I miss something like this? 😮
    Thank you both for your quick response!

  • 0 Votes
    3 Posts
    25 Views

    Tested the player list, it does work.

    Many thanks!

  • 3 Votes
    50 Posts
    431 Views

    I can only come up with some wild guesses at this point.
    Since the UI is working in game the renderer seems to be active and running normally, therefore I would assume this is not the error source.
    Paths look good, therefore also not the error.
    Leaving the textures as potential error source. At this point I would suggest checking if the exported textures were correctly exported as ATI2/ATI1.
    You can do this by simply loading a random mat file from FL into UTF. Go to a MIPS node and import one of your textures into it (no need to save the file). The right info window should display the DDS type now. IF it does not show ATI1 or ATI2 there then the export did not work correctly.

    Also keep in mind that if the texture node in UTF is called eg. “mytexture.tga” (this very often is the case) then the exported file has to be named “mytexture.tga.dds”. Do not drop the .tga anywhere in the export progress.

  • 0 Votes
    18 Posts
    66 Views

    Wenn du etwas neues erstellen willst (eine neue Mod) dann solltest du vermutlich das SDK verwenden (dafür ist es da). Wenn du die HD Edition verwendest (also eine bestehende Mod) dann solltest du erst einmal um Erlaubnis fragen ob du diese Mod überhaupt für deine Zwecke verwenden darfst. Ganz speziell wenn du deine eigene Mod veröffentlichen willst, wäre es ratsam die Erlaubnis zu haben, wenn du Werke von anderen Moddern verwendest (immerhin haben diese Zeit und Arbeit in diese Mods gesteckt).