• Convex Hull V-HACD

    Modding
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    Josbyte, could you make a tutorial on how you go about using this feature or at least how you use it?

  • 0 Votes
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    Glad to help. another one i just had with random missions

    1aa9f

    It is already on the list as something related to server stuff, but this also happpens when, for example in my case, you are missing m13.ini file on a open sp. This offset has a bunch of causes but in general it is “Freelancer function that has the task to control the player status on missions had a problem , could be that it doesn’t know if the next mission is a story mission or keep the player doing random missions, or it mistakenly thinks the player is on a story mission when it isn’t”

    You guys can word that better than me, hope it helps.

  • Cockpit questions

    General Discussion
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    3 Posts
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    It’s been some time but as far I remember the Cockpit models store fov for x+y and a z near and z far offset.
    That should be enough to achieve this stuff.

  • 3 Votes
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    Here is the vid:
    https://www.youtube.com/watch?v=cj3j3bZDjpA

    Maybe an issue with the light settings (the system actually is meant to be relative dark). Dunno.

    I still have not had much time testing the new version and therefore can not tell if certain stuff/issues from the old version still are valid or not. I wanted to collect and discuss them with you all at once but then RL came between.
    I just went through my notes and well, the latest update covered a significant amount of topics I wanted to discuss.
    However, a few issues I noticed in the last version were:

    Dxt1 1bit alpha textures were not rendering correctly (the alpha channel was interpreted as black) Material type “BtDetailMapMaterial” and its variations were not rendering correctly (mostly observed on station interiors); the tilemaps were missing completely

    I don’t know if these issues were known already or are still in the current version of the renderer. Like I mention, I am very short on time lately and could not test it yet.

    I have a few additional questions and suggestions in my notes.

    the ingame slider for metalness, roughness etc. … I was wondering if there is a way to make a texture completely matte with these sliders (I struggled to find working settings); if not, it’s still ok and probably better using dds textures instead; I was just wondering. In the original description you mentioned to use ATI2 for the normalmaps and certainly everyone working with textures could eventually figure this out by testing, but maybe you can include the info about the channel layout into that description post. There is ATI2 and swizzeled ATI2 where red and green channels are swapped. Depending on what tools and exporters are used this info can be helpful. Is it planned to apply the full feature set of the renderer also to static asteroids? Dynamic asteroids already make use of it but static ones so far do not make use of normalmaps etc.
    I believe that this specifically would highly improve how the game looks since asteroid fields and debris fill large parts of the game. Converting the static ones into dynamic ones might be a solution but has disadvantages in other areas. Do you have any information if fog settings in cutscenes or bases are rendered differently now? I noticed that specifically where fog is used in the scripts the lighting looks very different. I at this point would assume that in DX the direction lighting that often is used in the scripts had a very different impact on this setting. The fog now seems to be stronger. I used to have a question about “tone mapping” but since thats the only keyword I wrote down to this topic months ago… dunno… I’ll ask again when I remember the question I had. Last but not least something that might be a bit specific (maybe not). Many mods these days get updated by some kind of autoupdate feature that is either hash based and/or have a version based way to identify if files need to be updated.
    If the renderer files are distributed via such an autoupdate the config.cfg file is at risk to be overwritten on the client each time the autoupdate runs (for some mods this means with every launch of the game). That in return means that players can not save any settings because next time the game launches the config file get overwritten.
    In my mod I have some features which allow players to store their personal settings in files but also allow me to update such files if really required by using a version index.
    e.g.: [VersionHistory] Version=1.1beta1 [Settings] MSAAMode=0 AnisotropicFilteringMode=0 ToneMappingType=0 ShadowNumSplits=4 ShadowmapSize=4096 ShadowCastingLights=2 EnableNewLighting=1 EnableShadows=1 EnableEnvMaps=1 EnablePostProcessing=1 EnableLightScattering=1 EnableParallaxMaps=1 EnableHQDiffuse=1 EnableShadowPCF=1 EnableAsteroidShadows=1 LightScatteringSunLimit=8 EnableClusteredShading=1 MaxNumberOfLightsIndex=1 ReplaceFakeLights=1 EnablePointLights=0 EnableAutomaticExposure=1 AlwaysUseAccurateSRGBConversion=1

    So players can store their settings without the config.cfg being overwritten as long as the version of the file on the update server and on the client are identical. If version 1.1beta2 is available then an updated config file (with the addiontal settings) could be downloaded.
    This would allow online distribution of updates of the renderer via mods without blocking players from accessing the renderer menu and storing their settings.
    I don’t know exactly how other modders distribute their updates when they have an autoupdate. I can only guess there.
    The example above is how I can imagine a working solution (since I have multiple similar config files players already can store data to but also can be updated once a new version is available). Important would be that when storing the settings in game the [VersionHistory] remains untouched while only the [Settings] part gets updated.
    Does that make sense? Yes, no, maybe?

    A final note: I kept the renderer running with the Here is the vid:
    https://www.youtube.com/watch?v=cj3j3bZDjpA

    Maybe an issue with the light settings (the system actually is meant to be relative dark). Dunno.

    I still have not had much time testing the new version and therefore can not tell if certain stuff/issues from the old version still are valid or not. I wanted to collect and discuss them with you all at once but then RL came between.
    I just went through my notes and well, the latest update covered a significant amount of topics I wanted to discuss.
    However, a few issues I noticed in the last version were:

    Dxt1 1bit alpha textures were not rendering correctly (the alpha channel was interpreted as black) Material type “BtDetailMapMaterial” and its variations were not rendering correctly (mostly observed on station interiors); the tilemaps were missing completely

    I don’t know if these issues were known already or are still in the current version of the renderer. Like I mentioned, I am very short on time lately and could not test it yet.

    I have a few additional questions and suggestions in my notes.

    the ingame slider for metalness, roughness etc. … I was wondering if there is a way to make a texture completely matte with these sliders (I struggled to find working settings); if not, it’s still ok and probably better using dds textures instead; I was just wondering. In the original description you mentioned to use ATI2 for the normalmaps and certainly everyone working with textures could eventually figure this out by testing, but maybe you can include the info about the channel layout into that description post. There is ATI2 and swizzeled ATI2 where red and green channels are swapped. Depending on what tools and exporters are used this info can be helpful. Is it planned to apply the full feature set of the renderer also to static asteroids? Dynamic asteroids already make use of it but static ones so far do not make use of normalmaps etc.
    I believe that this specifically would highly improve how the game looks since asteroid fields and debris fill large parts of the game. Converting the static ones into dynamic ones might be a solution but has disadvantages in other areas. Do you have any information if fog settings in cutscenes or bases are rendered differently now? I noticed that specifically where fog is used in the scripts the lighting looks very different. I at this point would assume that in DX the direction lighting that often is used in the scripts had a very different impact on this setting. The fog now seems to be stronger. I used to have a question about “tone mapping” but since thats the only keyword I wrote down to this topic months ago… dunno… I’ll ask again when I remember the question I had. Last but not least something that might be a bit specific (maybe not). Many mods these days get updated by some kind of autoupdate feature that is either hash based and/or have a version based way to identify if files need to be updated.
    If the renderer files are distributed via such an autoupdate the config.cfg file is at risk to be overwritten on the client each time the autoupdate runs (for some mods this means with every launch of the game). That in return means that players can not save any settings because next time the game launches the config file get overwritten.
    In my mod I have some features which allow players to store their personal settings in files but also allow me to update such files if really required by using a version index.
    e.g.: [VersionHistory] Version=1.1beta1 [Settings] MSAAMode=0 AnisotropicFilteringMode=0 ToneMappingType=0 ShadowNumSplits=4 ShadowmapSize=4096 ShadowCastingLights=2 EnableNewLighting=1 EnableShadows=1 EnableEnvMaps=1 EnablePostProcessing=1 EnableLightScattering=1 EnableParallaxMaps=1 EnableHQDiffuse=1 EnableShadowPCF=1 EnableAsteroidShadows=1 LightScatteringSunLimit=8 EnableClusteredShading=1 MaxNumberOfLightsIndex=1 ReplaceFakeLights=1 EnablePointLights=0 EnableAutomaticExposure=1 AlwaysUseAccurateSRGBConversion=1

    So players can store their settings without the config.cfg being overwritten as long as the version of the file on the update server and on the client are identical. If version 1.1beta2 is available then an updated config file (with the addiontal settings) could be downloaded.
    This would allow online distribution of updates of the renderer via mods without blocking players from accessing the renderer menu and storing their settings.
    I don’t know exactly how other modders distribute their updates when they have an autoupdate. I can only guess there.
    The example above is how I can imagine a working solution (since I have multiple similar config files players already can store data to but also can be updated once a new version is available). Important would be that when storing the settings in game the [VersionHistory] remains untouched while only the [Settings] part gets updated.
    Does that make sense? Yes, no, maybe?

    On a final note: I kept the renderer running with the large address aware flag, that we discussed earlier and have not had a single crash in the past months nor have I received any reports of any issues from other players. That one crash issue, I reported earlier certainly was related to that. The issue can be considered resolved and maybe it might be worth adding info to the initial instruction post how to apply LLA. It might prevent some headaches if somebody else runs into such an issue.

  • 0 Votes
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    The list:

    HUD
    Miscellaneous
    Missions
    NPCs
    Reputation
    Server Operation
    Systems
    Turret View and Mouse
    Visibility
    Visual Effects

    Having 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 🙂

    IrateRedKite created this issue in TheStarport/StarportDocusaurus open Offsets that need modifying/format adjustments before being added to the Limit Breaking 101 Page #12
  • 0 Votes
    1 Posts
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  • Can't reach Level 24

    General Discussion
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    0 Votes
    3 Posts
    23 Views

    That worked out. Thanks a lot.

  • 3 Votes
    5 Posts
    91 Views

    Have anyone else ended up playing Underspace? I just got the HD mod running and am still enjoying playing through Freelancer. But it’s exciting to see a possibility of new content that feels similar.

  • No cd exe link!!!

    General Discussion
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    0 Votes
    3 Posts
    63 Views

    @Raikkonen Its working! Thank you so much.

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    Sweet thanks a ton! ill give them a try!

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    It would be possible, but do not know when I would find time for it. For now I suggest you use Adoxa’s UTF to XML converter for it. It gives all the ALEs as XML files. There you can actually use Notepad++. And then convert them back to ALEs.

  • 0 Votes
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    Update:

    So, @Jos_Naabal and @Cellulanus in Discord has raised a point that The Order might have scanned Jacobi on Osiris after the rescue, which is possible.

    However, since Osiris is a stolen experimental vessel, it is also possible that the ship is not equipped with systems that allows it to perform health care service. Get cloaking to work is already hard enough and may consume a lot of space and power (claimed in rumours), a hospitals maybe just too extra to install for the experiment.

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    I’ll add it to the list…

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    3 Posts
    34 Views

    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,

  • AI Experiments

    General Discussion
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    No one has replied
  • 0 Votes
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    Regarding the SVN problem: My suggestion is to start the SVN server, check each repo out with git SVN brigde (e.g. Tortoisegit has it integrated right into the clone dialog) and then upload it as a git repo. You can have the full history from SVN this way. You just need to do this correctly. I have some SVN repos checked out as git repo just before it got shut down this way. But not all of them.

  • 1 Votes
    12 Posts
    151 Views

    v1.2.1
    Minor fixes.
    Compiled using a newer compiler.(Purebasic 6.10)
    Updated download links.

    Download link. v1.2.1 Google Drive
    https://drive.google.com/file/d/1orWp8V-MHU9v2Wo7xvwn_P4bXtRj9J_C/view?usp=drive_link

    Download link. v1.2.1 Mega
    https://mega.nz/file/RXAQhKbC#PyTM-DWDttFWGHF8l7POR39TH6g4ugZC66vt9HiGnEU

  • Vanilla Mod question?

    Modding
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    0 Votes
    2 Posts
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    Hi @GalaCeir, welcome to the Starport!

    Something to try that might fit the bill here is the last release of Shattered Worlds: War-Torn. Most mods that are still active are fairly focused on multiplayer, new single-player content for Freelancer is pretty rare unfortunately!

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    0x00549BC0 Freelancer sub

    esp+4 =
    0x00678BA4 first person
    0x00678D48 third person

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    19 Views

    I appreciate the offer, if we’re up against the wall I’ll reach out.