• 0 Votes
    16 Posts
    123 Views

    I’ll add it to the list…

  • 0 Votes
    3 Posts
    36 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
    1
    0 Votes
    1 Posts
    37 Views
    No one has replied
  • 0 Votes
    2 Posts
    45 Views

    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
    162 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
    2
    0 Votes
    2 Posts
    52 Views

    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!

  • 0 Votes
    2 Posts
    31 Views

    0x00549BC0 Freelancer sub

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

  • 0 Votes
    3 Posts
    20 Views

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

  • 0 Votes
    6 Posts
    45 Views

    Very odd design decision, and sadly doesn’t allow us to freely customize the range on per-model basis, but at least now we know. Much appreciated!

  • Freelancer on ROG Ally

    Modding
    5
    0 Votes
    5 Posts
    30 Views

    Yepp, it’s working now. I used the HD edition, left most settings as they were, just used DirectX 11 and that works. So the wrapper alone would help to have a more vanilla experience, but for now this looks amazing! Thanks!

  • 0 Votes
    1 Posts
    21 Views
    No one has replied
  • Green Glow?

    General Discussion
    4
    0 Votes
    4 Posts
    34 Views

    @Thaddeus It’s in the downloads here. Its save72z5.

  • 1 Votes
    1 Posts
    22 Views
    No one has replied
  • 0 Votes
    1 Posts
    80 Views
    No one has replied
  • Help on Intro wav

    Modding
    5
    0 Votes
    5 Posts
    28 Views

    I noticed that in the intro of fp7setscene.utf there are some audio files that are not played, I am using Freellancer HD latest version, yet I checked the length of the audio files and they are the same as the original, what could it depend on?

    In particolar in the Freeport 7 scene, skips the “Incoming laser” and the final scream…
    I’ll check the audio again, but I think they are fine 😕

  • 0 Votes
    2 Posts
    68 Views

    Many thanks to @Caconym & @WatercoolerWarrior for their donations!

  • Mission 13 not working

    General Discussion
    4
    0 Votes
    4 Posts
    22 Views

    Funny things are good. They keep it interesting.

  • Just another Freelancer

    General Discussion
    3
    1 Votes
    3 Posts
    38 Views

    @ta50gear said in Just another Freelancer:

    One last question, does anybody know where you can get any of the early weapons mods? I’ve got a couple installed but no Zip. file. One makes certain guns advanced beam weapons.

    Welcome aboard! You best bet for old mods is probably the Download Archive or ModDB. If you’re after anything really specific, you might want to just ask 🙂

  • 2 Votes
    1 Posts
    20 Views
    No one has replied
  • 1 Votes
    10 Posts
    89 Views

    UPDATED

    I’m going to have another project taking up some time for the next week or two. I’ve confirmed that six vanilla extended weapons work, and have basic infocards done. There are no bases selling at the moment.

    Added appropriate bases for weapons, with rep and level consistent with standard Freelancer. Since no level 10 weapons are sold in-game, I set those to 0.7 rep and level 34.
    The one thing I have misgivings about is that the level 10 Corsair weapons wind up being a bit uberish for unmodded enemies - damage is in code weapon range, but with 4 refire and high efficiency.

    Zipped script.xml version

    I’m a fan of Creative Commons type licenses, but rather than add a license that’s longer than the mod:
    Feel free to reuse, modify, fold, spindle, or mutilate the data to your heart’s content. It’s pretty basic. If anyone wants to do a vanilla feel overhaul, what’s most useful is the information it’s based on.

    Automating weapons generation was overkill for this. When I’m free again, per IrateRedKite’s suggestion, I may put together some code to automate creating complete vanilla-based weapons lines (and in Python, yes - I’ll leave my preferred PowerShell toys at home, even if they do work great for blowing through data streams :} ).

    A major caveat is that as-is, it may not be useful for many people since using the level-based hardpoints isn’t as much of a thing. Other issues:

    major overlap in weapons families means the effect is minor. there are max about 4 levels of effect for each family of weapon, which means, depending on weapon, 3-4 levels will share the same effect. (This could be mitigated by rearranging the weapon effects a bit, so every faction’s neutron weapon effects look alike, for example?). and the biggest impediment: the weapons should get reasonable in-game presence: names, infocards, possible rumors and wreck distribution, etc. That’s the real significant issue. Creating the weapons lines is pretty mechanical, but making them into interesting game elements is where the real effort is.

    EDIT EDIT: I’ve changed naming scheme to make names more rational for what may be a somewhat sparse matrix of new weapons: the names are simply family-name_ level_ nn where nn is 2-digit level number.