'88 Flak's FLHook
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As you can see, the npc of hull suddenly long before its destruction, any idea about that?
I have the same, but only on bounty hunters ships, dunno why
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jong seems its a small bug in the ships repair overflowing
if you remember right the repair gun used to do that
i got it on the armor regen when i over flowed that as well lolYes, I got it too on use the armor regen of FLHook, but the NPC is not use any armor regen, and its always occurred in missions.
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Finally found the above issue cause by the bad SUR files, its not the FLHook V1.65 of issue.
Sorry for my mistake, and thanks for M0tah’s help.
Ahh, good, thx, will fix my surs too
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I have setup flhook 1.6.5 on my server but i don’t know how configure Flhook but i know it’s good flhook ;D
Compare flhook.ini and flhook example.ini, read readme.txt file
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upp - Ultimate++ project file
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I actually use the IDE from VC++ '97 (VC5). The Ultimate++ project file is included because it’s a free IDE that works with the (also free) VC++ 2003 (VC7) Toolkit, which includes the compiler that works the best with FLHook. You can also use Code::Blocks with the VC++ 2003 Toolkit, which I’d suggest trying before Ultimate++, since it’s a better IDE and can import the VC6 project file.
A note on using Code::Blocks: I just tried importing the VC6 project file and building FLHook. Though it compiled fine, the linker complained that it “cannot open input file ‘…/source/libs/server.obj’.” The fix is to open the build options and modify the FL library files on the “Linker settings” tab. The last four entries in the “Link libraries” list need to have .lib appended to the path, so it should look like this.
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For those who are experiencing the health overflow problem: the issue is most likely that you’ve enabled NPC collision damage. Specifically, CollisionDamageNPCs in the [General] section. It should be left on the default setting of no because it’s buggy.
Thanks to JONG for reminding me of this bug and sorry for any problems it may have caused.
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Thx, will try.
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I’m glad to announce the final release of 1.6.5! Sorry it took so long :).
If you are using the death penalty feature, I strongly recommend upgrading to this version, as it fixes a pretty bad exploit related to the DP.
Download: 7z, zipFull changelog:
- Fixed getting account dir failing on some computers (http://the-starport.net/f/index.php?topic=853.0)
- Added ship repairing based on type of ship or presence of mounted item (see [ItemRepair] and [ShipRepair] in ini)
- Added blowfish encryption option for the socket connection
- Fixed addcargo kicking upon launch when adding items not sold at base (bug introduced in 1.6.1 when addcargo was partially rewritten)
- Added new admin command addcargom that adds mounted cargo
- Added list of items to automatically mount upon ship purchase (see [AutoMount] in ini)
- Fixed docking restrictions cargo being removed when player canceled dock
- Fixed cash being deducted when attempt to buy item was blocked ([ItemRestrictions] in ini)
- Added list of items that cannot exist in space (see [NoSpaceItems] in ini)
- Added list of items that are automatically marked when they spawn (see [AutoMarkItems] in ini)
- Added setting to drop the shields of a ship when starting to warm up the cloak
- Changed autobuy to run when player launches to space (so player can sell loot before autobuy tries to buy items)
- Fixed DP not being charged if player launches in a system on the no DP list and then dies in a system not on the list
- Fixed DP not being charged if player turns off the DP notices (bug introduced in 1.6.3)
- Fixed players being able to remark a ship once it has started to cloak
- Fixed a mobile docking bug where players would follow the carrier’s jumps if the carrier died and the players had not launched
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Thhhhhhhaaaaaaaaaaannnnnnnnkkkkkkkkkkkk U sir!!
always a good day when another version is released ;D
np on the “wait” from me… some things are well worth the wait …Cheers & thankx again for such wonderful tech to play with
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Great!
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Alright, I’ve taken a look and it seems I forgot to re-implement the event in the rewritten death message code. However, due to the fact that the new death messages focus on providing more than one reason for deaths and more detailed death by NPC messages, the standard death message event format doesn’t make sense for the new code. So I was wondering if I could get some feedback from those who might use the socket events on what they’d like it to look like.
I would likely put in at a minimum the “victim” and “by” fields. While the “victim” field would be the same, the “by” field might have a list of factions/players like the new death messages. I also might add a new field called “causes” that lists the weapons that were used by the factions/players like in the death messages. Thoughts or suggestions on how it could be made differently?
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Something strange with 1.6.6 …
It does not accept password from any Server Operator in ascii or unicode.
I have checked CD, Dam, DS Process Manager and Biocross.
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I had the same problem
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… the unicode port did accept the pass and the connection from CD,
but the performance was much worse, than known from 1.6.5
(maybe cause my test server is an antique machine). -
Ooops, I forgot to change the socket connection password read file - it was trying to find them in the main config file instead of the general one. The latest 1.6.7 dev build fixes it.
Also, I would not recommend using 1.6.6, since it has a nasty bug that can cause the server to randomly crash. Said bug should be fixed in the above dev build, however.