'88 Flak's FLHook
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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.
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**Just wondering, after looking thru the docs for this, I didn’t see any mention of how the client side is supposed to be set up?
As far as I know dacomsrv.ini is only read by the server…**
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There was a bug in the previous dev build that caused players to be kicked on character selection for cheating; download dev build 12 for the fix.
@khayman: If the socket has been activated then you should see messages in FLHook’s console indicating that FLHook is ready to recieve connections -
socket(ascii): socket connection listening
socket(unicode): socket connection listening
socket(encrypted-ascii): socket connection listening
socket(encrypted-unicode): socket connection listeningIf not then FLHook isn’t reading your socket connection settings. Otherwise you can test that the connection actually works using the telnet utility. Open the run dialog (on the start menu in XP, use the search field in Vista and 7) and enter```
telnet localhost> Welcome to FLHack, please authenticate</port>
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**Having a little trouble with the cloak part of Flak Hook…
Added FLHook.dll to [Libraries] in dacomsrv.ini, ignore the gls workaround, tried it with and without it…**
[Libraries] readfile.dll engbase.dll x86math.dll rendcomp.dll system.dll Thorn.dll DebugLib.dll rp8.dll shading.dll gls_workaround.dll FLHook.dll
New plyr ships start with cloak_nomad cloaking device, nothing changed in the weapon_equip.ini entry, it’s the stock FL cloaking device. Also, I don’t have a goods entry for it since the players aren’t allowed to mount or unmount it.
[CloakingDevice] nickname = cloak_nomad ids_name = 1 ids_info = 1 hit_pts = 1000000000 DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp material_library = Equipment\models\hardware.mat HP_child = HPConnect mass = 1 volume = 2 power_usage = 0 cloakin_time = 4 cloakout_time = 4 cloakin_fx = no_cloakeffect05 cloakout_fx = no_cloakeffect05
Started server, ship is cloaked, when typing /uc it says I don’t have a cloaking device. Log into my main server which is running FLHook 1.6.0 by Wodka, it says ‘Uncloaking’ but I stay cloaked. That was just a test to see if it would at least do something. Here is the entries from Cloak.ini in the Data folder…
[CloakDevices] cloak_nomad = 30000,10000,4000 cloak_nomad_battleship = 60000,20000,8000 cloak_nomad_srtc = 30000,10000,4000 cloak_osiris = 60000,20000,8000 cloak_solurus = 90000,30000,12000 cloak_fighter = 30000,10000,4000 cloak_gunboat = 60000,20000,8000 cloak_cruiser = 60000,20000,8000 cloak_battleship = 60000,20000,8000 cloak_nomad_gunboat = 90000,30000,12000 cloak_shadows = 60000,20000,8000
Any ideas would be appreciated. I am testing this on my quad core Vista machine. I will test it later tonight on my main server which is a single core XP machine.