2.0.0 Plugins/KosAcid Projects/Plugin Ports
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I dont doubt you already tried this?
Other than that - no idea why? -
yup already tried that, but still thank you.
that made me resetting up my testing enviroment i noticed that the flhook plugin version works with vanilla freelancer (+ 1.1 patch).but still the server hangs in combination with my mod.
so still these problems:
flserver + flhook classic = fine
flserver + flhook plugin version =as of rightnow i dont have the possibility to upload “such huge files” cuz then the webstick simply quits connection. this should be no problem anymore in a few days.
so does anyone knows a huge difference between the flhook classic & plugin version?
'cause flserver dont shout out any error and the loading process is just stucked.oh boy my english is bad 2day :S
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What not works concerting plugin version? What OS are you using?
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im on Windows 7 x64 ultimate
My main problem is that FLServer dont finish to load up while im using FLHook plugin version alongside my mod.
Nevertheless it’s working fine with “FLHook - Classic”.The Server loads up without any error messages like described here
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I saw the error but that you are using Windows 7 x64 is new for me. Choosing this OS it nessesary? Why not Xp?
Plugin hook at forge.the-starport.net work well with Windows Server 2008 R2 - must work under Windows 7x64 then.
Try to start Plugin FLhook without any plugins at first.
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same behaviour.
i think its mod related, but the fact that other flhook versions (except all the plugin ones) are working drives me crazy ^^in a few days i ca upload it u can take a look on this mistery
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Ah, seems to be you have downloaded x64 redist, forgot to said http://the-starport.net/freelancer/forum/viewtopic.php?post_id=47400#forumpost47400 - download x86 redist.
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already have it installed and reinstalled during my testing and that made flhook plugin version works with vanilla FL.
but it really seems to be mod releated cuz the flhook plugin version is working with FL Vanilla.
So the main problem is:
Why do ‘classic’ flhook works and ‘plugin’ just dont. -
Strange question. For Xp x86 and 7 x86 all works. If included flhook plugin wont work - take original one from http://forge.the-starport.net/projects/flhookplugin/repository/show/trunk/bin
Double check also library dependencies by dependency walker
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They have sources assuming you may read inside the code
But ask which plugin to exlpain - i will try to describe. -
good news. i can upload some files tommorow so u can take a look at my problem if u want.
ive also made my own documentation on the plugins, so JONG u r free to take a look at them^^
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provided both of u two guys with some magic @ PM.
got a little late here, cuz of the internet company :S
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M.o.D. wrote:
provided both of u two guys with some magic @ PM.got a little late here, cuz of the internet company :S
Thanks M.o.D…
But its too big to me, because the P.R.C. block the web.
May you can just give me your flhook’s text files? That will be easy to download it.
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@Jong: will do it tommorow evening
- i triple checked my system with dependency walker and didnt find any missing files.
is there maybe someone who can try to elp me via skype or smth similar?
this problem is driving me nuts^^
- i triple checked my system with dependency walker and didnt find any missing files.
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M.o.D. wrote:
- i triple checked my system with dependency walker and didnt find any missing files.
is there maybe someone who can try to elp me via skype or smth similar?
this problem is driving me nuts^^
Thanks for your help.
About your problem, I guess:
Re-save all of your plugin’s ini files to a normal text file, maybe some ini files are use the UTF-text file to save it.
Just a guess, hope can be help.
- i triple checked my system with dependency walker and didnt find any missing files.
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How hard would it be for one of you to create a plugin that allowed an explosion from a Mine or Missile, to pop a Dynamic Asteroid?
Recently got back into Freelancer again and wanted to pick up my mod concepts for others to use in their mods. Mainly the issue with large ships like the Mining Truck, or whatever it was called (can’t remember off the top of my head), needs a more efficient method of mining. The lasers thing works, but they’re better suited for smaller miners. Something as big as that miner needs a pulse type tool that can pop all the dynamic asteroid in a certain radius arround the ship to be effective.
If a Mine or Missile explosion can’t do the trick, would it be possible to increase the surface area or a cannon’s energy bolt to have the same effect?
Just something that I’ve been thinking about. Hope it’s something possible that you guys can figure out.
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May you can make bottom function?
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Restrictions for mounting internal equipment setup
; Items will be able to be bought but not mounted
; List the nicknames of the internal equipment you want players to have restrictions mounting
; Format: = comma separated ship nickname list of authorized ships
[InternalMountRestrictions];;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Setup for items that cannot be traded between players (includes /transfer command)
; List the nicknames of the items
[ExcludeTradeItems];;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Setup for items that cannot be bought when other items are present in cargo hold
; Format: <nickname of=“” item=“” to=“” be=“” bought=“comma” delimited=“” list=“” items=“” check=“” for=“” in=“” cargo=“” hold=“”>[ItemRestrictions];;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Setup for items that are automatically mounted upon ship purchase
; List the nicknames of the items
[AutoMount];;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Setup for items that will not be allowed to exist in space
; List the nicknames of the items
[NoSpaceItems];;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Setup for items that are automatically marked when they spawn (dropped, jettisoned, etc)
; List the nicknames of the items
[AutoMarkItems];;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Setup for systems in which certain types of items will not be allowed to exist in space or be traded.
; Format: <system nickname=“”>= comma separated list of item types
; Recognized item types: Commodity, Equipment, AttachedEquipment, LootCrate, CargoPod, Power, Engine, Shield,
; ShieldGenerator, Thruster, Launcher, Gun, MineDropper, CounterMeasureDropper, Scanner, Light, Tractor, RepairDroid,
; RepairKit, ShieldBattery, CloakingDevice, TradeLaneEquip, Projectile, Munition, MineDropper, CounterMeasure, Armor
[SystemItemRestrictions];;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Setup for equipment that when hit damages the hull instead of the equipment.
; NOTE: due to the way this is implemented, make sure the hit_pts of the equipment is greater than the highest
; weapon hull_damage.
; List the nicknames of the equipment.
[EquipmentRedirectDamage]My mod really need those function, thanks for your help.</system></nickname>