Widescreeen Crashes
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I plan to patch in a decent shader with a suitable profile, so the graphics draw will be a little higher, along with higher resolution textures, providing the option for a lower resolution makes sense with that.
Fair enough. I’ve attached a new DLL that does it (but note that Freelancer will still only display supported resolutions). I may have the 16:10 values wrong, but that should be easy enough to fix in the binary.
Now you’ve got me curious, as I don’t use a multi-monitor setup, does JFLP account for that and by extension hudshift?
I considered asking for your help with various things but I get the impression you aren’t into doing anything more for Freelancer projects wise, unless I am misunderstanding.
No, my Freelancer days are pretty much behind me, but I’ll still do some little things that take my fancy; unfortunately for you, this isn’t one of them.
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Eeerrrm, how about a hook version of lancers FL Cargo Exchanger then?
Does that tickle your coding fancies?Incase you don’t remember it or didn’t see it at the time…
It is meant to allow exchange of items based on requirements. Item swapping is a working thing in FLHook as far as I’ve read.
Example:
[base]
name = base that does the exchange, use ‘all’ for all bases (without the ')
[product]
name = descriptive name (unused but required)
credit = main required item for exchange (ie. purchase credit), usually a specialty item
req = additional required items, up to 16 requirements allowed with a minimum of one requirement
out = item that is put in the cargo holdIt currently only works on player logout I believe, we’ve struggled to get it to work properly.
Phase 4 of my plans includes building a server package to include with my patch.
I was planning on using it for a crafting system, i.e; typing /fabricate itemname, as long as you had the required commodities on your inventory, would produce an item.
It also has other more powerful options. I could basically use it to create a basic quest system too for the purpose of expanding on story etc.
Doesn’t even have to be you, anyone who is already familiar with FLHook programming would be awesome, but I suspect there isn’t many of you left.
Oh and thanks for the DLL Adoxa, I muchly appreciate it man.
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I was planning on using it for a crafting system, i.e; typing /fabricate itemname, as long as you had the required commodities on your inventory, would produce an item.
We’ve all had the idea for a manufacturing plugin, but none of us ever got around to writing it, apparently.
Doesn’t even have to be you, anyone who is already familiar with FLHook programming would be awesome, but I suspect there isn’t many of you left.
I never did MP, so I never became all that familiar with FLHook.
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Yeah, Azureus in that linked thread was me. I’ve always wanted it. How come no-one has ever got around to it? Seems strange. I suspect someone made it at some stage, but has not shared outside their mod.
Back on topic, which version can I use to compile your jflp source?
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I use VC6, but any Windows C compiler should work. Hm, vswprintf changed, though, so edit that line to [c]*len += vswprintf( buf + *len, 4096 - *len, value_fmt, args );[/c] and you might like to add [c]#define _CRT_SECURE_NO_WARNINGS[/c] before the other includes. You might also like to remove option [c]/MD[/c], to avoid a CRT dependency (although it’s likely people will have the redistributable already) and there’s no need for the filealign option, as other compilers default to 512 (VC6 defaults to 4096).
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It turns out I’m not the only one who has this problem.