Since I don’t have a VK account, mind passing on a message just letting them know librelancer exists https://github.com/Librelancer/Librelancer . The dev might find it interesting
Callum
Posts
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2021.01 is out
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Hello
I’ve just released flplusplus at https://github.com/CallumDev/flplusplus
This plugin (requires 1.1 and JFLP) enables some things like:
- Being able to change where saves are stored (helps for mod compatibility)
- PNG screenshots
- Timestamps in FLSpew.txt
- Configurable LOD distances (You’ll need to specify these in flplusplus.ini now instead of using the EXE patch)
Open issues on the github for feature requests
If nothing happens: check FLSpew.txt to see if there’s a version mismatch. flplusplus will log if it can’t access 1.1.
WinXP not supported afaik.
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Thanks for the error, I’d actually missed something in the OpenGL spec there. Engine should no longer crash on vanilla (though it isn’t very interesting yet)
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Mini investigation for fun:
The reason you’re getting 6200+ drawcalls and 10fps on that specific model, besides the fact it is completely broken, is because Librelancer could not find the materials at load time. If the .mat file is loaded before the model (e.g. you set the archetype right), it is safe enough to apply the reordering optimisation and it drops down to 6 drawcalls, proper FPS. Though it’s not guaranteed if it can’t find a place to shove the new index information.
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Hello.
I don’t check this very often, so if you’re having rendering bugs like in Ku02 please report them in the github issues with the version of the software you’re using.
R.E. that awful cmp/mesh:
- There is a very limited amount of mesh fixups applied in the engine on load time, but they’re only applicable in very small amounts of situations. The only solution there will be to export the model properly, as the FL resource loading model simply doesn’t work in such a way that I can modify the vertex buffers at runtime and maintain full vanilla compatibility.
And with “Latest SystemViewers work for me, but not gameengine itself. Some of previous daily builds work, some don’t.” this is not something I can do anything with as there is simply not enough info. There’s a lot of game engine work going on at the moment, and while it does work with vanilla I can’t guarantee mod compatibility. Especially if you’re not using the nice Copy Details button I made when there are crash errors
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All you need to do is install those fonts to your system, not into wine. You should just be able to double click all the font files on the CD + it will open in the font installer application.
Also I would recommend upgrading to ubuntu 20.04 now if you can, 16.04 won’t be supported for much longer
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i really am.
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FYI I’m attempting (with mild success) to provide an implementation of thn with a player of sorts in Librelancer (https://github.com/Librelancer/Librelancer) but no arbitrary code execution there lol. When it’s done I’ll be able to publish some more thorough docs since I’ll have code to base it off.
RE your lights problem, you could try and make a tiiiny model that references the textures in the txm which would get the game to load it. (e.g. a solar that references efx.txm , and DcDt mats that use “bulb” and “shine”). I haven’t tried this though so YMMV
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Further poking and strings and wild guesses seem to indicate it’s some sort of input for inverse kinematics (with maybe child name pointing to the end effector?).
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@Helloween I don’t entirely know what you mean. The system viewer loads the light sources defined in the ini, there is not editing functionality at present and for now I recommend Freelancer Mod Studio for graphical system editing. I don’t expect to write a system editor tool until a lot of the base gameplay is settled, so I can make sure all my stuff is correct.
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2019.08 is now released.
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Current state of Librelancer: https://youtu.be/blsVd26WnaE
@Alucard: won’t be doing editing sorta stuff until the ale renderer actually works properly
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2019.01 is now released fixing some bugs and improving performance.
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Turns out after deleting the .anm files from my install that the .dfm files for bodies don’t actually store a bind pose in their bones.
However the animations in bodygenericmale.dfm etc. are of different types to the other anm scripts.
You’ll find Channel type 128 (3rd integer in /Script/name/Joint map/Channel/Header) in these scripts. Type 1 is a single float, type 4 is a quaternion, but I’m not sure about type 128. It doesn’t seem to have an equal amount of bytes per frame. In some cases it seems to be 10 bytes per frame (joint maps with 2 or 16 frames). In other cases it seems to be left (Joint map 17 in Sc_MLBODY_CHRB_GRABR_PRDRNK_TABL_000LV_XA_08 has 1542 bytes of frame data for 257 frames, definitely not a multiple of 10).
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There does seem to be 3 strings in the Cons section for dfm, but only in the Loose section.
Reading with the 64 byte/24 byte/40 byte buffers for example br_quigly_head.dfm gives entries like:
Head01/LOBR/B_Left Top Lip
Head01/LMBR/LOBR
Head01/B_SplineBone 9A/B_SplineBone 8BThese are not present in the humanoid bodies which only seem to use sphere joints, but are present in the loose joints in worm.dfm
Combining this information with “Bone to root” in some way that gives meaningful output is another thing
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Hello,
I’ve been attempting to trawl through Dfm files, and have managed to get the basics of showing the model up and running (currently testable in LancerEdit).
I’ve had a hiccup in working with bones though.
/Skeleton/Name references a non-existent “Head02.cmp” I attempted replacing /Skeleton/Name with garbage values to enduce a crash to no avail (@adoxa is this value even read?)Composing the compound parts for the bone parts doesn’t seem to produce anything useful. “Bone to root” matrices by themselves or combined (transposed or otherwise) also don’t seem to be doing the trick for getting something that looks like a skeleton.
Any ideas?
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Release 2018.12.1 is out, fixing some startup errors and bugs
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I’ve had to make all parts as Fix as I don’t think that quite maps to the collada spec. So basically just the part stuff and the hardpoint data doesn’t carry over. The part/hardpoint editors are reasonably streamlined to help deal with this, though it seems I still have a couple more bugs to work out in them.
Questions to one of official developer 26_04_22
Librelancer 2022.02
Librelancer 2022.02
Flplusplus: QOL fixes
Librelancer 2022.02
Librelancer 2022.02
Librelancer 2022.02
[resolved] Font missing - wine
How does your multiplayer callsign work?
The big .thn/.lua research thread
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Librelancer 2022.02
Librelancer 2022.02
Librelancer 2022.02
Librelancer 2022.02
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Librelancer 2022.02
Librelancer 2022.02