@Gold_Sear Sorry for the radio silence on this, I’ve been otherwise engaged! I’ve accepted your PR and fixed a few syntax issues with the merge. Hopefully will have some time this evening to make a push and finish off a few more sections.
![IrateRedKite IrateRedKite](https://i.imgur.com/qmUHWd6.png)
IrateRedKite
Posts
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@Gold_Sear Accepted your PR! I’ll update my list of what’s done. Hoping to get a bit of work done on this today
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@adoxa Thanks! I don’t suppose you have this set up running in the other direction too? (UTF -> XML) We’ve got a local script that converts things in the other direction for upload, but I’ve found for quite a few of the folks working on the mod, UTFXML simply won’t run properly when invoked via a script, and I think it’s a similar set of dependency issues.
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The eventual fix for this, courtesy of @BC46 and @Aingar turned out to be a bit more complicated. Posting it here for visibility:
struct SrvGun { void* vtable; CELauncher* launcher; }; DWORD server; UINT projectilesPerFire; typedef bool (__fastcall HandlePlayerLauncherFire)(SrvGun *srvGun, PVOID _edx, Vector *vector); bool __fastcall HandlePlayerLauncherFire_Hook(SrvGun *srvGun, PVOID _edx, Vector *vector) { projectilesPerFire = srvGun->launcher->GetProjectilesPerFire(); return ((HandlePlayerLauncherFire*) (server + 0xD840))(srvGun, _edx, vector); } __declspec(naked) void SetProjectilesPerFire() { __asm { push 0x3F800000 push [projectilesPerFire] mov eax, [server] add eax, 0xD91A jmp eax } }
server = (DWORD) GetModuleHandleA("server.dll"); Hook(server + 0xD9A9, (DWORD) HandlePlayerLauncherFire_Hook, 5); Hook(server + 0xDC09, (DWORD) HandlePlayerLauncherFire_Hook, 5); Hook(server + 0xE009, (DWORD) HandlePlayerLauncherFire_Hook, 5); Hook(server + 0xD913, (DWORD) SetProjectilesPerFire, 5, true);
This also fixes some serverside issues with ammo counts saving incorrectly on client reconnect,
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@Gold_Sear No worries! You need to escape the \ character in .json when it’s enclosed in quotes, otherwise it’s not read correctly! Tweaked your PR slightly here with an example: https://github.com/TheStarport/KnowledgeBase/commit/acfd904b0a79d26cdb5b72824703eca00b645ed1
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@Gold_Sear Apologies, I’ve been away for a week, your PR is now merged in!
I want to do a pass on the tags, I’ll take a look at this and do a cleanup on them.
It’s possible that the build for the page failed which is why it’s out of sync? I’ll take a look at that as wellEDIT: Looks like there was some invalid json, which caused the page generation to fail. I’ve updated this and the page should sync again in about 20 minutes time. -
I’ve run up against a vanilla bug with weapons that have multiple HPFire hardpoints: They don’t properly decrement ammo as you’d expect!
The ammo goes down properly in the weapons window tracker in the bottom right, for instance a weapon with 2 HpFires will lower its ammo count by 2 every time you fire. However if you check your ship’s actual cargo or if you try to buy ammunition from a dock after, you’ll notice that the ammo only seems to be going down by 1 each time, no matter how many projectiles are being fired simultaneously each time.
Has anyone formulated a fix for this? The behaviour seems to be consistent between MP and SP, suggesting this is something in server.dll not firing quite right. @Laz and @Aingar have already taken a peek at this and unfortunately haven’t managed to get anywhere with it. Hoping that perhaps @adoxa or @BC46 might have some insight here that we’ve missed?
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@Gold_Sear Brill! I’ll cross it off the list. As we’re using unix timestamps here, it’s not a problem at all, we just need to adjust what the script that creates the page displays. If we change our mind in the future we can simply adjust the script and display the down-to-the-minute times again
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@Gold_Sear Excellent work! I’m going to look at making sure Missions are done tonight.
We’re going to make an update to the page generation script for these. I’ve scoped a little issue to keep track of what needs doing. If there’s anything in addition to what’s in the comment here, please let me know and I’ll do what I can to get it added: https://github.com/TheStarport/KnowledgeBase/issues/39
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I’ve powered through and completed the HUD section on the new limit breaking in it’s entirety, may get another chunk done this afternoon. I think I may also do a pass of this thread again and ensure any new offsets are added to the new page if they’re not already present.
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Hi folks,
There’s been a bit of confusion about the state of the site recently, particularly with regards to archive, wiki and forge content. We have a pretty long to-do list here, and a lot does somewhat rely on community contributions, as we’re only a small team, so I figured I’d lay out what needs doing that community members can just jump straight in on!
- The Wiki: Efforts to fill out the ini editing section are ongoing! We’re away there’s a ton of missing content, and are accepting PR requests for more. There’s also work ongoing to finish up the new Limit Breaking 101 page.
- The Download Archive: There’s an initiative that’s stalled a bit to document the download archive properly. It came over from Xoops with zero metadata in a very messy state, and we want to ensure that the files have information attached to them going forward, as well as ensuring that things that are not Freelancer-related are removed (There’s a ton of Dungeon Siege content in there, for example). If anyone’s keen to help, head over to the thread and let us know.
- The Forge: We’re aware that a lot of content that was previously hosted on the forge isn’t available at the moment. We’d like to fix this, but accessing the files in the state we’ve got them is a pain. The files are SVN repositories and getting the source out of them is proving difficult. If anyone has any experience with these and wants to help, we’d really appreciate a hand.
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@Gold_Sear Thanks for the additions!
Don’t change the format in the JSON payload right now, what we can do is set up a filter that lets you toggle between the
0x
format and the one that just lists out the address so we can make sure any leading zeros are added as appropriate on the final page without a bunch of extra work. I think it’s okay to leave your PR as it is though. I don’t think it will mess up any parsing! -
@Gold_Sear Fantastic! I’ve crossed it off the list.
@Laz has kindly put together a demo page where the json payload will render (this will eventually move to where the main page is when it’s done) so we can see how things will look when finished.
You can find it here: https://the-starport.com/wiki/fl-binaries/limit-breaking-v2/
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Sorry for the long delay, it’s been a busy few weeks and I got a bit caught up in some FLHook stuff which ended up eating way more free time than I thought it would.
Sections that still need doing are:
HUD
Miscellaneous
Missions
NPCs
Reputation
Server Operation
Systems
Turret View and Mouse
Visibility
Visual EffectsGoing to get a couple of these done this afternoon, and will edit my post to cross them off the list.
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Hi @GalaCeir, welcome to the Starport!
Something to try that might fit the bill here is the last release of Shattered Worlds: War-Torn. Most mods that are still active are fairly focused on multiplayer, new single-player content for Freelancer is pretty rare unfortunately!
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Heyo,
We’ve got a bit of an issue with some specific AI behaviours in our mod at the moment. We have a set of encounters where solo NPCs spawn on the regular to provide easy access to player 1v1s. Unfortunately when NPCs are solo they are very reluctant to engage on their own. They seem to stay stuck in an EVADE (not a flee!) state for a long time and often won’t attack the player at all. This is a recent observed behaviour, seen after we’ve ported the mod across to a new repository by hand, so obvious we’re missing something.
My question here is what actually affects NPC behaviours outside of
state_graph.db
andpilots_population.ini
? We’ve not changed either of these blocks. We’ve done some theorizing that it might betoughness
(which I’m still not convinced is even used) or adjustments inptough.ini
, but at this point and with a bit of testing, we’re drawing a blank. Has anyone had any experience of behaviours like this, or would have an idea of what would influence it?(We’re generally keen to get a better understanding of NPC behaviour in general, so it’d be neat to make this thread a place to discuss this. A lot of the tweaks we’ve made to pilots population so far have been done blind, and it’s not always clear what changes as testing this stuff can be rather fuzzy. Filling out the wiki with what we’ve found is very much on my to-do list.)
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@Gold_Sear Sorry I’ve been absent, was moving house! I’ll see about doing a pass on this tonight and at least making a list of sections that still need work if I can’t get the scripts working properly to generate the page.
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@adoxa An update: It was indeed the timestamps! Thankyou for your help
You’ll be pleased to know I am also caching and no longer using the
dlt
links.An aside: is the source for xml2utf available?
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@HeIIoween Looks like point light sources aren’t actually in just yet! I suspect they’re on the to-do list, these are also something I am eagerly awaiting
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Freelancer XML Project in Github Workflows
Vanilla Bug with Multiple Fire Hardpoint Weapons
Dev's Limit Breaking 101 Techniques
Vanilla Bug with Multiple Fire Hardpoint Weapons
Dev's Limit Breaking 101 Techniques
Vanilla Bug with Multiple Fire Hardpoint Weapons
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
TSP Community To-Do List
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Vanilla Mod question?
Understanding NPC in-combat Behaviours
Dev's Limit Breaking 101 Techniques
Freelancer XML Project in Github Workflows
Release: Advanced Renderer public beta 2.2