Sorry for the long break, I’ve updated the new limit breaking page with these offsets. I’m going to take a pass on the tags and categories today in an effort to make the page a bit more usable.
IrateRedKite
Posts
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@josbyte Sorry for the delay getting these online! The wiki has now been updated with the new offsets.
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@josbyte said in Crash Offsets:
0x001eea48 , this error happens on a Freelancer that uses the custom dll EquipmentModifications.dll. Exactly if you use total_projectiles_per_fire and time_between_multiple_projectiles keys on a missile weapon. If this weapon is firing a missile and you leave the system or go far enough for it to despawn before the missile explodes, the game crashes
I probably won’t add this one specifically. EquipmentModifications is being actively developed (and will soon be deprecated sompletely), so these offsets will probably not be consistent. The hook has been made for use with a specific mod, so you sort of use it at your own risk of crashing as well!
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@josbyte Do you have the modules for these crashes? I’m looking to do a pass and update the offsets page as I’ve been a bit behind, but can’t add any of the latest few you’ve listed unless I know which DLL these crashes occurred in!
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@GoobleGaming Hi there, would you be able to provide your FLSpew.txt file? It can be found in
C:\Users\User\AppData\Local\Freelancer
and might give us a better idea of what’s going wrong when you launch the game! -
@Gold_Sear This has sort of been on hiatus, but I’d definitely be up for some help with it! The sheet as far as I know is still up to date, as a few folks started work, but things stalled out a bit. If you request access I can give you edit permissions. I’ll try and start picking up a little bit here and there in my spare time as well, it’s about time it was sorted out!
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@robocop you’d need to restart the application with the shortcut switch. Usually it just outputs into the same folder as flserver.exe (typically
EXE
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You’re correct, FLServer doesn’t generate FLSpew in the same way, only the client does. You can log the Freelancer server console log by using the -l shortcut switch, but there unfortunately isn’t a way to get additional log data out of the server ala FLSpew.
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@robocop said in Need help identifying FLServer errors:
Ummm, also, how do I edit a post?
Also sorry about this, there’s a bug that’s shown up on the forum since the last update that means the controls are hidden (we’re fixing it soon!) You can still edit by going to the bottom right of your post and clicking, which should reveal the controls.
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Hi there:
- Adoxa’s CRCTool is usually capable of resolving these hashes!
- State Graph not found usually means an
[NPCShipArch]
entry in npcships.ini has been assigned a state graph that isn’t defined! Vanilla state graphs are: NOTHING, PLAYER, FIGHTER, TRANSPORT, GUNBOAT and CRUISER. Unless you’ve added entries to state_graph.db, anything other than those will throw an error in the server console or FLSpew
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Curious, I’ll hold off on adding this and see if I can’t replicate the crash on a pure vanilla install and get a faulting module this afternoon. At what point does the crash occur, presumably when attempting to spawn the NPC?
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@josbyte I’ll add this to the wiki, but which dll file is the crash occurring in? My guess would be common.dll or freelancer.exe but I don’t have the time to replicate the crash at the moment
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@CommanderArgelo said in Dropping a phantomloot cargo from an NPC:
@IrateRedKite Yeah, it’s very tricky. What I found out is that [PhantomLoot] is like a drop for everyone, everywhere, sort of like a Global drop.
Thinking about if, you could restrict the drops by toughness if you’re not dealing with too many NPCs.
On the FLHook stuff, once the plugin is rewritten for the new version, it’ll be available and open for anyone to use and is relatively straightforward to just set up and use. I’d quite like to make a client-side version of this as well, which will hopefully be made more straightforward by the upcoming FLUF project from @Laz, as I kind of want this stuff to work in singleplayer as well.
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Lootprops and Phantomloot is a bit tricky, my understanding is
[PhantomLoot]
entries only kick in during missions.We had a similar problem crop up working on BMOD and ended up writing an FLHook plugin specifically to handle this. However the merged version for 4.0 is a bit buggy at the moment and this is of course, multiplayer only. It’ll be rewritten and fixed for 5.0, but that might be a little way off.
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Hi there, welcome to the Starport! All
[ShieldGenerator]
entries have their maximum capacity reduced by a percentage that’s defined in theoffline_threshold
key. By default in vanilla this is0.15
, which would account for your 850 shield value. I think this was probably going to be part of some other feature that got cut and was left in, as there doesn’t seem to be any reason for it in vanilla.You can set this value to 0 to simply give shields the value they have in the inis ingame.
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@JustNdrew HD Edition decodes the INI files so they can be modified, a lot like the 1.3 SDK. For the purposes of modding, they do the same thing, but HD Edition is newer and has some errors fixed.
In terms of tools, that’s all I use + a text editor to edit the INIs by hand. I use VS Code, but Notepad++ is quite popular. As the files are just exposed to modify, there’s no real need for special tools for things like factions and bases
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@JustNdrew A modern toolkit (Generally what I’d use at the moment, YMMV), is as follows:
- LancerEdit - For modifying models, working with UTFs, textures, etc
- FL Mod Studio - Mostly for system editing
- FLInfoCardIE - For adding/modifying infocards and text
- Skotty’s ALE Editor - For creating and editing particle effects
For decompressed INIs to work on, 1.3b SDK works, but I prefer Freelancer HD Edition when I’m starting a new project now.
Most older tools do still work and are fine if you can figure them out! ones I’d avoid because they cause problems are Freelancer Explorer and the Milkshape model importer, but mostly everything else is fine to use if it works.
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@maximilianps Copilot (and other LLMs) regularly output made-up or wrong information and for a niche topic like Freelancer, that already has a fair bit of poorly checked information out there anyway I’d probably end up having to rewrite whatever it generated. I’m quite happy working on the wiki as and when I find the time at the moment.
I’m generally opposed to using LLMs for anything at all, but that’s a topic for elsewhere and I don’t want to derail this thread!
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Hi there, welcome to the Starport!
Guides are pretty time-consuming to write, and there’s few enough in English so as other posters here have mentioned, there’s even fewer in German language. However, there’s a ton of resources about INI editing on the TSP KnowledgeBase that might be helpful, and the Discord/these forums are a great place to ask questions on how to do things as people are usually more than willing to help.
On tools, I would recommend staying away from the 1.3b SDK as it has a few known issues. The current ‘base’ for fresh mods with the INIs exposed tends to be Freelancer HD Edition or the full JFLP patch, which incorporates the old SDK and corrects some of the errors.
As a modern alternative to Freelancer explorer, might I recommend FL Mod Studio ? It has a full 3d editor and works much more reliably. LancerEdit also has a system editor, but my understanding is that it’s currently a work in progress and may be missing critical features.
Dev's Limit Breaking 101 Techniques
Crash Offsets
Crash Offsets
Crash Offsets
How to get Vanilla Freelancer running in 2025 (no cd)
The TSP Download Archive
Need help identifying FLServer errors
Need help identifying FLServer errors
Need help identifying FLServer errors
Need help identifying FLServer errors
Crash Offsets
Crash Offsets
Crash Offsets
Dropping a phantomloot cargo from an NPC
Dropping a phantomloot cargo from an NPC
Incorrect Shield Value on HUD
German Mod Tutorials? 2024 Mod Tutorial?
German Mod Tutorials? 2024 Mod Tutorial?
German Mod Tutorials? 2024 Mod Tutorial?
German Mod Tutorials? 2024 Mod Tutorial?