There was a typo in the new block that I merged, but I had 4 JSON linters all tell me everything is fine. Sometimes it annoys me how the trailing comma is ‘sometimes’ allowed. The auto-deployment failure was caused by a JS peer dependency resolving to the wrong version.
Laz
Posts
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@Gold_Sear said in Dev's Limit Breaking 101 Techniques:
EDIT: the sync seems to be lost again: where did I make a typo?
Think it’s unrelated. Something broken with the auto-deployment. I will investigate.
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Took a quick look, looked good, merged.
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I have refactored the V2 page to hopefully be a bit more usable. Please let me know if you encounter bugs or have any feedback about the new design.
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Heya everyone. I was wondering if anyone knows what function within Freelancer.exe I can call to cause the the ship to flip between it’s various camera states. I am looking primaraily to convert between the normal view and cockpit view on demand, as well as preventing the user from manually switching back if possible, but I have a few different ways to achieve the latter.
Spent a while looking in IDA trying to follow what happens after the user presses the H key (for turret view) and the like, but can’t seem to find where the game changes the state.
Any help appreciated!
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Many thanks to @Caconym & @WatercoolerWarrior for their donations!
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Yeah no problem. You might want to find alternative hosting though, Google wont let us touch it because of those reports, despite how bogus they might be. I recommend Github personally.
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Google appears to have marked your link as a virus, I cannot download it to test it in my VM. Might want to chuck it into VirusTotal to make sure everything is guchi.
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For the next month or so the old starport will remain online, but with posting privileges revoked, to allow people to download old private messages or grab downloads while they are still organised (tied to posts and such). In time all downloads will be made available within the archive and the archive will be properly organised, but this option exists for now.
You can find the old starport @ https://old.the-starport.net
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I’ll look into writing a conversion script. Thanks for the tip
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I’ve pushed out a small patch this evening that does the following:
- Adds more distinct notification/chat icons
- Adds a quick reply box to the bottom of any topic
- Automatically posts in the Discord whenever a post is made to the Starport.
- Alerts the admins when a new user registers and is awaiting approval
- Allows users to be emailed or notified when a post is made in a category they are watching.
New notification/chat icons when you have a notification/message:
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Heys guys. With the new site we are in a position to make improvements and I know that there are no doubt improvements that can be made. If you folks have suggestions please post them below and we will add them to our task list ^^
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@NeXoSE said in The Starport Has Moved!:
Did I in some way contributed the idea about the dot com domain
Actually yeah. I saw your post when I was setting up the new site and was like “that’s actually way better”.
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New Blog: https://the-starport.com/blog/starport-has-moved
Responses, feedback, and any notes can be posted below if desired!
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There are other implications from using shield draw as a power management mechanic. If any code or hooks looks at powercores for capacity and related stats, they now need to consider that shields can remove negative power - which I assume this something most people do not consider in their calculations.
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freelancer22222 wrote:
adoxa wrote:
The packet has a 16-bit value, which I’m not sure I’m bothered to work around. Is there a good reason you need cargo holds to be more than 65535?On our server there are ships with a cargo volume of 100-200 thousand units, and when players pick up from space, or drop, and even more often use warehouses, they have to re-login to the server so that the numbers start to display correctly, we have a lot of crafting items that require a large hold to create
This sounds like a major design flaw.
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As I recall you also need dsacesrv.dll (the server side component) for this to work correctly.
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You require the directplay8.dll from a discovery install. that’s the real dsace client hook, the other one is meant to mislead. FLHook 4 has abandoned those plugins due to a number of reasons, including that they are poorly written and require dependencies that are not part of FLHook - they should have never been included to begin with as they are disco specific.
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No not really. While the bulk of the code is available on the Discovery or Starport github, the important assembly functions are closed source (on account of them being able to very easily hack the game if use maliciously)
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
[Hack Request] Changing camera mode programatically
Donation Appreciation Thread
Freelancer Portable Launcher v1.2
Freelancer Portable Launcher v1.2
The Old Starport
The Starport Has Moved!
General Site Improvements
General Site Improvements
The Starport Has Moved!
The Starport Has Moved!
(@Adoxa) EngClass: parenting Power Plants / Engines to ship parts (CollisionGroups)
Visual limit on the amount of numbers in the hold for goods/items
Help with the base plugin
Help with the base plugin
Player build able base, how to?