Thanks!
Shame the GLS didn’t recover but at least the workaround is still going
OutCast
Posts
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I’m certain it’s not the router or anything on my end. I have three very different machines in very different locations all unable to reach UDP port 2300 for gun.fllistserver.com.
This is on my work Linux machine:
Endeavour ~ # nping --udp -p 2300 gun.fllistserver.com Starting Nping 0.7.01 ( https://nmap.org/nping ) at 2018-01-13 08:25 MSK SENT (0.0378s) UDP 10.*.*.*:53 > 5.9.69.107:2300 ttl=64 id=12481 iplen=28 RCVD (0.2234s) ICMP [5.9.69.107 > 10.*.*.* Port unreachable (type=3/code=3) ] IP [ttl=50 id=54616 iplen=56 ]
This is on my home machine (Windows 8.1 IPv6 disabled) trying to connect with FL itself:
https://bsox.s3.amazonaws.com/ShareX/2018/01/2018-01-13_08-30-52.pngMy server is colocated in a proper datacenter in a different city, so while i didn’t run wireshark on it, i’m pretty sure the problem isn’t there or in its (datacenters) routers.
The only, and i mean only, common thing between these three is that they’re all located in Russia. I could try making an Amazon EC2 instance and trying from there but i think i gathered enough info already.
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No connection from either server or client for me.
The server is hosted in a datacenter in another city too so the only common thing between it and my client are Russian IPs. Could those be blocked on GLS’s side by any chance? Because i don’t see another reason why it would be inaccessible. -
Hey everyone, long time, no see
So our (very mildly alive) server has moved to a different address and that’s when i noticed that GLS is still down?
http://www.flserver.de/add_server.php is also not working, tried adding both fl.elite-games.ru and 195.42.181.130.
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I needed to be able to supress Freelancer Critical warning dialog (which mainly shows as ‘unsupported videocard’ ) and surprisingly for me i came up with initial patch in an hour and thinned it down to one byte in another three hours. Was a night well spent One byte size made me really happy
I can’t remember if anyone did this already but in case anyone needs it:```
Freelancer.exe 001B16FC 84->33 = supress Unsupported video dialog ~OutCast -
\o/
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no hacks really needed here.
you need to set linear_drag to 0 and reduce engine force so that your acceleration makes sense.
and obviously there will be no more max velocity limit since you can accelerate as long as you want (until you hit the edge of the system lol). -
tl*;dr x_x
=P-
- srsly, for how many years now?
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this may be standing very close to this “random jumps” thingy, so i’ll ask.
could you try making jumps from any point in space to a point in another system by player command?this is a long-standing problem for some fl developers, you know :]
and i think there’s no need for something like fully finished plug-in, working prototype is quite enough. -
Nova wrote:
And they’re… aggresive maybe… to new users joining them… word “elite” describing them as is“elite” actually comes from the game called Elite, so the site is about Elite-like and other space sims.
But i see what you mean by ‘aggressive’ there
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i’ll explain eve ships fitting mechanics as it’s not too big and other things i mentioned are sufficiently self-explanatory by their names (i think) %)
eve ship fitting (equipping a ship with modules) mechanics have less restrictions (or smthing) than FL, and that gives a lot more of different combinations (excellent and awful (darwin award fits) ones ;] )/
basically there’re only two restrictions:
1. ship resources: cpu and powergrid (pg). each module can eat up 0~100 cpu and 0~20+k pg.
2. slots: each ship has different number of high/med/low energy slots which are used by different groups of modules. quick breakdown:
high: guns, missiles, capacitor(energy) warfare, all kinds of probe launchers, remote repair mods, stuff like that.
med: all shield tank and capacitor mods (except 2 special types), all electronic warfare (EWAR) mods (there’re a lot of them, huge part of the game), active propulsion mods.
low: all armor tank mods, weapon upgrades mods (damagemods), some passive EWAR mods, cpu and pg boosting mods, passive propulsion mods.and that’s that! no other restrictions at all. of course not everything is written here, i don’t think i know everything about eve fittings
there’re rigs, tech 3 subsystems fitting (modular ships), overheating, but they all are expanding not restricting the fitting system.this allows things like 100MN AB Tengus when a battleship-sized afterburner is fitted onto a T3 cruiser-hull (Tengu being one of them) and makes nice things in hands of a good pilot.
compare this to the FL system where you just have to pack all the slots and have like 1-2 mods that you’re really considering to fit, because you have an AB slot for instance, and you can’t put some crazy EWAR there, you just go and buy the best AB, because you don’t want to leave that slot empty too. And you can’t switch you repair module (yeah, i know noone uses nanobots, but whatever) to damage mod. Or change your shield for some mod that increases CD velocity.
Well i guess you got the idea.As for eve in general, i think everyone designing space games should try it. Even if you don’t like combat or ship control style (i didn’t for a long time) it’s just beautifully balanced and variable game mechanics.
ps sorry if i sounded too fanboy here, i just love the complexity of it %)
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There’re two ways i personally see.
One is “EVE Online way” which includes an open market, manufacturing, system sovereignty, station building, etcetctetc.
Another is more classic-FL-shootery-style which is basically not far from original FL, but with good tools for automated “deathmatches” between groups of people that eventually get won by some group and don’t last forever.And better graphics and UI with ways for modding/improvement, obviously.
edit:
Oh, and eve or similar ship fitting mechanics for both cases. -
Nova wrote:
HeIIoween wrote:
= or GimpComparing any graphic editor with Photoshop is lol.
No. I don’t need an X Gb monster program to just change color in ARGB image. I’ll use gimp for that.
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Care to reverse the loot struct? IMO it can have more applications… :roll:
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Yeah, i use this class too, it was initially posted on HHC forums i think.
Then parse the output and store it in DB or something.
edit: regarding the end of previous script, i’m not too familiar with regexps but i think strpos() would be better resource-wise there.
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Well yes, but some games including FL override printscr so it also saves the screenshot.
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You can look at INI_Reader usage in flhook in HkDataBaseMarket.cpp.
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It’s just LUA after all so maybe you just need to make something like hardcmp that will load required objects and move them by the script.
Though you probably will need to make 3d ale editor to be able to just render effects. -
Bottleneck wrote:
I’ve tried Print Screen and the game freezes for a second or twoI use Fraps exactly for this reason.
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Speed exists only on client side in FL so no sync is required.
Strange thing about asteroids: they seems to actually BE SYNCED between the client, because, for instance, my enemy can hide behind an asteroid while fighting and i will see the same thing.
NPCs, though, have their own server side asteroids and fly through ones generated on client.
Server not seen on global server
Server not seen on global server
Server not seen on global server
Server not seen on global server
Dev's Limit Breaking 101 Techniques
Happy Newyear
Is this poss constant engine kill
Brrr and wut wit TLR?
Random jumps
New to Freelancer mods, have some questions and looking for recommendations
If u were writing FL2, what would u add?
If u were writing FL2, what would u add?
Freelancer
Solar Spawning
Exporting online player list to web via FLHook
Taking a Screenshot
Server: ini read
Idea: THN animation editor with 3D display.
Taking a Screenshot
How to increase mass to dynamic asteroids?