Oldsta restarted the VM on which the windows server runs.
Now flhook socket works!
Thanks ppl.
Oldsta restarted the VM on which the windows server runs.
Now flhook socket works!
Thanks ppl.
I tried port 1919, restarted flserver/flhook, opened the port in windows firewall.
Same result. Telnet could not connect (while it works fine on localhost and port 1919)
The error is different though. Now I get a “Connection timed out”
Hi,
I’m helping Oldsta to set up the new Freeworlds game server.
We are using flhook socket for a number of things, all running fine for years on the old server.
The new server is Windows 2008, Freeworlds 19.62 mod, FLHook 2.0.0. FLHook socket listens on port 443.
I installed telnet to test it.
In a dos box on the server, when I do
telnet localhost 443
I can login fine with the pass <<password>> and I can work with the flhook socket fine.
But when I do
telnet <<the server’s=“” ip=“” address=“”>> 443
The response is hanging. I see I can type, and even the cursor moves in the dos box, but no response.
The same for connecting from the outside.
The port 443 is opened in the Windows firewall for tcp. Even when I switch-off the firewall temporarily, I cannot connect.
What do you reckon?</the></password>
Hi,
I have downloaded a number of programs from Adoxa’s tools download page, and on FriendlyFire’s suggestion, started with tini.cpp as a way to parse the ini files efficiently (tini parses all freelancer’s ini files by using the game’s own exe/common.dll functions)
I cannot get it to work. I’m hoping someone did this in the past, and can give me some pointers where I’m going wrong?
If I run tini.exe that is in the download pack, it complains about missing “exe/common.dll”. If I run it in the root folder of freelancer, it works perfectly and outputs all the parsed ini files
( i.e. freelancer/tini.exe > allinis.txt )
So the conclusion is that it has no common.dll of its own, but uses the freelancer one.
In tini.cpp the compiler directive at the start asks for the dll:
#include “common.h”
This include is present in most other Adoxa’s cpp programs.
However in the source of tini.cpp there is no common.h
The file common.h can only be found in the package libfl that can also be downloaded. This suggests that this libfl package should be copied into the (Visual Studio C++ 2008 ) project so that it can be used. However if I do that, still a bunch of compile errors come up, suggesting there needs to be included more. But what?
In the same libfl package there is a makefile. It has this command:
tini.exe: tini.cpp fl.lib
$(CC) $(CPPFLAGS) $** setargv.obj
This suggests that the package libfl (if it is the same as fl.lib) should not be included in the VS project, but instead the compile should be run externally from VS, somehow invoking the VS compiler, or maybe even a different compiler?
So could anybody tell me how to do it so that it works?
Thanks
-Qi
I found the solution.
Not only should the player log out with his ship, but close Freelancer entirely, for this command to work.
Instead of using writecharfile, I could also directly change the ship’s fl file on the server. However this has the same problem; the player of the target ship must close his Freelancer entirely.
Hi,
For FW:TOW we want to be able to create (cap) ships from the web interface, so through FLHook socket. I intended to use writecharfile for that.
But I cannot get the writecharfile command to work.
I know the string to write with must have the CRLF replaced as \n and I know that the player ship must be logged out (kicked) before the command is given.
If I do readcharfile the output looks like this:
l
l [Player]
l description = 00310031002f00310033002f00310031002000300039003a00350038003a0030
0038
l
So there is an l (L) and a space before each line. I tried it with "l " and without at no avail.
The ship_archetype and equip lines have hashed identifiers. I know how to translate nick names to hash.
What I tried is taking the hashed names from an existing charfile (with readcharfile) and replacing those in the writecharfile string of the target ship, which does not change that ship (after login).
FriendlyFire suggested that using actual nicknames instead of hash code should work as well. I tried that too but it doesn’t work.
Has anyone got this actually to work? Do you have a solution?
Are you using the proper flhook.ini ?
For chat, it has this (remarked out):
;;;;;;;;;;;;
; chat settings
; SuppressX: chat-text entered by players starting with this string will be suppressed but still shown in
; in the eventmode. this simplifies coding a custom ingame-dialogsystem.
[Chat]
;Suppress0=/chat
;Suppress1=/etc
There are things that need to be freely donated. Like mod development and community leadership/administration, for the reasons mentioned.
The way to get an extension you need, if you cannot program yourself, is to ask for help in the “help wanted” section.
Believe you me I am a professional programmer and I build programs in c# .net every day, big complicated secure programs that run in a major enterprise. But the c++ stuff going on in FLHook development and assembler (exe hacking) is a totally different league. These guys are masters.
Also, anything you can think of you need, is probably already made. There is much they know, that cannot be found in these forums. Just ask…. Be friendly… use teamspeak / msn / skype / email.
There are things that require money and that aren’t illegal. When your mod is released and you set up a community, it needs hosting. A dedicated hired Windows server (or co-located) in a server park that has connection to a main internet hub. The forums need hosting too. All that requires a constant stream of money and the backing/ownership of somebody with a solid real-life job (in addition to the paypal button that nobody uses)
Thank you!
Adoxa, the link of the zip file doesn’t work.
Looking at the usage restrictions of 110mb.com hosting files is against the rules, so I guess they deleted it.
Can you host it somewhere else?
In the development of fw:tow (see http://www.freeworlds-tow.net/dev/ ) we will be making jumps between systems without jump buoys possible. Those will be configured for caps and carriers only. So we will also need the buoys (and the random jump_out of this thread) for the smaller ships. The free jump method is through FLHook.
Hi Jericus,
That seems like it is doable!
I’m keeping my fingers crossed.
Jer had already sent me a couple “possible” solutions. He tried many other things that failed.
This is something we want in FW:TOW as well.
Yes I will test that.
Who knows, we may be lucky
Sorry that I wasn’t clear enough.
The example from solararch.ini is of the Freeworlds 18.x mod. Those hardpoints exist.
The suggestion was made by Gisteron that Vanilla has multiple jump_out_hp hardpoints on the large jump gates. I don’t have that example but if someone has it, I would be able to see how to do it.
We want to exit a jump hole at a distance from the exit hole, but not at a fixed distance but at random respawn points at 10-20k from each other. The idea is that we want to solve buoy camping, where a fighter or cap just has to sit and wait for a ship to jump, then hang on the fire button killing him before he has control over his ship. If the jumping ship respawns at points that can’t be predicted, the hunter must actually do something to catch him. It’s a big thing in our community. See: http://www.freeworlds-tow.net/forum/viewtopic.php?f=231&t=23719
Jumping out to a number of fixed points at a great distance from the buoy will give the effect fine.
So do I make multiple jump_out hardpoints in the cmp?
In solararch.ini for a jump hole I see these settings
jump_out_hp = HpFX7
docking_sphere = jump, HpDockMountA, 5000
docking_sphere = jump, HpDockMountB, 5000
Are those settings I can manipulate to get multiple jump out points at a distance?
Does anybody have the solararch.ini equivalent of this for the vanilla jump gate (with multiple jump_out_hp hardpoints)?
When jumping between jump buoys, is there a way to arrive at a random distance away from the destination buoy?
Like for instance between 10 and 30 k at random?
How can I mod that?
Picture: jump from hyper buoy to hyper buoy, but respawn at a random distance from that buoy, with minimum and maximum distance settings.
What IS the latest version?
This is Freeworlds’ latest version
http://www.freeworlds-tow.net/forum/viewtopic.php?f=18&t=8592
Great THANKS
That some bases did not show up in the best prices list is an old known bug in freeworlds, that I can resolve now…
I second that request.
Awesome!
I posted it on the Freeworlds forum.
Thank you!