i’ve had a look at that last time it was posted but forgot to reply.
please give this a try and let me know if it works:
RP8.dll 004467 7D->EB
(note that this is not a fix, it just skips the logging to spew.)
RimShot
Posts
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yes, that is the problem and the solution.
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as for the cruise speed, all you need to do is:
[PhySysConsts]
ANOM_LIMITS_MAX_VELOCITY = higher than cruise speed -
http://the-starport.net/freelancer/forum/viewtopic.php?post_id=38611#forumpost38611
isn’t this what you are looking for? -
it might be possible to increase the total number of sounds played, have a look here:
http://www.lancersreactor.com/archive/viewtopic.php?f=20&t=38245 -
hi, i found my notes about the option param.
option = text, tooltip, default, type, locked, lower bounds, upper bounds
text: displayed text
tooltip: mouseover text
default: default value (if perfoptions.ini doesn’t exist or user clicks default button)
type: control type (true = slider, false = checkbox)
locked: if true the control is disabled in game (note that it will still change if linked to parent control like the DETAIL slider)the lower/upper bounds need some explanation. this is only for subcontrols as the values are linked to parent control like the DETAIL slider.
for slider 25, 75 means the slider will be at 0 when the parent is at 25 and it will be at 100 when the parent is at 75.
for checkbox it means the range it is checked. if the parent is within the range the checkbox will be checked, outside it will be unchecked.
therefore 50, 100 means the checkbox will be unchecked when the parent goes below 50.hope this helps and my explanations aren’t too bad.
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you need this: http://the-starport.net/freelancer/download/singlefile.php?cid=2&lid=8
with FL Model Cloner, simply Open model… (change file type to all files for .3db)
on the lefthand side you will see VMesh IDs and Material IDs.
if you need to know which texture is which, Scan .mat file…
now rename all VMesh IDs and Material IDs, select an item and on the righthand side you can enter New Name.
Export new model…with UTF Editor open the new file and change Material/Texture library names accordingly.
Save and that should be it. -
you got the offset wrong, it is: Fault offset: 0x00018b93.
unfortunately i can’t tell what happens exactly as my debugging skills are still limited.
the function seems to be taking 2 args where one of them is the screen width, the other could be TRANode.on a side note:
i’ve never had problems using it for years, it was also include in a version of the void mod which however was taken down after short time due to other reasons.
i didn’t alt+tab much but open the chatbox for sure. -
hehe, found the same, read@Equipment and LoadAsteroids. the breakpoints are triggered so they should work.
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it definitely works in more areas, but i didn’t manage to track them all down with the debugger yet.
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are you sure?
put inherit = li_fighter under ge_fighter section (remove all but nickname and shield_link), start new game (no story), i have patriot.
not sure about collision groups behaviour, no crash though. -
[Ship]
inherit = <nickname>camera_angular_slerp_multiplier = <float>[Solar]
inherit = <nickname>inherit tested with ships, seems to work for everything except shield_link, not tested with solars.
camera_angular_slerp_multiplier used by co_elite in the original bini’d shiparch.ini file, not found in the SDK.</nickname></float></nickname> -
hi,
sorry i’m kind of inactive.
just noticed a reply in this topic:
http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=4849
something i’ve made long ago and thought i could share.
it is not actually a mod but just the files, in which i’ve made the interface borders transparent looking like this in space:
screenshot -
steering_torque = 927,617191, 4185,5999, 951,272627
this would be interpreted as 6 values, use “dot” as floating point.
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there is also another way to get around the 18 groups limit which i think i posted way back. it’s all about the vmeshref, simply export with different group spans and pick the parts you need, copy them to the master.
Hidamari:
i would definitely use model animation, it’s not so hard as it seems.
by the way i think the model looks very cool, and don’t worry about the “realism” concerns raised, after all the whole game is science fiction. -
do post the crash offset and i’m sure adoxa will have a look once he gets back. if you’re lucky maybe even one of the other reverse engineers is able to help.
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use this to decrypt the file (the game also reads them in plain text format):
http://the-starport.net/freelancer/download/singlefile.php?cid=2&lid=24restart.fl can be deleted anytime, all it is there for is to make the game start up faster. (sort of a cache, re-created if it doesn’t exist)
edit:
also note the [Player] section, by default looking something like this:[Player]
name = Trent
…
system = FP7_system
pos = 3216,1314,-21775
rotate = 175,-15,179.8you can change it to:
[Player]
name = Trent
…
system = Li01
base = Li01_01_Baseas an example.
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in my opinion the best way is to edit newplayer.fl for the following reasons:
no hex edits and/or changes to mission files required, doesn’t use force land command.simply put this in newplayer.fl: (credits to adoxa)
[StoryInfo]
ship_bought = true
Mission = No_Mission
MissionNum = 42; 41 for version 1.0
delta_worth = -1
debug = 0the only thing is you have to delete restart.fl if it already existed prior to editing newplayer.fl.
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senior area, what’s that?
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hey Zyos, i don’t think this story belongs here but i’d say different people had different visions. i’m tired of talking about it but if you really want, msn or pm me.
Fix FLspew error
FL-HW mod (finally)
Dev's Limit Breaking 101 Techniques
How to limit the player money?
Sound Effects Priority settings?
Unused features
Icon modding? Weapon/Commodity/Equipement
Crash in FL.exe at 0x00018b93 - Adoxa?
Unused features
Unused features
Unused features
Unused features
Interface mod
My volume/mass equation : where is the flaw ?
What is the best way without 3DSmax
Client crash (opening chatbox)
Open Singleplayer
Open Singleplayer
Milkshape & Plugins - Latest/Best versions and where to get them
FLMM -> Open-Source?