If you ever take a peak at mBases.ini with your nice unBINIed file, you'll see why.
Posts by FriendlyFire
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Never use any BINI program for decrypting the files. While the programs work generally correctly, there are many places where the decryption will not work properly and will cause problems. The SDK has all those errors fixed and even more, so it's a much more sound option than using BINI or FLE. It's also a lot less of a hassle to use as you can just apply it to your FL install and then all your files are decrypted right away.
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There's also a hard cap at 750k from the center of the system (so radius) where your ship will spontaneously explode when running on FLServer 1.1 (MP only).
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Use the SDK instead.
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I'd add to that with something simple: it's not about permissions, it's about simply HAVING the source at all. There is no way anyone can actually "find" or "hack" the source code. You not only need Microsoft's permission, you need Microsoft's full cooperation on willingly giving the source code to someone.
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Doing that causes asteroid fields to go crazy. I seriously suggest against it.
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FL is actually about 2 months older than EVE. And, you know, EVE didn't come up with the concepts of "dynamic economy" or such. The fact you bring that up as being copying is a bit of a fallacy. I, for one, hadn't heard of EVE for a long while and already dreamed of having warp drives or build-able stations.
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Try disabling 3D sounds in your Options/Audio menu.
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<!-- m --><a class="postlink" href="http://www.hex-rays.com/idapro/">http://www.hex-rays.com/idapro/</a><!-- m -->
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Oh. I believe THNs use rotation matrix. You may want to just google that, should give you some results.
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FLMM 1.3 has additional script tags which were not available in 1.2. That could cause problems if the selected mod(s) use such tags.
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Actually, dockable player ships have already been done on some servers with FLHook. The code for this hasn't been released, though.
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I'm guessing it must be somewhere in the downloads archive or on EOA (eoa.seriouszone.com)... I can't give you other links here.
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Assembly doesn't count, either
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Bien, je crois que le mieux serait en effet de tout poster ce que vous avez déjà commencé, question de ne pas se répéter pour rien. Quant à votre seconde question, si vous utiliser Freelancer Mod Manager (FLMM pour les intimes ), vous ne devriez pas avoir à changer quoi que ce soit dans votre dossier de jeu principal. Il vous suffira de copier les bons fichiers (avec leur arborescence appropriée) dans votre dossier de mod (que vous aurez préalablement créé dans le dossier MODS de FLMM) et d'activer ce dernier avant de lancer le jeu.
Il est clair que votre retour au bureau est un problème lié à votre cannonière. Freelancer n'a jamais été réputé pour son excellente gestion des bogues
Dès que possible, postez tout ce que vous avez modifié dans vos dossiers de jeu et nous essaierons de vous aider autant que possible.
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Alcander could enable a few things in an engine after quite a bit of work, most likely recycling leftover code in some places.
You're asking to make a whole new game. Try to read up a tut on Assembly before guessing it's easy...
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kamsys : Good error checking softwares are:
Bluecat's INI Analyzer (oldest, probably least used)
Accushot's FLScan (pretty good, all around software)
Lancer Solurus' FL Error Checker (very thorough, will find more errors than FL logs!)TubeJuice : what you need is to get CRCTool, build a CRC list with it and then scan that list for your decimal CRC, in this case 2897825280. ArchDB::Get() Failed means FL couldn't find that archetype.
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It was a profesionnal hoster; usually, they have those handy
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Actually, it's a simple hex fix.
Most hex addresses compilations have it, just look for it (sorry I don't have one handy at the moment).