FLSharp

There are 4 replies in this Thread. The last Post () by Gibbon.

  • Has anyone used this? Because if you haven't you might consider it for your project. Made primarily by BC46 who also did the HDE mod for vanilla, the DLL fixes a number of issues in FL,


    • Fixed a bug that caused the lights of a trade lane to never turn back on after the trade lane got disrupted.
    • Fixed a bug that caused waypoints to be cleared when the player reaches the coordinates in a different system.
    • Fixed a bug that makes the player ship a selectable target for creating waypoints on the nav map.
    • Makes the weapon flash particle effect play on all barrels instead of only on the first barrel.
    • Fixed a bug for the one_shot_sound not playing when firing multi-barrel launchers.
    • Fixed a bug for the ammo count not decrementing correctly when firing multi-barrel launchers.
    • Fixed a bug that caused the use_animation entries in weapon_equip.ini to not work, i.e. enables weapon animations.
    • Allows a gun's use_animation entry to be played on the parent (e.g. ship) if the animation name has a leading underscore (_); this leading underscore should not be included in the cmp file's animation name.
    • Fixed a bug that caused the client to not send the correct engine state of the player's ship to the server.
    • When playing on a server, ensure the client sends an update:
      • at least every 2 seconds;
      • when engine kill has been toggled;
      • if after every 0.25 seconds the ship's orientation has been changed to some extent.
    • Sets the minimum time between client-server updates to 40 milliseconds (or 750 ms while in a trade lane) such that jitter is prevented when playing with a high or inconsistent framerate.
    • Allow ui_music_test to play when the current background music has finished playing.
    • Added support for playing the ui_interface_test and ui_ambiance_test sounds when adjusting the respective sliders in the options menu; these sounds should be defined in interface_sounds.ini.
    • Automatically prevent crashes while adjusting the interface and ambience volume sliders in the event that the test sounds are not defined.
    • While adjusting the ambience and music volume, mute other background sounds accordingly so that the volume can be fine-tuned more easily.
    • Allows up to 127 selectable resolutions in the general options menu; these are automatically determined based on the user's main monitor resolution.
    • Fixes the problem where the general options menu can't distinguish two different resolutions with the same width.
    • Makes the default resolution button in the general options menu select the user's main monitor resolution instead of 1024x768.
    • Prevent Freelancer from running with resolutions beyond the main display's capabilities in terms of horizontal and vertical resolution.
    • Sets the user's main monitor resolution as the default in-game resolution.
    • Instead of checking if the available resolutions are supported each time the option menu opens, do it only when needed (optimization).
    • Allows for the Ctrl + C hotkey to copy text from any Freelancer input box to the clipboard.
    • Allows for the Ctrl + V hotkey to paste text from the clipboard to any Freelancer input box.
    • Improved the slide-out animation for some UI buttons in the multiplayer menus.
    • When the "You must be on friendlier terms to purchase this." message is displayed in the Dealer menus, allow the exact reputation requirement to be printed too. Include %d in the IDS (S 1564, resources.dll) to make it work.
    • Fixed a bug that caused the Freelancer process to not always terminate after closing the game

    Always being updated with new features, it's a fine addon to any mod


    GitHub - BC46/FLSharp: A plugin for Freelancer that aims to apply game-related fixes and improvements to the game's code.

  • Have seen it but requires a bit more than just copy/paste to make it fit.

    Taking a closer look at it is on my to-do list.


    To be honest, I am cautious with plugins that have a wide spectrum of fixes or features. If there is an error in one feature that causes problems the whole plugin with everything included is affected, once again leading to further problems when deactivating the plugin.

    Even Adoxas plugins are not always free of issues. I reported a few of such issues in the past and those were fixed but having a plugin which only changes one feature has less impact until a fix is provided.

    Dunno if the config file would be enough to enable/disable certain feature sets if issues appear.

    Also not sure if this conflicts with other plugins or custom flhook versions.

    Needs to be tested... and probably takes time to be tested.


    The described changes however sound promising.

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Apparently that's a request feature for the next version, where people can choose which fix they want to implement which is a good idea.


    I mean having the weapons showing their animation working is a huge boost, (although you might have to add the correct animation code on certain things like countermeasure droppers and oddly, the liberty cruiser to see the front gun working), the multi barrel illumination fix for multi barrel weapons and the tradelane lights coming back on after disruption are my three favourite features. Also made my mod a lot more stable when battleships are slugging it out due to a memory leak fix

  • While not having tested it yet, I took a short look at the weapon animations and the weapons itself last night.

    A few things to mention or consider.


    1. Not all weapons have animations defined. Some vanilla weapons have missing ones. Custom weapons in CF clearly have no animations because why bother with animations when animations were not working in the past.
    2. If the defined weapon animations even work without errors need to be tested for every single weapon. If there are errors, potential issues might happen, even crashes.
    3. Almost no turrets have animations at all. If existing weapon animations can e used on turrets needs to be tested. Especially when there are multi-barrel turrets.
    4. It needs to be crosschecked if the defined "use_animation = Sc_fire" is used on 3d models with defined weapon animations. Without plugin, if that was not the case there were no consequences since the animation part was not used at all, but with plugin a "use_animation" entry which leads to a 3d model without anitmation potentially would lead to errors, even crashes.
    5. The fix for the particle flash and sound also needs to be checked on all multi-barrel weapons/turrets. For well over 20 years a workaround to attach the sound effect to the projectile was used. These workaround are still active, might cause conflicts and have to be reverted. This requires all multi-barrel weapons/turrets to be checked.
    6. The use of the _ parent option would need to best tested primarily on the liberty cruiser. I can imagine other use cases but that is more or less story related. In theory (and i am thinking way out of the box now) a special weapon class could be created to serve as a trigger for the liberty defender wing animation this way. But weapon classes are limited and I am not sure if it is worth the effort.

    The waypoint issues described would expain why sometimes mission triggers fail. Will need to check that next.

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • The countermeasure dropper and turret models have animation on them, they are borked but a few of us have the fixed versions available. Some of the items with animation don't use sc_fire to activate the animation. I've been through all the files and come across this issue after checking everything in LancerEdit to trigger the animation. The Liberty cruiser weapon fix to get the animation working needs to be added to shiparch for some reason and then it works. Some original weapons don't have animation but most do, including torpedo launchers. I even activated working radar dish animation in my mod