Posts by SWAT_OP-R8R

    Change of plans.

    Ive spent the past months doing significant changes to a large amount of stuff and currently the update is about 2.5Gb big with ~1500 updated files.

    But, I am not anywhere close to being finished with the announced content. My progress, despite working up to 40-50 hours a week on the mod unfortunatly was not good enough to justify a release yet.

    On top of that last Saturday my 500l fish tank broke and flooded half the house which means a significant amount of extra work in the next weeks that will prevent me from doing modding work. Its just simple as that. I have to fix the damages (and potentially prevent further damages) first before I can even think about getting back to modding stuff.


    However, I made the decision pre-release some critical fixes (crash-fixes) and also some stuff I promised to release months ago. Also I believe the new launcher is working reliabe meanwhile. It would help new players to get into CF and it would fix a bunch of MP issues if the latest launcher version is being distributed via autoupdate.

    With a few night shifts I can probably isolate what is required to be updated without causing incompatibilities with the current version of CF. I'd do this pre-release update next weekend so I maybe I have a bit time for monitoring if stuff runs stable.


    Everything else will delay even further and I can not even estimate by how much.

    Mein Versuch FLrocket zu testen ist zumindest auf meinem Laptop fehlgeschlagen.

    Gleiches Problem. Download bleibt bei 0 hängen. Da er die Changelog so wie ich es erkennen kann auch vom github zieht es ist kein Verbindungsproblem.

    Ich werde das heute Abend mal auf meinem normalen PC testen.


    Ich habe mir so grob zusammengereimt was das Tool macht und wie es funktioniert basierend auf der Beschreibung und der hinterlegten Dateien auf github.

    Derzeit kann ich diese Vermutung zwar nicht überprüfen aber mir sind ein paar Sachen aufgefallen die ich zumindest als eigenartig bezeichnen würde. Das sollten wir aber dann direkt auf Discord besprechen.

    Just checked the github and... I think the instructions are wrong or at least misleading... potentially causing problems.


    Putting aside that Crossfire never will be installed in "C:\Crossfire\" but in potentially in "C:\Freelancer Crossfire\" (minor issue) the description suggests that the original launcher is needed for CF MP, but it is required for CF in general (SP and MP).

    Therefore the CF launcher has to run FIRST to fetch all CF updates and make sure that CF is updated (especially since over the years language files got updated).

    I dont know how that FLrocket thingy works but I can not imagine that it will work correctly if content is missing.


    Truth be told... I don't know atm if there are further potential issues since the CF launcher might even overwrite some of the FLrocket downloads.

    Compatibility could be an issue atm.

    I have way too many points on my to-do to test that atm. The workload for the next update is a bit overwhelming (probably my ambitions where bigger than my possibilities).

    I am

    Getting back to this topic since I am still searching for a solution that is generally working.

    I simply have the feeling that fixed (small) font_heigth settings will simply produce negative results for players which still are on 1080p .

    The question would be how to resolve this issue, since we obviously should not expect all players to edit ini files.

    Since there is x86 and a x64 version now... that complicates it for users that dont know which one to take.

    And essentially it makes patching the mod more complicated.


    Question for me right now is which version to take and put into CF.

    x86 for compatibility reasons?

    Are there disadvantages over x64?

    Not a request but something you need to consider.

    The length of the audio sample needs to be adjusted in the ini. If you switch voice samples you also need to edit the duration for that specific sample.


    Its one of the struggles I am currently confronted... hashing the sound nickname... creating the voice sample based on either the object IDs or the specific rulesets for the different nicknames... checking the length of the samples and then updating the durations... of ~7500 samples.

    Oh, and maybe even adding the mpa compression to the samples.