I’ve powered through and completed the HUD section on the new limit breaking in it’s entirety, may get another chunk done this afternoon. I think I may also do a pass of this thread again and ensure any new offsets are added to the new page if they’re not already present.
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Thanks Will continue and currently working on the next features (this time the focus is helping modders).
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Regarding the SVN problem: My suggestion is to start the SVN server, check each repo out with git SVN brigde (e.g. Tortoisegit has it integrated right into the clone dialog) and then upload it as a git repo. You can have the full history from SVN this way. You just need to do this correctly. I have some SVN repos checked out as git repo just before it got shut down this way. But not all of them.
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Hi folks,
There’s been a bit of confusion about the state of the site recently, particularly with regards to archive, wiki and forge content. We have a pretty long to-do list here, and a lot does somewhat rely on community contributions, as we’re only a small team, so I figured I’d lay out what needs doing that community members can just jump straight in on!
- The Wiki: Efforts to fill out the ini editing section are ongoing! We’re away there’s a ton of missing content, and are accepting PR requests for more. There’s also work ongoing to finish up the new Limit Breaking 101 page.
- The Download Archive: There’s an initiative that’s stalled a bit to document the download archive properly. It came over from Xoops with zero metadata in a very messy state, and we want to ensure that the files have information attached to them going forward, as well as ensuring that things that are not Freelancer-related are removed (There’s a ton of Dungeon Siege content in there, for example). If anyone’s keen to help, head over to the thread and let us know.
- The Forge: We’re aware that a lot of content that was previously hosted on the forge isn’t available at the moment. We’d like to fix this, but accessing the files in the state we’ve got them is a pain. The files are SVN repositories and getting the source out of them is proving difficult. If anyone has any experience with these and wants to help, we’d really appreciate a hand.
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@Gold_Sear Thanks for the additions!
Don’t change the format in the JSON payload right now, what we can do is set up a filter that lets you toggle between the
0x
format and the one that just lists out the address so we can make sure any leading zeros are added as appropriate on the final page without a bunch of extra work. I think it’s okay to leave your PR as it is though. I don’t think it will mess up any parsing! -
@Gold_Sear I’m afraid since it’s been converted to a static html site, that is no longer possible. However it should have been indexed by Google now. Try something like: site:lancersreactor.com test
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@Gold_Sear Fantastic! I’ve crossed it off the list.
@Laz has kindly put together a demo page where the json payload will render (this will eventually move to where the main page is when it’s done) so we can see how things will look when finished.
You can find it here: https://the-starport.com/wiki/fl-binaries/limit-breaking-v2/
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Sorry for the long delay, it’s been a busy few weeks and I got a bit caught up in some FLHook stuff which ended up eating way more free time than I thought it would.
Sections that still need doing are:
HUD
Miscellaneous
Missions
NPCs
Reputation
Server Operation
Systems
Turret View and Mouse
Visibility
Visual EffectsGoing to get a couple of these done this afternoon, and will edit my post to cross them off the list.
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Hi @GalaCeir, welcome to the Starport!
Something to try that might fit the bill here is the last release of Shattered Worlds: War-Torn. Most mods that are still active are fairly focused on multiplayer, new single-player content for Freelancer is pretty rare unfortunately!
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I finished beta 2.1: Download beta 2.1
The focus was mainly rendering bugs / improvements.
Changes are:- Fixed rendering bugs with old lighting (affects also starspheres etc.)
- Made old lighting very similar to FL lighting (including cubemaps)
- Had a nice idea for nebula ambient lighting. It now is complete PBR lighting
- Added option to enable point lights for new lighting. Make sure to remove e.g fake planet reflection point lights from FL system inis before enabling it (will look weird, since planets are like suns then). To enable it, set EnablePointLights=1 in config.cfg.
Dev's Limit Breaking 101 Techniques
Release: Advanced Renderer public beta 2.1
TSP Community To-Do List
TSP Community To-Do List
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Vanilla Mod question?
Release: Advanced Renderer public beta 2.1