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.
IrateRedKite
Posts
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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 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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Heyo,
We’ve got a bit of an issue with some specific AI behaviours in our mod at the moment. We have a set of encounters where solo NPCs spawn on the regular to provide easy access to player 1v1s. Unfortunately when NPCs are solo they are very reluctant to engage on their own. They seem to stay stuck in an EVADE (not a flee!) state for a long time and often won’t attack the player at all. This is a recent observed behaviour, seen after we’ve ported the mod across to a new repository by hand, so obvious we’re missing something.
My question here is what actually affects NPC behaviours outside of
state_graph.db
andpilots_population.ini
? We’ve not changed either of these blocks. We’ve done some theorizing that it might betoughness
(which I’m still not convinced is even used) or adjustments inptough.ini
, but at this point and with a bit of testing, we’re drawing a blank. Has anyone had any experience of behaviours like this, or would have an idea of what would influence it?(We’re generally keen to get a better understanding of NPC behaviour in general, so it’d be neat to make this thread a place to discuss this. A lot of the tweaks we’ve made to pilots population so far have been done blind, and it’s not always clear what changes as testing this stuff can be rather fuzzy. Filling out the wiki with what we’ve found is very much on my to-do list.)
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@Gold_Sear Sorry I’ve been absent, was moving house! I’ll see about doing a pass on this tonight and at least making a list of sections that still need work if I can’t get the scripts working properly to generate the page.
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@adoxa An update: It was indeed the timestamps! Thankyou for your help You’ll be pleased to know I am also caching and no longer using the
dlt
links.An aside: is the source for xml2utf available?
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@HeIIoween Looks like point light sources aren’t actually in just yet! I suspect they’re on the to-do list, these are also something I am eagerly awaiting
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Amazing work! I plugged this into BMOD with zero configuration on either end and did a quick fly-through: https://www.youtube.com/watch?v=mzCYwa0ACuY
Out of the box it looks great. Looking forward to seeing how this develops further, incredible work
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@Gold_Sear Awesome, that’s great news! I’ve accepted your PR, so that’s visibility in. I’ve got a set of night shifts, so going to see about getting the ‘HUD’ and ‘Miscellaneous’ pages in over the next few days when it’s quiet.
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@Gold_Sear Hi there, no worries at all! I’ve been slow on updating this as well, have a ton going on right now and it’s been hard to find the time for it!
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@adoxa This might be a bit of an ask, but is is possible to prevent frc and xml2utf from writing metadata into the files they generate? I was hoping to compare the sha256 hash of zipped releases as a measure to prevent accidental releases if the workflow is triggered, but each run of the two programs generates files with completely different hashes as I think in both instances metadata is written to the compiled files!
Edit: I am also caching both the applications now, so you should see way fewer hits on these from Github as the workflow runs.
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@maximilianps Hiya, welcome to the Starport! Your best bet if you’re doing this sort of thing in bulk, is the Freelancer XML Project, which provides an easy-to-use GUI for conversion in both directions (XML -> UTF and back).
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@adoxa Thanks for this! I’ve updated my workflow accordingly and will do some testing a little later today. I may keep using the PowerShell foreach loop, simply as it allows me to filter by filename, but having the
-r
options is really nice.Looking into caching
frc.exe
andxml2utf.exe
as well, so that should further save your site bandwidth and download stats -
@adoxa It works! The xml2utf executable creates valid UTF files within the workflow. My build time for a few thousand XML files is about 5 minutes, which is perfect. I’ll post my full workflow in a few hours when I have it polished and running correctly.
An aside: will you be publishing this one on your site along with the source as well? Will adjust the link in my workflow to reflect that if so.
Update: The workflow can be found here, if anyone would like to adapt it to suit their own purposes: https://github.com/better-modernized-combat/bmod-client/blob/main/.github/workflows/release.yml
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@adoxa I think this worked! (The workflow didn’t hang and the process concluded) Will set up outputs to be sure and then post here with results. Many thanks!
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Quick update: Attempting to set the registry key required by the project results in similar behaviour:
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Having a bit of a problem getting the Freelancer XML project to run in a github workflow environment. I had the bright idea of storing all my UTF files (cmp, etc) as XML in our repository so any changes to them would be properly tracked.
This works fairly well, and when building the mod we have a neat little python script that iterates over the XML folder and converts them all. However, when trying to run XMLUTF.exe in a workflow, it simply hangs. My sample PowerShell in the workflow to do this is as follows:
Invoke-WebRequest "http://adoxa.altervista.org/freelancer/dlt.php?f=xmlproject" -OutFile ${github.workspace}\xmlproject.zip Expand-Archive ${github.workspace}\xmlproject.zip Start-Process -Wait ${{ github.workspace }}\xmlproject\XMLUTF.exe -ArgumentList "-o, ${{ github.workspace }}/staging/mod-assets/DATA/, ${{ github.workspace }}/staging/mod-assets/XML/bmod_aux_energy_weapons.ale.xml"
The command this would work out to runs correctly when done in a local terminal, but hangs indefinitely in the workflow with the following (I cancelled the job after about 15 minutes:
Is there a dependency the project requires when running in CLI for the first time I should be mindful of here? I can’t really get any feedback as to why this is hanging in the workflow, so I’m not really sure how to proceed.
Dev's Limit Breaking 101 Techniques
TSP Community To-Do List
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Vanilla Mod question?
Understanding NPC in-combat Behaviours
Dev's Limit Breaking 101 Techniques
Freelancer XML Project in Github Workflows
Release: Advanced Renderer public beta 2.1
Release: Advanced Renderer public beta 2.1
Dev's Limit Breaking 101 Techniques
Dev's Limit Breaking 101 Techniques
Freelancer XML Project in Github Workflows
Freelancer XML Project in Github Workflows
Freelancer XML Project in Github Workflows
Freelancer XML Project in Github Workflows
Freelancer XML Project in Github Workflows
Freelancer XML Project in Github Workflows
Freelancer XML Project in Github Workflows