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The Fix for Multiple Bugs; easy
Topic Started: Oct 28 2012, 07:41 PM (888 Views)
Majestic
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A few days ago, someone posted on the discoveryGC forum how to fix the bugs that have been affecting the mod since the last update.

I did some tests with my test server, and these are the bugs that are now fixed with this:

-if you logged off while docked on a player base, you respawned 100k under the sun (no longer happens)
-if you logged off while docked in connecticut you couldnt get out again (now you can return)
-player docking didnt work properly (now it does)
-you could only build 1 kind of defense platform (now you can build all 3 types)

In addition, people said that these 2 thigns are also fixed, but I couldnt check if its true
-hyperspace jumping now works more precisely
-the anti-cheat is better somehow
-some uppercase lowercase stuff that had some sort of repercussion on some tech dont know what exactly

To fix all thes bugs, you just need to go here and replace the files in the EXE and EXE\flhook_plugins:

http://forge.the-starport.net/projects/flhookplugin/repository/revisions/194

What is in the bin folder there goes into the EXE folder on the server what is in bin/flhook_plugins goes in EXE\flhooks_plugins

I don't know what the thing in the /lib folder does or where it goes, I think its only for people who program plugins.

If you want to make a backup copy of the old files, do it in another folder. If you have something like base.dll and base_old.dll, Freelancer will try to run both at the same time, and it wont work.

On the same page of Cannon's repository there are 2 more updates which also allegedly improve stuff (update 195 and 196, the one I linked was 194 and the one that included all). I guess you can install the last one 196 too I (just download the file and replace the stuff with the newest version), don't know if that one is as important as 194.

http://forge.the-starport.net/projects/flhookplugin/repository
Edited by Majestic, Oct 28 2012, 07:45 PM.
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JUDGE-ZaG
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OG CE ZaG

Thanks. Whatever didnt take effect with console will be do so upon reboot.
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Met Sahkarna
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JUDGE-ZaG
Oct 28 2012, 10:51 PM
Thanks. Whatever didnt take effect with console will be do so upon reboot.


Maybe by typing: /rehash or .rehash
Edited by Met Sahkarna, Oct 29 2012, 02:03 AM.
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Majestic
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It may have been a bad idea to update the files while the server was running. The base bugs still occurs and the server crashed a few times in the last minutes.

Mabye you should update all files again while the server is down.
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Majestic
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Something is not right. What you need to do to install it properly is this:

1: Shut down the flserver program
2: go to http://forge.the-starport.net/projects/flhookplugin/repository/revisions/194 and replace the files in the EXE and the EXE/flhook_plugins folders. Do NOT keep multiple copies of the same plugin in those folders. The server will ty to run anytihng that ends with .dll regardless of the name. So if you're keeping backup copies of the old files, do NOT keep them in those folders
3: go to http://forge.the-starport.net/projects/flhookplugin/repository/revisions/196 and install that one too.
4: start the server
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JUDGE-ZaG
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OG CE ZaG

Majestic
Oct 29 2012, 05:09 PM
It may have been a bad idea to update the files while the server was running. The base bugs still occurs and the server crashed a few times in the last minutes.

Mabye you should update all files again while the server is down.
Hmm, the crash is a recent thing then? I wonder why it took so long before it started to crash.
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Majestic
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Maybe someone was doing something that he wasnt doing before, something he didnt do before.

Or maybe the crashes started after the server reset when a certain plugin became active.

Either way, on my test server everything is working fine. You can even give your base an affilitation now, to keep lawfuls from docking an allowing dockign for friends of yoru faction, withtout the need for a tag in the name. So there must be soething different on Cursed Earth.
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JUDGE-ZaG
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OG CE ZaG

stupid question, should there be a flhook.pdb file in exe and exe/flhook plugins?

----
edit: there is one dated in the exe/flhook plugins from march so i guess yes....?
Edited by JUDGE-ZaG, Oct 29 2012, 06:46 PM.
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JUDGE-ZaG
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OG CE ZaG

on 196 you just added the bin correct?
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JUDGE-ZaG
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OG CE ZaG

Ok so i dont think i may have done 196 correctly the first time so i did and now im seeing what looks like base names and appendages have been resorted to nuetral ids name ######.....

Someone, slap me silly.
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Majestic
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Yeah I wouldnt know where to put the lib and cpp files.

But you need to add the stuff form 194 first. Those are the major updates, the 196 is jsut a small fix
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JUDGE-ALPHA-OMEGA
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ZaG we should start calling you (And DreDD at times) Y2K lol
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JUDGE-ZaG
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OG CE ZaG

Majestic
Oct 29 2012, 06:58 PM
Yeah I wouldnt know where to put the lib and cpp files.

But you need to add the stuff form 194 first. Those are the major updates, the 196 is jsut a small fix
No worries. 194 then 196 in that order. didnt touch the others.
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Majestic
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Only saw you previosu question now...

No, there should be nothing taht starts with flhook in the flhook_plugins folder. That must be the error. Those go in the EXE folder directly.
Edited by Majestic, Oct 29 2012, 07:04 PM.
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RobbersDog
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{MC}

ok bug fix didnt work that time zag .. as after crash i spawned 100k from my base ..
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JUDGE-ZaG
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OG CE ZaG

Majestic
Oct 29 2012, 07:04 PM
Only saw you previosu question now...

No, there should be nothing taht starts with flhook in the flhook_plugins folder. That must be the error. Those go in the EXE folder directly.
Gotchya, just took it out.
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Majestic
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HA!

I just saw that update 195 is not a flhook.dll but something else.

So you need to install that one too probably:
http://forge.the-starport.net/projects/flhookplugin/repository/revisions/195

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Met Sahkarna
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@ Zag

*.cpp files are the source code files, so unusual except if you're a coder, and yes, you have to add the the revision 195 too, dsacesrv.cfg + dll are essential components of FL Hook, look into the readme files, you will have to setup a parameter to allow multiboxing on the Cursed Earth server, if not, players who use it will be kicked out and declared as cheaters.



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Majestic
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The dsasrv you get has multiboxkick set to no by default, so that should be safe. It seems that on Cursed Earth I can now set the rep of my base and build defense module type 3 too (that didnt work before), but I still respawn 100k under the sun when log off and on. The bugs for the /conn still persists too tho :\

So some bugs are down, 2 more to go. I gotta go for a while now tho, will try again later.
Edited by Majestic, Oct 29 2012, 07:52 PM.
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Met Sahkarna
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Majestic
Oct 29 2012, 07:50 PM
The dsasrv you get has multiboxkick set to no by default, so that should be safe. It seems that on Cursed Earth I can now set the rep of my base and build defense module type 3 too (that didnt work before), but I still respawn 100k under the sun when log off and on. The bugs for the /conn still persists too tho :\

So some bugs are down, 2 more to go. I gotta go for a while now tho, will try again later.
Yeah, Cannon said that the current version is not perfect but it's better than nothing. Him and Adoxa are still working on the bugs fixing, maybe it will be ok on the next revision?
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