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 Post subject: Infocards changing
PostPosted: Sun 17 Oct 2010, 16:13 
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Joined: Mon 01 Feb 2010, 05:31
Posts: 33
Location: England.
If you've downloaded FLHook's DSAce plugin and played around with it, you've probably noticed a section like this:

Quote:
[IDStrings]

;Colonial News Service.
;Sirius Wide News Post 1
;;504678=Yukon Crisis Averted
;;504679=CNS Breaking - The Zoner consulate on Planet Erie has just announced that the support provided by countless freelancers, Zoners, Bowex and the KOF were able to successfully maintain the station's delicate agricultural process until the Liberty Government was able to dispatch a Deep Space Engineering supply and repair flotilla lead by the DSE)Radiance, a barge carrying stores of water more than sufficient to restore reserves.

;Liberty Wide News Post 1
;;056000=Tragedy In Pennsylvania
;;056001=Earlier today public safety newsnets erupted with the news that a seizable Deep Space Engineering operation within the platinum laden Tremont rings, consisting of the the flagship of the fleet, the barge DSE)Radiance, came under assault by a force consisting of a mere pair of Xeno bombers. The mining fleet, apparently overly confidant within the heart of Liberty, maintained no defensive escort and was eradicated down to the last vessel. Official representatives whom could be reached reported this as another example of the horrific brutality of the misguided Xeno movement. While representatives from neither DSE nor the Xenos could be reached for comment the two men responsible for the carnage have been positively identified as wanted terrorists Wright Woody and David Chambers. Information on the location of either of these men will be rewarded.


The base infocards section could be out of date (not quite, but I think you know what I mean) when a player logs onto a server which is actively changing infocards this way. Perhaps FLCompanion can import the infocards from the game as well?

There's a possibility that there is a mechanism to add items for sale on bases (which could mess with the item repository), but it doesn't seem like an implementation has been made public.


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 Post subject: Re: Infocards changing
PostPosted: Sun 17 Oct 2010, 20:06 
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Joined: Sat 06 Aug 2005, 16:35
Posts: 719
So you mean the infocards can be changed server-side.
Ok... well.. I don't think I can import these (from the running program's memory), and I don't think it's very useful feature so I won't do it.

As for adding items, I doubt it is possible to add new items on a base server-side without the item be declared first client-side for this base.. We shall see..

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 Post subject: Re: Infocards changing
PostPosted: Sun 11 Dec 2011, 02:27 
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Joined: Sun 11 Dec 2011, 02:06
Posts: 1
It is possible to add items for sale on non-standard bases and even change the prices of current items. You use the prices.ini file in the flhook_plugins/econ folder of your main server exe folder. And FLCompanion reports the changed prices and calculates profits based on the info entered in the prices.ini file. And the new prices as specified in prices.ini are reflected in the items repository. But it still won't import those changed infocards in dsacesrv.ini

I'd like my users to be able to see the new commodity name instead of the original commodity name when they use FLCompanion, but that just doesn't seem to work. :(


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 Post subject: Re: Infocards changing
PostPosted: Sun 29 Jan 2012, 23:56 
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Joined: Sat 06 Aug 2005, 16:35
Posts: 719
I see
Unfortunately, that would mean collecting even more data from the program's memory while it is running. (data imported by the game through flhook at runtime)
It was already a big effort for me to debug the running game process, reverse-engineer memory structures and collect price information.

I don't have the time nor the will to go into that again :/

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