Coding

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  • Launch to space from the bar

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    Yeah, nice founding. Will use it in special way, thanks šŸ˜œ

  • Non Lootable Commodity

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    robocop wrote:
    duhā€¦ I completely brain-farted and overlooked the fact that if the volume is so large it canā€™t even be put into a hold, thereā€™s no point in having it at all.

    sorry for my worthless suggestion.

    Donā€™t worry, neither I thought of that šŸ™‚

  • Random missions against Nomads

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    It should probably be hammered home somehow that jflp is the better way to start a mod, not the old sdk 1.3.

  • Can we make a faction hostile to other faction

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    Ok, I hope its so easy as you said, thanks again. Iā€™ll test this one day and post the result.

    Meanwhile, I saw by chance that after renaming a faction (its ids_name and/or ids_short_name), this changes become active instantly on the next game load, and without deleting restart.fl or starting new game. That mean the game read from InitialWorlds.ini all the time.

    [EDIT]
    Itā€™s working! šŸ˜„ Huge Thank You!

    Somethingā€¦ just curious, old Reastart.fl was 80 kb, the new one is 237 kb. Maybe the game copy some data inside from the rest saved *.fl files?

    Well, now remain to find out why no one offer missions against Nomads šŸ™‚ but maybe is a good idea to post this as new question, right?

  • Launch to space - key binding

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    No need for rush! You already made it possible!
    http://www.youtube.com/watch?v=qclrPaQZ3s0&feature=youtu.be
    But, true that would be perfect.

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    PhysX is mainly used for breakable or tear-able meshes, what Freelancer uses is a basic form of Havok, wich is still used to this day for colision data interpretationā€¦ and stillā€¦ to this day fails from time to timeā€¦

    You know it by itā€™s signatureā€¦ the ā€œcatapult collisionā€ thatā€™s when you blow up a bunch of bad guys, and find a few hanging about between the walls, sputtering and jumping but stuck.

    At bestā€¦ we could upgrade FLā€™s Havok, and probably hate ourselves for it in a dogfightā€¦ what we have now is just fine, mixing a few Plugins together and some code additions, One can seriously see/feel our physics at work, the space to work in is more than sufficientā€¦ trust me, itā€™s a serious ā€œgame changerā€ for both coder and playerā€¦ and some cool WOW from us old timers used to basic Freelancerā€™s flight/weight model (ickā€¦ never againā€¦ lol).

    In short, i agree with FF

  • Engines with Models

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    all of the original ships have collision groups for their engines, so it is quite easy to make destructible engine (exhausts), although there are a couple of issues with ships that have other parts attached to the engines, e.g. the Valkyrie and the Hammerhead.

    I think what he wanted to know was if it was possible to shoot and destroy the internal equipment item - engine/powerplant. it might be possible, but the equipment item would have to be mounted externally, you cant shoot anything exclusively inside the root of the sur without the ship blowing up first.

  • Changing colours in an *.ale file

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    Goes with the territory. šŸ˜‰

  • How to make guns invisible in space

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    They are not invisible though. Nomad guns are a single tiny triangle and depending on your camera position and screen resolution one might just be able to see them.
    You could make a degenerate polygon however (all vertices at same coordinates, for instance). Conventional rendering engines do not display them. Whyā€™s effects pack should have one set up as a gun already.

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    Thanks, good to know.

  • Problem with rings and music

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    idk about the zone shape ā€œringā€, but I see enormous size differences and it may very well be, that the player testing wasnā€™t in the zone because it either is so narrow or the placing is so that the player couldnā€™t find a spot inside.
    Of course, and I guess that is more likely, it maybe that you have a typo somewhere where you bound the music to the zone or in the music pieceā€™s definition. Check out your Spew and maybe run FLScan or something over your modded gameā€¦

  • Character Animations

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    @mknote: If there are timing issues, iirc the spew will have something like```
    E:\FL\Scratch\Source\Client\Gf\ScriptDeformable.cpp(12345) : TRACE_1:General:(null)

    @Livsi: FLScan just makes it worse; better to use my patched FLEd_Thorn, which fixes it, or dethorn, which uses another method entirely.
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    No-one ever experienced this ā€œbugā€ too ???

  • New storyline?

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    I voted FL2, nomads gone. So, theyā€™re gone and years have passed. Things have got very quiet and the security forces have gotten sloppy. This has allowed an outcast or corsair incursion into Liberty space led by some elite general type who needs to be taken out, possibly with the help of the other faction as they both dislike each other. The Order too could help by supplying the Liberty forces with upgraded weaponry etc. put together from the nomad tech recovered in the battles of years ago etc. etc.

  • No NPC's in the Bar- Fixed

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    I think it was the nickname. Without using FLE Iā€™d placed an asteroid field around NYā€™s sun and a base in it which was a copy of the Junkersā€™ Rochester base with some changes to commodities, equipment and a different ship. With this all seemingly working correctly I put those modifications into a folder and started using FLE to continue the mod, adding 4 systems with several bases, planets and fields. Then set about getting the Starblazer to work, getting the LSF able to fly ships and tweeking some itemsā€™ stats like getting slightly more speed from an advanced thruster.
    What I had done though was copy the mbase entry for Rochester to my new li01_16 base, remembered to change the ids_names for everyone but forgot to change the li0113 bit to li0116 in the nickname.
    Anyway, after finding this, I used FLE to change the properties of the base and copied the original NPCs over from Rochester, knowing FLE would change the nickname to suit and then changed the ids_name number to my own. Job done.
    Such a small thing to give such a large headache!

  • BRACKETS are not centered

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    THX mate.
    Just downloaded it and cant wait to try it. šŸ˜„

    Have a wonderful X-mas. Cheers.

  • "POPUP" Messages and other

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    THX mate. GoinĀ“ to check this outā€¦

    P.S.:Nice to meet one of my BETA-Testers thoā€¦
    Hope uĀ“re fine šŸ™‚

    cheers to u

  • Bigger jumpholes

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    Thanks a alot. I thougt it was much easier though, simply couple of .ini editsā€¦

  • Making solars shoot each other

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    Noticed that mission weapon platform shoots non-mission weapon platform (!)

  • New SP Storylines : Build your own base

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    šŸ˜„