1. Since when does Discovery extend SP? I might not be up to date but to my knowledge that’s not really a key feature of the mod.
2. For people wanting to play SP there are plenty of mods at moddb which despite the changes and additions still allow to play the vanilla storyline. To my knowledge there are three mods extending the FL storyline. Crossfire, Nomad Legacy and another which name I currently don’t remember but know that it can be found at moddb.
3. You might not like certain other mods (for whatever reasons) but generally your personal opinion might not be the deciding factor for other players out there. Is it such a terrible idea to point players into the direction where they can find all the mods and make their OWN decision about what they like to play?
I managed to get Pygar working perfectly, plus i did a dockable Sprague as well.
With Pygar you have to move the follow camera otherwise it will clip one of the walls as the view rotates round during landing. Easy to do once you look through one of the files.
Sprague needed serious surgery to work in mp, but got there in the end. In fact it was my gf at the time who was used to working with lua scripts who sorted it out for me lol.
There’s so much that’s included with FL that isn’t in the final game, but works if you code it in. There’s various missing weapons fx, thruster fx, code for changing the price randomly every time you dock, blah blah blah. So much in there if you spend the time.
Out of memory I would say that faction to faction rep is set during the first launch of the game based on the content of the initialworlds.ini and stored in the restartl.fl
Story mission do not change this at all. These values won’t change.
If you want a certain behaviour of factions in story missions you need to define this manually to the ship or the group/formation (depending on how you spawn the NPCs).
Act_SetRep only alters the player reputation.
I did my tools for 3ds Max because I’m much more familiar with it. Until someone makes equivalent for Blender, but that probably won’t be me. Maxlancer is open source and there are lots of comments to help figure out how Freelancer formats are put together for anyone willing to try.
Piper’s plugins for Milkshape may have been the latest of the bunch but they too haven’t been updated in a very long time, and like tools from that era they have plenty bugs, mostly from insufficient information about data structures in formats.
Large .sur size is indicative of a bad export: some tools “break” concave meshes into double-sided triangle hull per mesh face. Accumulative BVH offset drift bug in obj2sur only exacerbates the issue and results in unstable hitbox. Freelancer collision physics are fine as long as you feed it correctly pre-calculated and well optimized data.
I don’t really bother about “cheats” as I only play the solo campaign.
I didn’t know it was planned to make turrets working as turrets at first, but it makes more sense.
As for the FL Hack, thanks a lot for your link, I didn’t see this one.
Sadly, I tried, and it doesn’t really work as expected.
As soon as I create a weapon, it automatically launches the command “F2” (reach), but my ship just moves foward on cruise speed without following any waypoint.
Anyway actually I’m facing another problem. I’m on W10 now, and the game crashes very often.
Well, I guess it doesn’t want me back to Sirius.
I thank you again for your answers.
So, thanks to the friendly folks over at the Freelancer Galactic Community discord channel, I found the exact cause for this problem:
Go to Freelancer\DATA\UNIVERSE\SYSTEMS\ST01\st01.ini, search for [Object], and lookat the line that says: “nickname = St01_01_Base”
Delete “_Base” from that, and you’ll be left with: “nickname = St01_01”.
That’s it, the mission will now work properly.
Why is this the solution? Because if you’ll look into Freelancer\DATA\MISSIONS\M12\m12.ini, you’ll find a reference to St01_01 in the mission triggers for Von Claussen’s dialogue after defeating the Nomad ships, and in the trigger to actually land on Toledo. Previously, it referenced a nickname that didn’t exist, so naturally the mission script encountered an error, and froze.
So there you have it, that was the problem, and mentioned above is the solution.