Help and Request

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  • Broken World?

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    FriendlyFire wrote:
    Don’t tell me I didn’t tell you this would happen, Cheese…

    This is going to be Why’s missile trails all over again.

    Well it wont be… because im not going to kick up a massive shit storm over it.

    Capt. Morgen…

    I completly agree with you, the poly count is absurd and there are some major issues with the holes themselves appart from one… where they are actually worked out okay.

    for everyone

    If you wanna use it, be my guest! =]

  • Client crash (opening chatbox)

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    first of all, thanks for ur help, time & effort

    hope someone will find smth^^

    i noticed less errors when i renew my FL install and i think telling my clients to put the mod on a fresh install of FL isnt a big deal 😄

  • Missiles + explosions not working?

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    And chek out everything you changed twice

  • [HELP] How to start modding? (very beginner)

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    when you started to get some knowledge. (f.e. which file is for which part of the game) look at some small modifications that are already done.

    and for some new systems you can still use fl explorer and later on u can add and tweak stuff by yourself.

    helped me alot 😄

  • FLHook, blank lines in text.

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  • Shattered Worlds UI problem

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    That did it, thanks a lot rik.
    For future reference (just in case anyone else has the same issue at some point), I also had to remove SWWT’s custom navmaptextures.txm (located in the same folder) since the modded map textures covered the grid in some cases.

    Edit:
    And nah, no widescreen support via hudshift or any other DLL’s. It was just a stretched map.

  • Animated Textures

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    Not that I’ve ever found. But it should be possible to simulate it using a flip-book style (same as the thread on animated signs, using frame anims, instead of slide). I’d user a tile count of 16 for that to approach looking fluid, but the texture would probably look best at 1024x1024 or above. Each frame should show the rotation progressing, and you can add in whatever blur effect you like 😃
    You could conceivably use both mesh and material together, having a single face centered on the propeller (with the mat anim on it) along with the regular rotating prop at a slower speed. It would look more authentic, and have thickness then.
    Good luck.

  • Systems Specialist Needed

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    If you have just added this system and it works in SP, then the same mod should work fine for server usage.

  • UTF female sound files

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  • Shipwright

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  • Server Operations - Registering PVP kills

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    Thanks, Sumanuti, I’ve contacted them, now I guess I just have to wait to hear back.

    Cheers,
    Rik

  • Triggering something upon death

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    If anyone knows where to get a plugin please let me know. If any of you other admins out there run it on your mod I would appreciate any plugins or source code for plugins you might have.

    Thank you SO much in advance!
    This site rocks!

  • Mod help requested

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  • Looking for a thread

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    http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=4556

    the author also did a post in the limit breaking thread.

  • High density stars by using Starsphere Utility

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    Right, I’m locking this. Drop the matter guys, it’s better this way.

  • Need someone .NET skills

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  • Dock with Moors ?

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    http://adoxa.110mb.com/freelancer/plugins.html#moors
    This is adoxas Moors-Plugin. With it ships can dock with the moors_small and large (don’t try medium, they exist but will crash if NPCs use them, and they will try it because they use all moors larger than the “minimal” ).

    So you wont have to change any dock point or ship parameter.

    You have to set the dock points manually at the “main-dock” station model.
    I belive every vanilla shipyard uses space_factory01. So you have to add to the CMP the Dockpoints manually and activate them for each shipyard you have.
    I made that. I got now maybe 16 different dock points over all at this model (I positioned them in a model program, so I could always see where they and the shipyard are relative to the space_factory01). Then you just have to set space_factory01 multiple times in your solararch.ini, each for your unique shipyard.

    Be sure do place the dock points not to far from the center of the model! There is a hackable parameter that changes the range when docking begins (start of red docklights). This affects EVERY docking process. Standard range is, I belive 1k (with turn radius, so add a tolerance to it for big ships).

  • COMMON ERROR !

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    that’s going to be a problem with encounters then.

  • Deglitch help

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    Worked for me 😛 Moonhead has two links in that section, the one marked Here is an attachment saved to the Starport

  • LUA and freelancer

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    Thanks again for your input,
    I’m using some edited bar files already without problems, maybe the mission thn need to be saved in a different format UTF 16 or something.

    But yeah, thanks again, and i’ll be trying the bar maker tool too 🙂