Help and Request

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694 Topics 6.4k Posts
  • Getting the mod online

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    note to all , we got the server online now and its in the global too … thnks

    Freelancer Legacy Team…

  • Phoenix 1.06 mod.

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    Thanks!
    Been away!
    Must Try!

  • Hosting 3dsMax rendered images as png

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    Reinstalling MAX seems to have worked, problem solved now.

  • Fuse tutorial anywhere?

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    VO_battleship_root_death_fuse is missing?
    [destroy_root] and fate = debris is valid?
    CTD on death could also be missing referenced CollisionGroup definitions in shiparch.ini, which happened to me a while ago, probably Simple as well.

  • Milk quick help needed

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    IF I remeber right Why485 uses Lightwave he’s here sometimes I haven’t seen him for a while though.

  • HUD on/off

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    Doesn’t turn off everything at a keystroke but NoHUDScreencapturemod

    for flmm, a very old mod

  • Shield on Object

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    [fuse]
    name = fuse_dyson_city_powerbeams
    lifetime = 3.500000
    death_fuse = true

    [start_effect]
    effect = dyson_city_beam
    hardpoint = HpFX02
    at_t = 0.000000
    attached = true

    [start_effect]
    effect = dyson_city_beam
    hardpoint = HpFX03
    at_t = 0.000000
    attached = true

    [start_effect]
    effect = dyson_city_beam
    hardpoint = HpFX04
    at_t = 0.000000
    attached = true

    [start_effect]
    effect = dyson_city_beam
    hardpoint = HpFX05
    at_t = 0.000000
    attached = true

    [start_effect]
    effect = dyson_city_beam
    hardpoint = HpFX06
    at_t = 0.000000
    attached = true

    [destroy_hp_attachment]
    hardpoint = HpFX02
    at_t = 1.000000
    fate = disappear

    [destroy_hp_attachment]
    hardpoint = HpFX03
    at_t = 1.000000
    fate = disappear

    [destroy_hp_attachment]
    hardpoint = HpFX04
    at_t = 1.000000
    fate = disappear

    [destroy_hp_attachment]
    hardpoint = HpFX05
    at_t = 1.000000
    fate = disappear

    [destroy_hp_attachment]
    hardpoint = HpFX06
    at_t = 1.000000
    fate = disappear

    No luck! This fuse also runs forever and only way to stop it is destroy_root at the end and kill solar for good (do I need dyson_fake2?).

  • Level Uncap Mod?

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    Not a mod, but FL Hack does it.

  • Custom planets

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    Great, after I wrote the reply I guessed maybe that’s what you’d done!

    Many thanks for the help!

    Cheers,
    Rik

  • Position offset

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    No one has replied
  • Help with adoxa's mountable engine dll

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    E:\FL\Scratch\Source\Common\Archetype.cpp(60) : *** ERROR: ArchDB::Get(3149704131) failed

    Made database of nicknames by using CRCTool Beta 3. Then copy “3149704131” to “find” and search in your database for nickname.

  • Help

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    @Jack: I told you, use 7-Zip to extract the installer directly. Here’s how it would look in my command line:

    E:\contrib\games\Freelancer\utils>7z x -oflmm FLMM1.5beta1Installer.exe 7-Zip 9.20 Copyright (c) 1999-2010 Igor Pavlov 2010-11-18 Processing archive: FLMM1.5beta1Installer.exe Extracting $PLUGINSDIR\modern-wizard.bmp ... E:\contrib\games\Freelancer\utils>flmm/ E:\contrib\games\Freelancer\utils\flmm>move $_OUTDIR\mods E:\contrib\games\Freelancer\utils\flmm>dt $* 2 directories removed. 53,248 bytes freed. E:\contrib\games\Freelancer\utils\flmm>d E:\contrib\games\Freelancer\utils\flmm\ Volume label is undefined [DIR] mods │567808 FLModManager.exe│ 16968 template.dll 308224 dbghelp.dll │122495 Howto.html │239224 unicows.dll 48381 FAQ.html │ 14481 readme.txt │109568 XCrashReport.exe 9 files: 1,427,149 <1,441,792>; Disk: 30,256,775,168 <50,330,484,736> ```To install mods (assuming you can't do that either), copy Freelancer and direct FLMM to your copy (Options|Choose a different Freelancer directory). I think this will work if it can't write to HKLM, you'd just have to make the change each time (I'll have to switch to HKCU for v2).
  • MOD activation error

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    script.xml
    For me without SDK numbers - no success. :oops:

  • Base that kill a game

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    E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[ge_s_tractor_01] not supported/equippable! E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[ge_lnr_engine_01] not supported/equippable! E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[ge_s_tractor_01] not supported/equippable! E:\FL\Scratch\Source\Common\CEqObj.cpp(463) : *** WARNING: alloc_equip: Archetype[ge_bb_engine_01] not supported/equippable!

    Those are “standard” errors for battleship bases.

    E:\FL\Scratch\Source\Client\Space\HUD_Comm.cpp(792) : *** WARNING: invalid MSG id (2872373696) for voice profile (atc_leg_f01)

    And that is a standard error for a custom base (gcs_refer_base__BASE_- in DATA\AUDIO\voices*.ini).

  • .ale requested

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    You probably haven’t installed the VS DLL pack listed here…

    http://digitalbrilliance.com/Downloader/index.php?action=downloads&id=26

  • FlModelTool

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    You might want to use Sur Resizer for surs; FLMT doesn’t quite do them right.

    Here’s a tip for browsing downloads: the list value in the viewcat URL works with any prefix, not just a single letter, so something like http://the-starport.net/freelancer/download/viewcat.php?list=flmo will work just fine.

  • Can someone plz send me Adox's Console Plugin?

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    Hey guys, thx for all the help. 🙂 It does appear to be down tho. But Adoxa himself emailed me a copy and saved the day for me! 🙂 LOL

  • Intro Video Problem

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    Try this one, it’s what I use and it might work.

    ENB

  • Gf_neutronstar rendering problem

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    Well, I tried adding the space_farclip option and I notice something odd. If I look at the star from a distance obliquely (in turret view with ship neither pointed directly away or towards the star) I can see the effect at 26k away. But, if I’m in cockpit view looking directly at the star from that same point, it doesn’t show unless I turn the ship away.

    This is my entry:
    [SystemInfo]
    space_color = 0, 0, 0
    local_faction = li_p_grp
    space_farclip = 100000

    Yeah, yeah… I know. li_p_grp???!
    I’ll get rid of that in the next iteration…

    spin rate of 0.05 works great btw.

    Edit:
    After further playing with it I notice that if the solar is in the very corner of my screen in such a manner that I can not actually see the star, but rather just the edge of the rings I can see the effect at around 33k, but not further away. The moment I turn my view so that the solar is visible, the effect disappears until I’m at around 25k away. At that point the solar will remain visible regardless of view angle.

    So, 0-25k effect is visible regardless of view angle
    25k-33k, effect is visible only from an angle and the solar is off to the side of the view screen.

    33k effect is not visible at all.

    Figured it out:
    Somehow I had two entries for the effect in effect_types.ini.
    Getting rid of the incorrect entry fixed it. Working perfectly now.

  • 0 Votes
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    Yours is an excellent tool nonetheless, Chips.