Help and Request

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  • Tool Request: Accurate Model Viewer

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    Ships at least are reloaded when a game is loaded (assuming you’re testing with SP). You could use Console to quicksave a game in space, then it’s just a matter of Enter-lo-Enter to update the ship. Probably work with any equipment, too. I think thorns are reloaded whenever they’re needed, but systems run into problems, so you still have to restart for those.

    I would really like to at least get Dc and Oc working with UTF Editor (just so the cockpit looks right), but I don’t yet know how.

  • Windows 7 Problem

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    If you check my original post, I had no problem getting an initial FLID & putting it in via the registry.

    It is just that whenever I use another key with FAM, FL will crap itself until I restore it to the one I originally set.

    I just tried switching accounts via ones stored on reg’s and it worked fine. I will be using this method to switch accounts from now on.

    I’m guessing its some permission thing for both programs (FL & FAM). I disabled Defender/MSE & with UAC already disabled… I am lost as to what is causing it.

    Atleast I can play now. ^_^

    Thanks all.

  • Target Brackets!!

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    0.0004f (1/2500) in freelancer.exe, 0x1d954c = reciprocal of distance under which non-targetted brackets are displayed, make 1 to remove ~adoxa

    looking at the simple data types for this i see that the float isnt 1.25f but it is 3.9999989895e-004

    That value rounds up to 4e-4, which is 0.0004, which is what you want. 1.25f is for a different address, which is also used by other functions, but the 1/2500 address is only used by the brackets.

    i have no idea what 0x0f85->0c90e9 or what 0x0F8E->0x90E9 means… or how to go about it.
    Any thoughts /advise ??

    It means when you jump to that address, you should see the two bytes 0F 85 (or 0F 8E). Overwrite those bytes with 90 E9 to apply the patch.

  • Problem with Freelancer staying in memory

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    This is a slightly different problem, after quitting Freelancer it stays in memory forever with no error message and no error window. I have to kill it from Task Manager.

    In the meantime anything else I run, browsing, OpenOffice, Photoshop, etc. runs very slowly and jerkily. It would be good to find the cause, deleting the FL Accts folder cleared it but it came back after playing a couple of games.

  • Factions,

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    Received a request via email about removing factions from the list. It seems to work okay, so I’ll give it a wider audience. It’s basically the same as the “(group name)” hex edit, using an ini file to set the names rather than hacking common.dll directly. Story factions (as they are known in the code) seem to handle empathy a little differently, so it might not quite work right if you only want to remove it from the list.

    Edit: Actually, I think all it’s doing is ignoring the story factions when determining affiliations.

  • SilverFire's weapon pack?

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    Oh, and here seem to be even more of SF packs:
    http://the-starport.net/modules/wfdownloads/viewcat.php?start=50&list=S
    (scroll a bit down)

  • Problems with textures

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    Aye, it works perfectly now 😄

    well, im going to be doing the count node from now, and make sure its part of the standard method i use to making textures from now 😉

  • Ship skins

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    Hey!! thanks for the heads up!!

    ive downloaded GIMP and have been playing around with it… and it’s a very nice tool 🙂

    just having a few problems finding the expansion pack (not sure what im looking for)

    But so far, so good!!

    thanks again.

    EDIT: just downloaded the dds plugin… now to try and install it!

  • Problem with new systems

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    i’d recommend FLDev to edit the DLLs, but Fled-ids should be enough for what you want. moreover there is somewhere a detailed tutorial on how to use the second, maybe even here in the downloads section, haven’t yet looked up for it.

  • Hwo to make ships,weapons,bases

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    StarTrader wrote:

    fly into a well-lit and safe area of the system

    Can’t help you with the modelling, but I can at least help with the testing. FL Hack has an option to turn off lighting (making everything bright) and Console can set your reputation/turn off collisions, making every area safe (apart from radiation, but godmode takes care of that, too).

  • Hwo to Chenge the music?

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    Here’s an example:-

    In the DATA\UNIVERSE\SYSTEMS\br01.ini file, you will find a [Music] section like this…

    [Music]
    space = music_br_space
    danger = music_br_danger
    battle = music_br_battle

    “space” is the music that is played when you are in the system without danger.

    “danger” is the music that is played when there is enemy near but you are not in battle.

    “battle” is the music that is played when you are in battle.

    So for your systems, open the ini file and change the music name for each one to the name of your music without the “.wav” at the end. For example if your music file is called “music_russian_space.wav” make this entry:
    space = music_russian_space

    In the file DATA\AUDIO\music.ini you will find each of these music names, and a pointer to the .wav file, like this…

    [Sound]
    nickname = music_br_space
    type = music
    file = audio\music\music_br_space.wav
    attenuation = -6
    streamer = true

    [Sound]
    nickname = music_br_danger
    type = music
    file = audio\music\music_br_danger.wav
    attenuation = -6
    streamer = true

    [Sound]
    nickname = music_br_battle
    type = music
    file = audio\music\music_br_battle.wav
    attenuation = -6
    streamer = true

    So all you have to do is:-

    1. copy each [Sound] section and make new entries with your new music names so you don’t affect the original music, and

    2. save copies of the music .wav files in the folder DATA\AUDIO\

    That is it. 🙂

    If you want to make your own new music files, here is an easy tutorial:
    http://forums.seriouszone.com/showthread.php?55225

  • Lets say…...

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    I don’t normally mess with SP but if iirc this is all you need,

    [Trigger]
    nickname = bse_initialize_init_li01
    InitState= Active
    Cnd_True= no_params
    system = SL03 <–---------- START SYSTEM
    Act_ForceLand = SL03_02_Base <----- START BASE
    Cnd_BaseEnter = SL03_02_Base <----- START BASE
    Cnd_SpaceExit = no_params
    Act_GCSClamp = false
    Act_ChangeState = SUCCEED

    That should park you at the start base of your choice in the system of your choice. Don’t forget to modify your newplayer.fl in the exe folder as well.

    Cheese on Toast has a custom planet tutorial in the downloads section

  • Blender modeling

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    Exorince wrote:

    cheeseontoast wrote:
    ships are .cmp fella

    Import them into MS3D then export as a 3DS or OBJ, Then Import into Blender / Maya =]

    .3db files can be imported into MS3D aswell, Not all of them i think.

    Enjoy!

    Thanks! I guess I’m getting Milkshape 3D then 😛

    I guess…. you are! 😄 If you have any issues, you know what to do lol 😛

    Have funz!

  • Editing the Ot channel

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    Looks good there 😃 Try experimenting with the other material options too; I think Bt or Detail map -something close- gave interesting results, especially on Nomad type materials. Some other funky options are changing the Int array value (it’s 64, 72, 80?). Someone else here can supply the numbers for that, I haven’t got FL installed on the new system yet or I’d provide those. But check in Planet atmosphere entries for one, and maybe the other is in starsphere -sorry for the poor guesses, but its a start ^^. The Nomad stuff has lots of options -not just the ships, but the Dyson Sphere and hrmm Nomad base / mothership, where you’ll also find a handy animated texture entry in the latter. Copying that can be tough, easier to just copy the whole node over and modify the tex name.

    Looks like you got the glows set up and lookin’ good, next up, you might try a hand at texture animation. Might look cool for reversed sections (parts of the texture made transparent, so you can see the animated light texture moving behind it on another planar section). Looks rather neat for simulating electricity moving up wires and such. Key to making that look decent is by creating non-uniform “light” bands, otherwise one straight bar looks a bit hokey.

    Pretty cool all the stuff you can accomplish with just materials alone.

  • No shield hit detection

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    LancerSolurus wrote:
    weaponmoddb.ini - sets the pass thru rate of different weps

    Slight correction, it’s not for pass thru rate but damage reduction/increase based on interaction between shield type and weapon type.

    In Freelancer there is no such thing as shield pass thru. All damage registers to your shields until they fall and THEN damage registers to the hull.

  • RenderPipeline problems?

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    That was my first thought FF… so i removed it… didn’t make a lick of diff. that would have been nice if it was the ENB… easy to explain 8-)

    EDIT SUPERFACEPALM

    I must have missed something disabling my ENB… tried it again and…
    no pipeline error… so i loaded a different ENB (flak’s) & still no error…

    Problem solved! & with a working ENB… bit bright this one though… gonna have to wrangle it back to how i like it…

    Lesson… you should always do things 2wice 8-)

    I did find one thing though… During my tests i even went and started up a fresh loaded vanilla 1.0 running with the disc… to compare.
    In the error logs there were 2 trailing references… & that blasted codec error… thought that was a bit strange as the sound from that version is completely stock. lol…

  • BS Encounter Porblems.

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    Changed it and removed all [br/] and still ctd. Heres the error I’m getting from windows:

    AppName: flserver.exe AppVer: 1.45.1254.11 ModName: content.dll
    ModVer: 1.0.1223.11 Offset: 00095324

  • Model rights and usage.

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    Alucard wrote:
    Checked that as well no luck. Thanks for the help so far guys.

    Sometimes you cant send pm or/and email on discovery nevertheless, you have valid email and registry.
    Post your problem on the discovery forum, im sure they will solve that.

  • Help ! my groups make Probs :(

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    Zerberus03 wrote:
    Sorry , in the
    newplayer.fl
    and the
    freelancer.ini
    i have my groups and the DLL insert.

    only by the Orders and Rep´s don´t see my Groups :(((

    my Englisch is to bad , excuse me

    greatings Zerb

    m13.ini is still missing.
    Having regard to the order faction:
    http://the-starport.net/modules/newbb/viewtopic.php?topic_id=2032&forum=27

    If i mean right the order problem

  • Sur-splicer

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