Help and Request

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  • Proper "beam" weapons?

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    http://www.youtube.com/watch?v=H4hAMJyjs7w
    http://www.youtube.com/watch?v=l-Nr4FzXiB4

    when the beam leaps off the fire point, thats because Fraps is screwing up the visual, its perfect in game.

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    A base should not drop any loot by default (what would it have to drop?). You need to put whatever you want to make it drop in its cargo through the base’s loadout.

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    Thanks, but I mean these Hypergate effects:
    http://www.youtube.com/watch?v=4dBZIHNxG3U

    The big glowy ball thing, I know Crossfire has it.

  • Export/Import request

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    Mini_Me wrote:
    18 groups max if I recall; look at the boxes on the export screen.

    That is just the plugin’s hard coded limit, not some cap in FL itself.

    Meanwhile i got it, but thanks the reply.

  • Freelancer Mission Glitch

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    Uh, adoxa, you have two slightly different posts here. Mind deleting the wrong one (or if you can’t, pointing me to the one to trash)? 😛

  • UTF causes "Artifact" troubles (solved)

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    took me a little bit to find out how exactly the Hex trick works but after playing around and chaning the corrupt value behind the Et entry to a 00 value it worked. Thank you very much.

  • Weird NPC bug

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    Just make it clear:
    Can you fly with that ships, npc factions use?
    I mean, are they buyable, flyable in your mod?
    If you can fly with them without issue, then the entries are ok i guess.
    Having regard to the amounts of your new ships, factions, weapons, etc…, if i were you, i’d save a copy of the mod, and make a new system for testing, contains only one base. You have to dock there, and start checking the encounters. Only one zone pop around the base, and testing npc ships to filter out the wrong ones. Every time you check only one factions with their ships, or the better, only one shiptypes of the factions, and keep the cruisers and battleships for last.
    Its gonna be long, but i dont think so, you have any other chance. Not sure that every factions have wrong entries, becuse if you make a new zone pop with many factions and ships and you got crash you will never know which faction is responsible for the issue.
    Ive been through this, and i think Xarian m8 could tells you tons of tales about filtering problems in 20 factions 😄

  • A jumphole with a sort of "blackhole" effect?

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  • Custom starspheres

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    Forsaken wrote:

    We had several versions of star backgrounds. Originally it was a cube with a stars photoshopped in the background. Here is an example. It wasn’t that great maybe a slight improvement over vanilla. To be honest it was really difficult. No matter how small I made the specs. They’d appear really huge in FL due to the texture stretching. Also people noticed the pattern of the larger stars. Kinda hokey imho.

    Yes, i had same problem with the stars too. First time i made stars by hand using the brush tool, but in the game many of them appeared like a fat amoeba.
    After i tried the noise command, got better result, i dont know if the program has adjustments of the size of the noise, i will dig for. True i made only 256x256 size texture of the stars and i used it for a vanilla cmp (omega-5 if i remember right).
    Thts why i fed up to use unique textures on vanilla starspheres, rather i gonna make own 😄

  • Ehrm whats that?^^

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    If you just removed the engine from the battleship station’s loadout, which should not have an engine, then this error would have disappeared.

    It was mentioned thrice in this thread, but ignored.

  • Is it possible to combine 2 or more .dlls?

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    Sure, that might help with combining the resources themselves, but there’ll still be a fair bit of effort to change the numbers in the ini files.

    Resource Hacker is probably just as good, and it’s free. Myself, I prefer to work with the actual .rc source.

  • Stupid copyfile method?

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    it seems taht I can totally replace copyfile with renamefile since you can also move files to other directories with it, example code of mine:
    <data file=“options\HUDs\wts_hud\front_loadingbar.cmp” method=“renamefile” newfilename=“DATA\INTERFACE\Intro\OBJECTS\front_loadingbar.cmp” options=“5:1”></data>
    <data file=“options\HUDs\wts_hud\multi_attentionreq’d.cmp” method=“renamefile” newfilename=“DATA\INTERFACE\Intro\OBJECTS\multi_attentionreq’d.cmp” options=“5:1”></data>

    The downside is that you get a error when deactivating the mod that not all backups could be restored, but it is just a false positive message. Everything is fine, or does anyone here know how to kill the message with another solution? 😛

  • Concept Art

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    nope, got those and that and the concept art movies off the limited edition DVD. Lancersreactor used to have an expanded range inculding concepts for the Nomad Sunkiller and other stuff may 4-5 years ago, just wondered if anyone else had it.

  • Dynamic asteroids & debris

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    dream wrote:

    2nd Still in Li01_detroit_debris_field_001.ini:
    [Cube]
    xaxis_rotation = 0, 0, 180, 180
    yaxis_rotation = 0, 30, 90, 195
    zaxis_rotation = 0, 0, 180, 180
    asteroid = debris_small1, -0.700000, 0.300000, 0.200000, 0, 20, 190
    asteroid = debris_med2, -0.300000, -0.300000, 0.800000, 85, 0, 185
    asteroid = debris_large1, -0.200000, -0.100000, -0.600000, 105, 160, 25
    asteroid = debris_small2, 0.000000, -0.900000, -0.800000, 35, 110, 60
    ☆Be careful :All before asteroid “;” delet!!Don’t as you!

    If I delete the " ; " comment sign then I will have non dynamic asteroids in the field, asteroids that will stop ships instead of bouncing of on impact. So by deleting that I would get an effect opposite to the one I want to acheive.

    anyways, fixed the mine crash issue…something in the asteroid arch…didn’t find out what, I just added the custom dynamic asteroids to the original asteroidarch.

  • How to do it?

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    Max rank is 50 is possibly for me.

    PTough.ini not only work in singleplayer, here is a test

    [PlayerToughnessScale] ptough_graph_pt = 0, 0 ptough_graph_pt = 1000, 1 ptough_graph_pt = 3750, 2 ptough_graph_pt = 7228, 3 ptough_graph_pt = 0845, 4 ptough_graph_pt = 5396, 5 ptough_graph_pt = 0475, 6 ptough_graph_pt = 6576, 7 ptough_graph_pt = 3891, 8 ptough_graph_pt = 2183, 9 ptough_graph_pt = 8967, 10 ptough_graph_pt = 6632, 11 ptough_graph_pt = 4156, 12 ptough_graph_pt = 8245, 13 ptough_graph_pt = 05206, 14 ptough_graph_pt = 14780, 15 ptough_graph_pt = 25225, 16 ptough_graph_pt = 36620, 17 ptough_graph_pt = 49154, 18 ptough_graph_pt = 77493, 19 ptough_graph_pt = 11397, 20 ptough_graph_pt = 45220, 21 ptough_graph_pt = 85906, 22 ptough_graph_pt = 28791, 23 ptough_graph_pt = 78331, 24 ptough_graph_pt = 33189, 25 ptough_graph_pt = 95823, 26 ptough_graph_pt = 65734, 27 ptough_graph_pt = 46965, 28 ptough_graph_pt = 38187, 29 ptough_graph_pt = 42492, 30 ptough_graph_pt = 61283, 31 ptough_graph_pt = 096101, 32 ptough_graph_pt = 250652, 33 ptough_graph_pt = 425449, 34 ptough_graph_pt = 626438, 35 ptough_graph_pt = 853394, 36 ptough_graph_pt = 112870, 37 ptough_graph_pt = 409599, 38

    i tired on my 1.1 patched server, and server tell me my rank is 16, originally the rank is 5 😄

  • FLAC or FLHook?

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    I know of three: DAM, Biocross and the Coloursoft one. All use .NET I believe.

    EDIT: oh and FLAC which also uses .NET.

    EDIT2: I guess CheatersDeath could be considered a server manager and it does not use .NET.

  • Making mods

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    thank you fopr replying

    i was hoping to make new wepons and equiptment to start off then move on with ship customizing

    i am currently studying a IT deploma worth 7 GCSEs ( im uk if your wondering )

    i have loads of free time so ill be attempting to make mods regulary

    so can you tell me how to make/customize wepons

    EDITED :

    i tryed to understand the tutorials but they are either to advanced for me to understand or athe hyperlink is not working

    sorry for my spelling

  • About CRUISING SPEED

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    Thanks very much, this is really a very good study course! I learn a lot! Thanks again! 😄

  • HUD editing

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    bumping

  • Background Communications Chat

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