Conventional Modding

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  • Making nebulas transparent

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    cheeseontoast wrote:

    Texture. lol make the texture used transparent (alpha or opacity your choice lol)

    It’s correct. You can make a new cloud txm file ( you ought to, if you want transparent clouds in only one system), import the images and make the inner clouds fully transparent via photoshop.

  • Repair Guns. ?

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    I take it that nobody knows of a way or a mod that has managed to use repair guns successfully against shields so that they regenerate shields as well as hull?

  • End of Single Player (Vanilla)

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    Looks like there’s relocate info in several of the M13 files. Try and tinker with some of them instead.

  • How do i change button text?

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    I want to do that, because we use FLSES, and when player create a char, delete it and create it aain with the exact same name, it’s resukt in some database error, like unique key violation etc…

    For deleting account, players must fill a form on our website, so that we can delete it completly before they can reuse the same name, without crashing our DB 🙂

  • Universal mod that edits perfoptions.ini?

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    Well, we have the JFLP as a requirement for installing our mod but my widescreen did not take place until I manually edited the perfoptions.ini, freelancer.ini, cameras.ini, fonts.ini, and rich_fonts.ini files.

    FL did not automatically detect my screen resolution (1680x1050) and when I selected the option using the F1 Options screen the menus were not adjusted properly to the new size. Most were at least partially off-screen.

  • 2 systems, different behaviors

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    bump?
    (bad robo…)

  • Autopilot unreliable

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    I should clarify…
    The server mod and the client mod both were missing the atmosphere_range setting which is equal to or larger than the death_zone

    I added it into the server mod and autopilot still did not redirect my path around the sun. Once I added it into the client mod it worked properly.

    So, it’s either a client side thing, or both but not server side only.

  • Error checking

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    Very useful program (although it doesn’t recognize addons like armor etc)

  • Adding Prison station Mitchell back into mod.

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    We cloned Alaska as a complete system keeping Li05 as it is. This way we can still use it as a prison system for rules violators.

    Then we embellished the system a little in order to make it more interesting. The added system can only be accessed by players using our optional mod so there’s no conflicts on the server between modded and unmodded players unless some dim-bulb admin tries to beam an unmodded player to an added system…

    On to Tohoku…

    You can check out what we did on FLU (24/7 FREELANCER UNIVERSE)

  • Drag Modifier is such a drag

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    Hmmm. That’s interesting.

    The second link does in fact solve the problem of cruise speeds in areas with a drag_modifier.

    The first link, however, does not solve the problem of interference. I’ll make a post in that thread, as I think it’s a bit more salient.

    Thanks Alex.

  • Guns with multiple HpFire0x

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  • Sniper Weapon

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    Here is part of a treasure!
    http://adoxa.110mb.com/freelancer/index.html
    As I read, his SDK is latest and very possibly error free.

  • Planet Toledo - No Record of Visit

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    Well, count on me to make things much more complicated than they need to be…

    After changing all references in the game files from St01_01_base and st0101etc. to St01_03_base and st0103etc., the problem persisted.

    The resolution turned out to be simple.
    Just create a new string id in the mod .dll for Planet Toledo and change the strid_name in universe.ini and the ids_name in st01.ini to reference that new string.

    All is good now.

  • Dyson Sphere - Exit Point Inconvenient…

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    Fantastic. That’s just what I’m looking for and it works great.

    Thanks much.

    Now if only I could get that to work inside the Lair Core.

  • Friendly Fire

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    Look at the fuse lines in shiparch.ini for the ship. You can set the hitpoints at which a ship catches fire there or not have it catch fire at all if you want by removing the fuse.

  • Wandering Bases

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    How to do this requires use of FLHook, as I understand it.
    This particular method I know is for creating player flown dockable carrier, but I don’t see why it couldn’t be adapted to do docking to orbiting planets.

    Use FLHook to create some sort of command, say /dock or something, that only works when you’re targeting a particular planet and inside a maximum distance. Or, if you’re good enough, set up a Hook to do the same job when you hit F3 at an orbiting planet, but I don’t know how possible that is.

    Make this command teleport the player to inside a base that sits somewhere in the system (you’ll need an extra base per planet, in the system). These base rooms will appear to the player to be the rooms for the planet they just docked at.

    When you undock from aforementioned unreachable base, have FLHook teleport you back to in front of the planet.

    I’m sure you can see how this works for docking to a player-flown carrier, just replace the planet with a player carrier. (Docking to the spare base allows players to be able to launch if the carrier they’re docked to dies or leaves the server. They just get arbitrarily dropped to wherever you want, either in front of this spare base, or to some location or somesuch.)

    Hope this helps, but sadly I only know the method to do such a thing, not how to actually implement it.

  • Docking

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    Sorry to resurrect my dead thread, but I finally got the ship I want dockable to work with the game, but without the dock. Now, I am just wondering if there was a standalone plugin that I could use to make the ship dockable?

    I know that several other things make mobile bases, but I need this mod to be as small as possible. I would just like the DLL that makes the mobile bases.

  • Giant Suns?

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    Have you also used a larger .sph model for that sun? Or have you only increased the texture parts in StarArch.ini?

  • Glass Issue and Question (in a Fighter)

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    I did it the way Fusion suggested for about a week before I got sick of looking at a single color on my ship that didn’t match the rest of the texturing even though the colors were about a 98% match… so I found this way to texture the glass…

    Add a node under texture library for the image you want to texture the glass to… then in material library, type is DcDt, no Dc node necessary (but may still control transparency/opacity; not sure as I did the transparency in the .tga file)…
    Dt_name string value should be the name of the node under texture library.

    UTF textured glass screenshot

    That is, of course, if you don’t want just one standard color for the glass… ex) a camouflage texture would prob want textured glass…

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    Server runs FLServer with 1.1 update, and FLAC.

    This does NOT seem to happen in New Berlin where Kruger also flies around. If I leave the entry as rm_m_grp, no problems in ST01 or the other added systems. The moment I change it to rh_m_grp the error is generated when the player docks and when the player attempts to undock, the server crashes.

    Fault address is in content.dll at 0x00014dbc

    Checking the mod files shows that the two edits to rmlootinfo are the ONLY instances wherein that faction was entered incorrectly.

    I’m going through mbases and the system encounters now to see if there’s anything that jumps out at me, but nothing obvious is showing up.