Conventional Modding

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  • Weird Issue/Error: Crash on 2nd Launch???

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    a lot could be causing issues with just the file(s) vs ini files (particularly the loadouts.ini and shiparch.ini)… are all the original hardpoints still entact by their default names? I know trying to mount a gun or even shield in the loadouts where the hardpoint is not defined in the cmp, 3db or even shiparch.ini can cause funky things to happen. Also check all the references match the file names within the files by using Freelancer XML Project…

    Given the fact that replacing your clone w/ the vanilla model and no longer have issues kinda rules out the lack of definition in the shiparch.ini, but not a missing or miss labelled hardpoint in the 3d file. Also could be trying to reference something that hasn’t been properly linked to the new 3d file (as I mentioned at the end of my first paragraph and using Freelancer XML project to make sure everything is linked correctly). The fact the vanilla model does not crash also suggests that it most likely is not an issue with the platform it’s running on, but the 3d file itself. Lastly, I’ve heard of issues similar if and when a 3d file isn’t made with triangular polys, so that’s something also worth checking… tho I do believe I recall milkshape only working with models that use triangular polys…

  • Missile correspondence table?

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    looks like startrader covered this, but you can also use FLid to look up the id_name values to find out what’s what…

  • HpFire and Shotgun weapons

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    I’ve got the strangest feeling adoxa did a hack for it, but there’s no plugin or offset that I could find from a cursory look for you.

    Given how old that thread is, it’s possible it’s been fixed in the time since, but it might be prudent not to get your hopes up.

  • Adding missions: Escort missions?

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    for the first part, yes should ‘technically’ be possible. But i am not any help here.

    the second part, running cargo type DD from point A to point B. Vanilla FL does not support natively this type of mission. Maybe with some tricky flhook or fl plugin coding it may be possible. but, then again if it was, someone would be at least working on it. Since this type of mission is/and as has been, a highly recommended type.

    maybe someone here is working on it? anyone??

    or maybe not.

  • Health and Shield Bar Colours

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    Awh, this is the easy stuff!
    If you really wanna do it, hit me up with a PM or something, and I can run you through (this particular operation) step by step. You really will be amazed how simple it is 😛

  • Weapon light animation

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    @ cata123

    Did that, can’t find a reference to this

    @serris

    Have a look in lightanim.ini, they are all in there, loads of unused ones

  • Scanner ranges question

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    meyhem is good. very good. none of my ships have engine boosters. coloured weapons might help a little bit, though i had planned that anyway

  • Freelancer "angles" units?

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    I remember one star system, it looked like two trade lanes crossed each other? And then what happened was that I realized the navmap only gave a 2D projection, because it was like a highway interchange 😄

  • Modifying Tau-31/Hokkaido/Other Systems Progress

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    Yep. 😄 Sig 19 normally lacks a trade lane to Hawaii. My back story is that Orbital Spa and Cruise got the GMG to let them put the TL in because Hawaii was getting so popular. 😛

    (also, sig 17’s normal Kurile trip is just by flying past the nav buoys)

  • Asteroid damage

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    Crud…
    So it’s a constants thing.

    Thanks

  • Inside Nomad Lair/Lair Core

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    I’ve done all in my limited knowledge and have not found a solution yet. Perhaps one day Adoxa will return and come up with one of his famous 5-minute fixes.

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    i know i know but this is a personal project. something i might not release actually i am using jflip and for the system files i am using eoa realspace 2 and some other files from the vanilla starter pack.

  • Which DLL are ship ids

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    A long time ago ww2jacob explained how to develop mods using FLMM’s XML tools as a way to build the files.

    http://www.megaupload.com/?d=WT7FP7U8

    Enjoy.

  • Blueshifting .ale

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    Bobthemanofsteel wrote:
    This is just a random thought, but when I was playing around I edited some of the txm’s in data/fx, which caused funky things to happen.

    Have you made changes to any of those?

    Some of them have been changed, but that was several weeks ago and I never saw this blueshifting happen on other weapons in that time. The two effects I added were showing up in their normal colours and then randomly turned blue, but no FX txms were changed in that time. It seems to be happening to these two effects only and nowhere else.

  • Enlarging a (vanilla) Ship using FLModelTool

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    Don’t use the Part/Root/Root and the multipart sur tuto to include root in the fix, it craches UTF [-_-'] Doing what you do is better! It keeps lods and keep the sur accuracy. Because using MS3D take a way more time and you can’t export more than 18 parts. It will be difficult to use lods after resizing vanilla ships.

  • Freelancer fail

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    yeah i have been modding this game for a long time i know fl explorer i have been using it a long time. back when the original lancers reactor was around. the thing is when you look at alaska in explorer you cant edit anything. it gives you errors and the navy base is non existent you have to actually give it a load out first before anything. i love fl explorer i created all the bases in alaska with that and the trade zones. the last project i did was put docking rings on planet maine and Mojave

  • Capship Encounters - level 19 only?

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    @ Chips & Timmy51m: Issue solved, thx!

    @ Goulash: good stuff!! Not for right now, but Im sure I will find this on my way.

  • This is a new one… docking anomaly

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    I’d try replacing the cmp on both client and server, maybe the co-ordinates are coming from the server on undocking.

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    Hmm, good to know, thanks Thaddeus!

  • Trying to fiqure out my mod dll

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    that program worked fantastically ok all i did was change the astrid ids to the ones the fl dev gave me and then id names. i threw the my_mod.dll away all the bases have names. yo bob thanks for the help. thanks to friendly fire do for puttting that program together. it did not work before on my other computer when i first used it. it had vista on it but it worked now when i tried it with windows 7 great.