Conventional Modding

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    robocop wrote:
    Does this help?
    http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=2639&forum=27&post_id=24612#forumpost24612

    Thanx!! This confirms my assumptions. Now I gotta find out how the numbers work. (whether they are “A out of B”, or “between A and B” or something else).

    robocop wrote:

    I believe what spawns is client side, that’s how cheaters used to get cloaks to spawn. With most anti-cheats though the numbers have to match on both the server and what spawns (client).

    So, for most servers whatever you mod has to be done the same on both sides.

    Well, sofar my project is OpenSP anyway. I will really have to readup about a lot of stuff before I could enable it for MP.

  • 1 clients error is another modders nightmare..

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    Standard attempt at a fix:

    erase the contents of the Singleplayer folder only use FLMM 1.3, if they have used the dreaded 1.4 or 1.5 then they have to deactivate, wipe the freelancer folder, reinstall, get 1.3 and try again. If using win7 or Vista they have to run FLMM 1.3 as administrator
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    Thaddeus, I followed a link in your signature, and I see you may have experience adding ships to the game. Would you be able to tell me which files I would need to modify in order to insert a ship? I would assume I need all of the files in the ships directory for the particular ship, but which files are needed to get the game to recognize that ship, and what all do I need to know about the ship before inserting it?

  • Mod limits

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    Argh’s Warriors of the Sky should be a good starting point.

  • Starting Location

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    Sledge wrote:
    Yea, I posted that before I saw you first reply (which worked perfect). The base and system for Freeport 2/bering is: iw01_02_base and iw01. It’s kind of a rough area for a starting ship, though. I tooled around in my Starflier and got beat down within a minute of launching. I may need to rethink because there isn’t even any ships for sale there. I’m not ready for a mod yet.

    Area Near Freeport 2 is dangerous for stating ship, so please ready for incoming complain from players LOL.

    But change the starting base may really make sence.

    5 years before, i just finish the story line and enter my first FLServer, named Free world or free land or something (a small server), the starting base is Freeport 10 set by the wacky server admin.

    When i launch to space, i was totally conquered by the beautiful Tau-23. I think that’s the reason why i still in this game. Good luck to your server.

  • Infinite money

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    Preacher_Trade wrote:
    Don’t know if I’m a bit lost in the woods here, a bit late in any case, but a nice little program I’ve been using is Freelancer Simple Save Editor. You can change practically everything with it.

    Yea, nice thing. Also for creating a /restart character files for mods.

  • Cockpit Glass

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    Sorry, the ship.
    It was using the bret playerships .mat before, names were correct to reference it, but, eh. 😕

  • NPCs won't fight - missions

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    we had that problem and it turned out to be the fact that the NPCs were using the modded admin scanner. Once I put the regular scanner on them they worked fine.

    In this case, All NPCs are using the standard scanner that the players get. The only thing using the Deep Scanner is admin ships.

    It’s odd because it’s only in NL, and only noticed by players that have the deep scanner. In all other systems everything seems to be fine.

  • Data\Interface\KnowledgeMap.ini

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    @ Robocop: thanx for refreshing that part! I actually found that out years ago, but it sunk into my unconsciousness. Now I still gotta find out the part about the factions.

    @ DwnUndr: thanx, reading now… [EDIT] I read that yesterday. Good stuff, yet I had already found out that Field names need to reoccur, and where (unless, iirc, the vignettes are of the ‘open’ type - but I’m not sure whether this was just a hypothesis or an established fact) but I never involved the KnowledgeMap.ini in it… Well, it’s good to know it just might be necessary.

    The sad thing about all these recurring ids_names (factions and fields) is that it is just to decide whether the should be capitalized or not 😞 Rather a lot of work, imho. It’d be better if there would just be a some flag in FactionProp to settle this; something like:

    0 = never use ‘the’
    1 = use ‘the’ before the name, and ‘The’ if it’s the forst word in a sentence
    2 = always use ‘The’ (like in ‘The Order’, where ‘The’ is part of the name)

    Back to KnowledgeMap.ini: why are the factions mentioned in this file?

    There are lines like:

    Map = 196846, li_n_grp, 65 Map = 196847, li_lsf_grp, 65 Map = 196848, li_p_grp, 65 ... Map = 196895, li_n_grp, 65 Map = 196896, li_lsf_grp, 65 Map = 196897, li_p_grp, 65 ```Note that the second set consists of the short names. I'll be relocating these, in order to create space for more factions… I never bothered to fix these entries when I added factions in earlier mods, and I never saw it addressed in tutorials either... Oh well, I guess I'll just stick to the conventions.
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    It is only now that I can confirm the hack, as suggested by Adoxa, does actually work. Thanks again 😉

    Btw one of the people said “Nice of you to come back” to Trent. Which is a phrase that doesn’t really suite my intentions, but hey, it comes close enough now.

  • A .sur File Issue That Has Me Stumped

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    I tried what you suggested Bejaymac but it didn’t change anything

    This is a limited FLMT extract from the sur file info;

    Surface : CenterX : 0.003736 CenterY : 1.570029 CenterZ : 0.552517 InertiaX : 200.000000 InertiaY : 200.000000 InertiaZ : 200.000000 Radius : 15.248461 unknown byte : 0xFA - (250 decimal 11111010 binary) Offset1b : 0x133C (4924) - always identical to surface_header.offset1 padding byte : 0x00 - Always 0 Offset2 : 0x00001320 - Offset to bit header Padding3 : 0x00000000 0x00000000 0x00000000 - Always 0

    When fired apon the hitbox seems to work fine, each section of the ship registers hits correctly and there are no extra sections that don’t correspond to the CMP. The only two visible issues seem to be the ‘target box’ around the un-selected ships and the ranges that the ships register at so it’s not a critical issue, just a really big pain.

  • Multi-barrel sound fix?

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    Well, I tryed that. Worked, sorta. As you said, I need to adjust the duration to the effect. My issue, as stated above, is looping. Is there a method of extending the duration of the sound effect without adding dead air to the end of the audio.wav?

  • I have a problem with planet maine

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    no worrys everything is ok the peoblem still shows up . so i am just going to leave it, any way mod update i put the firebase ships in the mod now and they look great. the mod is not going to be used for server play only open single player. so any error that does not make me crash is ok.

  • Nomad/Tekagi's Shield

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    robocop wrote:
    …… At any rate, reducing the capacity and hit points of the shield generators did nothing. …

    Possibly raising

    offline_rebuild_time = 0.001000

    will do the job.

  • Use_animation research again

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    internalfx works also with ship models. like moving radars or so. or stations, like the continuous motion of the gas emitters of the space_small_* stations.

  • System Encounter Errors

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    Thanks again LS!

  • Freelancer explorer and defender2

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    ok so mr chips hit it right on the nose i am going to try that

  • Cargo Pods as Commodities

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  • Quick Questions by Bob! (Dynamic Asteroids)

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    Yeah, I managed to find the DA exclusion, however it didn’t seem to have much effect. I believe this could be because the exclusion zone was too small, however I can’t really test it properly without fixing the draw distance, which I haven’t been able to do yet.

    Trying two values didn’t seem to change anything, unfortunately.

    I’ll play around with the constants, though the cons may outweigh the pros in that respect.

    Thanks.

  • 3D Artist looking to Model and Texture for YOU.

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    Great work on your site!
    Sent you a PM.