Conventional Modding

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  • Loot doesn't die

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    I’ll try your test parameters. If it’s there on login but disappears shortly after someone logs in but moves out of the radius, then I suppose it’s all right after all.

  • Game client CTD, but Server fine.

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    Considering the wealth of information you’ve given to diagnose the issue, anything I would say would be pure speculation on my part.

  • Cruisers, battleships in game

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    #29 –-> I asked about the fuzes

    [AttachedFX]
    nickname = fx_davis_engine01_fire
    particles = gf_no_largeengine01
    use_throttle = tru

    Thats it. Thanks

  • How to make a new DLL for infocards

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    There is, however, a penalty in activation speed when using FLMM’s built-in generation, since the DLLs must be recreated every time, as well as a penalty for building the mod itself (needing to activate/deactivate each time DLLs change).

    Traditionally, one makes a new DLL by copying an existing DLL and emptying it. There have been downloads of such DLLs, but apparently they are not here anymore, so I went ahead and attached the one I had from Giskard in this post. Just copy it, rename it, add it to your DLLs list and you should be set. It has a few “dummy” entries, but FLDev can quickly remove them.

  • Freelancer Audio Conversion Tutorial?

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    Pectabyte wrote:
    Glad someone is considering overhauling the sound in Freelancer. GREAT game but the low quality sounds make for a less than epic experience sometimes.

    Pure insanity. James Hannigan is a genius.

  • Something a little… Different (weapon fx)

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    Okay, well I was playing around in the justice’s (li_laser_01) ale, and I presume I need to edit the flash node’s lifespan?

    Well, I tried that, raising it up to 300 (from 2 or 3), but it didn’t seem to change anything at all.

    I’m using the XML project.

  • Solararch issue

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    F!R wrote:
    Give it a base 2 go
    and
    sett all (maybe define only 1) docking points to use moor_medium like

    docking_sphere = moor_medium, HpDockMountA, 15.000000

    And no player will be able 2 dock that base.

    😉

    Eeek, nooooooooooo……

    Erm if the base type your using has hpdockmounta modeled as a berth, then your suggestion will just end up having trasnsports trying to fly into and out of the hanger…

    ; docking_sphere = berth, HpDockMountA, 4.500000, Sc_open dock1 ; docking_sphere = berth, HpDockMountB, 4.500000, Sc_open dock2 docking_sphere = moor_medium, HpDockMountC, 5.000000 docking_sphere = moor_medium, HpDockMountD, 5.000000 docking_sphere = moor_medium, HpDockMountE, 5.000000 docking_sphere = moor_large, HpDockMountF, 5.000000

    Just comment out the dock types you dont want the base to use, but dont change the letters unless you rehardpoint the mesh.

    Also be aware that if a player has a ship with a docking property that isn’t ‘berth’ they could still land, and since all player launches default to dockmount A, they endup trying to moor (get stuck unless they hit the escape key before the docking cutscene ends) and then launching their transport/capship from the fighter bay, it also means that npc fighters can launch from the base, but cant dock again… so depending on how you set up your encounter types and pop zone, you might end up with a bunch if fighters circling, waiting to land in order to despawn but unable to do so, and basically filling up the pop zones population cap so there is no room for ‘normal’ traffic, just because somebody shot up a base a bit, while other uninvolved players were present to prevent npc auto despawns.

  • HUD Colour

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    THX 😄

  • Weapon recoil/pushback and charged weapons

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    I would say it’s probably when the weapon explodes, as I tried with both values at 10k with no effect. (On a flea, mind you.)

    I’ll experiment with your explosive idea though, thanks.

  • Trade Lane Speed

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    Not sure what you mean. You can see your real speed by using FL Hack (btw, the plugin will override Hack’s lane speed) or patching Freelancer.exe directly:

    freelancer.exe 0D597A 999i = speed over which “–-” is displayed ~Dev

    Just did another test, going from Manhattan to West Point. Default (2500) takes about 28 seconds; using lane_speed = 3500 took about 20 seconds. That’s in SP, though, s’pose I better test MP… Yep, same.

  • Equipment affecting speed/maneuverability

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    which brings me to an idea of more complexity than we have with equipmass.dll:
    what about mass and thrust forces being the only values for a ship to fly. no maximum speed, no maximum rotation speed, everything just like in real physics - the longer you apply a force to the object, the more you increase its velocities… though to play with this would be too weird xD

  • Buying Ammo

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    Agreed Adoxa, just wanted to check there was nothing else out there, it’s a nice to have not a neccesity.

    Cheers for the quick response.

    Rik

  • Weapon Equipment Class Text

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    Perfect!

    Thanks very much!

    Cheers,
    Rik

  • Make base buy equipment at higher price

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    What’s the problem? Just make all prices 3.333333… times higher and you won’t have an issue. Instead of 10, enter 33.33333 and you’ll be set. Since you cannot get the item new from that base, it doesn’t matter.

  • FLE crashes on mod load

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    It wasn’t in the freelancer.ini. I narrowed the source of the problem down to the script.xml. I’ve looked in the script, and it looks OK (and the mod works fine, and the only scripted option works perfectly), so I think FLE’s just getting confused.

    I’ve got the team’s coder going over it with a fine-toothed comb, but I suspect I’m a victim of FLE’s buggy nature rather than a mistake in the script.

  • 0 Votes
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    ermmmm
    :oops:
    I was looking at the client edits, not the server edits…
    doh’

    Thx

  • On Rights and Ownership

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    While I’m not familiar with who you may or may not be referring to, you make some rather good points. Almost all modding communities are tightly knit and any sort of conflict, especially concerning theft of work, will only drive a wedge deep into the heart of the community.

    We’re all here because we have a love for a wonderful game, and what we can do to make it even better. I hope that whatever issues have come up between modders, developers, and players alike, will be able to be resolved soon so we can get back to work 😉

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    Yeah just found the problem two minutes ago.
    I’m so stupid sometimes it’s a wonder I’m actually intelligent.

    I didn’t even have entries for the bases in universe.ini (which also explains the black screen issue I had on dock xD).

    So it appears that name is handled by strid_name is the base entries of universe.ini, which is kinda random.

    Far be it for me to second guess the FL devs though. xD

    Case closed!

    Oh, thanks for the help, it would have been perfect had I not worked it out just before xD

  • Player looting and death sequences

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    Different battleships have different times (look at the various fuse files), so you might have to create separate fuses for each ship. Alternatively, perhaps add the drop_cargo entry directly to the existing fuses. I should also point out that I got it wrong: at_t is relative (e.g. 0.5 is half-way through). And just a reminder: using two values will choose a random time between those values.

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    Nope.