Conventional Modding

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  • Modifying the Navmap

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    Freestalker.fr wrote:
    I think you are wrong NOVA, it works well for me. I think you do that : pos= 1. 1 but it is 1, 1 the coma is necessary because 1.1 in english is 1,1 and 1, 1 (here) is 1/1 (like 1250/1024).

    I made nothing, just opened a program and a file

    CK256, XP SP3. Thx, i’ll take a look

  • Why won't my jumphole show up in game?

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    Just for given my most sincere tribute and 3 hours hopeless test to the Osiris Base and my first mod.

  • Trains and 3db's

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    next week is fine I don’t expect you to do anything in 24 hours, I meant I will send the files your way in 24 hours.I will learn that splicing thing eventually cuz it’s inevitable but for now I have too many things on my to do list.

  • Act_LockDock in (classical) OpenSP

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    Gisteron wrote:
    you need to edit the newplayer.fl and the initialworld.ini files. if there the locked gates are not listed the gates are only locked by the m13 script. you can just delete the unlock lines to make things cleaner then.

    Thanks!!!

  • Texture of light equip?

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    Whist were on the topic of hard coded fx, anyone know the exact texure called for tractor beams… mine are broken bits of what they should be… hex edits aside… i just need to know what .txm/.tga combo im looking for

    😄 love that pulsing sun/light idea… got me thinking too

  • Can dock at a base but not undock??

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    I find this strange. Over the last few days i’ve seen people having issues with their mods in New Berlin and Sigma 17 near the Luxury Liner Hawaii. I’m assuming we’re all using SDK’s of one sort or another. What’s he on about? i hear you cry

    I based my Phoenix mod back when i started it on the Quickfix that Louva released ages ago. Now when i released the last version of my mod, i noticed i was having issues in New Berlin and Sigma 17 also. I traced the crashes i was getting to some of the patrol paths that were there and commented them out, problem went away.

    What i find peculiar is that these issues seem to be in the SDK’s and the Quickfix patch which if you take the obligatory leap of faith here, means they have the bugs in them and nobody has really paid attention too much, or fixed them and moved on

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    LancerSolurus wrote:
    Yes, because it stores the info as it is logged to a file on your HD. Pretty useful program for server-ops as well.

    Downloaded and installed it. How must I use it to produce ad detailed log file?

    Btw the readme says it’s for Windows 95/98/NT/2000. Does NT include Vista?

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    Looks like a THN error to me

  • Save converter

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    Thanks, that might be useful.

  • Help needed Error checking my MOD (German)

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    Another Problem occured 😄
    Made a PvP Arena System and everything works fine exept:
    If you checkout the chatloog or if you change your character and have a look
    on the charlist the locationsystem of character in the ARENA
    isnt displayed …
    Wierd to me… checked the universe.ini allready:

    [system]
    nickname = AR01
    file = systems\AR01\AR01.ini
    pos = -1, 0
    visit = 0
    strid_name = 470117
    ids_info = 0
    NavMapScale = 3
    msg_id_prefix = gcs_refer_system_AR01

    Help would be very welcome !!!

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    Chips wrote:
    My memory grows weak 😄 I think, but I am not sure, he kept in contact briefly but then I haven’t heard anything from him since as I literally deserted the entire scene for many years in disgust at what I perceived it to turn into 😄

    He may be one of the people on my linkedin, I am not sure, someone from the FL world is - who I dunno 😄 Really liked Argh, was/is an awesome person.

    Yeah I really liked his Toolkit, especially for the modular XML approach.

    His passion, however, was to totally redo the ships’ behaviour; he was determined this kinda sucked in the original game. This was all above my head, or beyond me, whatever the appropriate expression in English is.

    Also he went a bit over the top in Toolkit 1.3 by removing all the lights because they weren’t proper equipment and caused problems iirc… So I cherish my copy of 1.2; I was relieved to find I still had a copy.

    Talking of cool folks of these days - any idea where Anton went?

  • W02bF for Synth Foods, Inc.?

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    Universe.ini (my copy from FLSDK 1.5) lists Atka Research Station, a Cryer base, as W02bF18 while both Damon’s 2003 list of W02bF names and Adoxa list W02bF13 as the appropriate W02bF name for Cryer. I’ve noticed other discrepancies, so I guess it’s really not that important.

  • Noxious goods

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    DwnUndr wrote:

    ‘how do you get the amount of cargo in your hold to INCREASE over time?’

    Dang Tribbles! 🙂

    :lol: 👏 My first though too.

    Now the trouble Tribbles cause would be harder to implement than a simple cargo increase… Maybe have other cargo or even equipment jettisoned or so…

  • Custom weapon model trouble

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    Yes, just rotate the ship hardpoint in HardCMP X=180°. To be sure, rotate 25° first and you will see if you got the right axis.

  • Modding .fl files

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    DAM has an editor for this.

    Another method you can use is this:

    "); //do something save_flchar("<path-to-taget-savefile>", $FLChar); ?></path-to-taget-savefile>
  • Changing the thruster sound effect?

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    In the effects entry would adding this line help?

    snd_effect = your_sound_effect

    Then define the sound effect to add your custom sound. Shot in the dark but i do it with weapons a lot.

    I’ve just had a browse through the code after your initial post as i have reactivated all the other thruster effects and your problem intrigued me as i’ve not thought about the audio side of it before. Problem is i can’t find a reference to the audio file anywhere either.

  • Shield effect

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    It’s working, thanks a lot

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    Spartan wrote:

    Moonhead wrote:

    You got it almost right, xcept it’s me wanting this and Chips wondering what would be the point.

    sorry I wrote that about 4am lol

    Upon further reflection on your concept the closest thing I can think of is a plugin Adoxa came up with that let’s you require a key to access certain places. So here’s what you could do (it’s a little complicated but would have a nice effect).

    For restricted systems:

    1. Use the key plugin to restrict access to the system in the first place

    2. Make the key contraband by the controlling house of the system so all the way to the gate they’re attacked for possessing the key

    3. Create a duplicate of the faction and change it so that they will be hostile to all players operating in the system. (do this because if I’m not mistaken the key is removed from your char when you go through the locked gate).

    You can get the plugin here

    Man - Thanks!! This seems to be exactly what I want - and it’s already available thru an Adoxa hack :lol: I thought I already completely combed thru his site.

    I even almost missed this post! Probably because it was already out of the “latest post” list.

    Spartan wrote:
    Now that you mention it it is kind of weird that you can dock with a hostile gate or a lane for that matter. You’d think they’d have a way to prevent that in such a technologically advance universe.

    Indeed. You get shot at, but you can dock nonetheless. here should have been a line to a dockable object that sets the minimum required rep, just as with stuff yo can buy.

    Nice hack for a hack maybe?

    Spartan wrote:
    I do know that planets/stations deny docking to “hostile” players and I’ve heard mention of workarounds that involve swapping gate and dock coding, I don’t remember specifics or where I read it right now but maybe someone with more intimate knowledge of this site or fl code could shed some light there, on whether it will help you.

    I’d be interested.

    Thanks again for bringing the Key plugin to my attention!

  • Equipment type [CargoPod]

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    that’s okay 😉
    also, if it might help, i recognised, that the other way, if i keep the byte unpatched, i can see the cargo pods in my inventory, in the commodities section but not at the dealer. so, i cannot buy additional or exchange them, only sell.

    guess it is a combination of bytes that makes them visible on both sides somehow.

  • Different Jump Tunnels

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    Nice, LS.