Conventional Modding

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    Wolfie wrote:

    Maybe a scene of Outcast women performing an erotic dance…

    Possible without the use of plugins. 🙂

    … and hooked! :lol:

  • Planetary Surface vanishes

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    I think the radius is used for a quick initial test, then the scale is applied for more accuracy. At least, that’s what I surmise for the bits stuff (an initial sphere, then refined as an ellipsoid), but that doesn’t really seem necessary in the surf description. Hm, maybe the radius includes the shield bubble, with the scale just being the ship?

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    If I would use your patch, build a mod, would that mod then fit an unpatched game? Or would things mess up?

    Trust me… that is a VERRY good idea… Im 220% happy i decided to do just that… you wont regret it 8-)

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    Chips wrote:
    No traffic means you’ll have an encounter error, and the exclusion is most likely an error too.

    So what have you got in your files? Have you included the exclusion zone in the field’s ini file? The obvious would be to say copy/paste relevant sections in here 🙂

    Chips, thanks for the input but I already solved it; see my previous post.

    Btw Chips - do you happen to know an answer to my other Q? (the value for ‘empty’ Property_Flags? > see other thread)

  • Where are shield types?

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    Awsome! I was expecting for some Hex solution…
    Thanks for bothering to answer.

  • Mutliple jump connections possible?

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    Moonhead wrote:

    Oh btw Chips, can you remember the nice little Nomad systems mod some guy made? Was about the same time as your mod (seems like ages ago. well 5 years is a long time). In this mod, when ya docked at a base, you didn’t see Trent at a bar / deck, but instead the player ship hanging in a kusari- / sigma-like skysphere. You could still click the equipment dealer and launcher though. A piece of clever and early .thn editing.

    Oooh, no, don’t remember that.

    However, I wish I still had access to the aborted Evo storyline. If you wished to see great thn editing, Accushot was the master.

    We had cutscenes in space (at the start, Trent gets ambushed whilst flying a cargo run - and is killed by new ships acquired by the Liberty Rogues), followed by character cutscenes on Manhatten - such as Juni, Trent’s dead body, and a few other characters “talking” (only silence as no voices, but the gesticulations etc were there).

    It’s a shame he moved on - in a couple of days he wrote a new storyline mission and some impressive cut scenes (circa 2005)…

  • Tracing codified Error messages

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    adoxa wrote:
    It only applied to the extension, so it should have worked. If it still doesn’t show up after a new scan, I’d say you’ve accidentally deleted it or something. generic_pilot should be the first thing in shiparch.ini.

    It appears that I did so indeed.

    Actually I have broken up ShipArch.ini, to have it populated with the various types of ships that all have their own .xml doc, for easy reference. (I’d already done that for equipment, so I thought it would be consequent to do it for the ships as well.) And apparently I forgot to include the generic_pilot entry.

    Thanks for helping me out!

  • System Creation and Testing Resources Needed

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    Did you code the system? If so, can I see the codes if it doesn’t work?

  • Subtitling…

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    I heared there are some programs which translate sound files to text. Maby it just recognizes letters from the speech…
    Try to find something like that.

  • Shifting the HUD

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    Gisteron wrote:
    because discovery has its own widescreen support. add to your FL shortcut -dx and youre fine once a space scene is rendered

    Thank you very much, works already now!

  • XML code problem

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    Shiny! Problem solved…the rumors are now displayed as they should.

  • How to modify LODs?

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    Wasn’t me, I just replied first.

    I had to find part of it out the hard way some years ago, when I got frustrated because my ships were disappearing at 2500m and modders were still putting in
    LODRanges = 0, 999999, 999999, 999999, 999999, 999999 without knowing what they were doing.

    When I experimented with 0, 500 and 0, 1000 I clicked.

    Then some time later I found someone else had done the full research, and explained the cmp contents link. Sorry I can’t remember who it was to give the proper esteem.

  • CTD on Depot? Is bug in game or SDK 1.5b?

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    Glad i could help 🙂

  • Locked_gates and one that doesn't belong…

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    Well, I’ve run out of things to chase down.

    We’ve changed the machine, network, and ISP by moving our server from my hardware to DigDug’s hardware.
    In doing so, we’ve also ruled out the O/S and any other software.
    We’ve ruled out player files by deleting all player files and the server files in the Multiplayer folder and creating a whole new server with new player files.
    We’ve ruled out the mod by completely reinstalling FL and going straight vanilla with zero mods and all new player files.
    We’ve ruled out FLAC by running the server with IFSO for a time. Same problems using IFSO.

    So, it’s not the hardware, it’s not the software, it’s not the playerfiles, and it’s not the mod.

    SOMETHING is causing our server to crash any time we have four plus players online. (This started over a year ago but we could have up to 15 players online before crashing, prior to that we would run 50 without a problem). The server either lags out requiring a restart by FLAC, or it crashes in dalib.dll. Every now and again it crashes in common.dll or in an unknown module, but most frequently it’s in dalib.dll.

    I noticed on the Disco forums that a couple years ago they had similar issues related to dalib.dll but when I revived the thread (necro-posting… Bad Robo…), I got a less than helpful, in fact… very rude response.

    It’s either incompatible mods that players are running, or something malicious being done. I see no other alternatives.

  • Sectionmodify

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    Yep, that was one of the things on the list. I plan on “removing” it - have 65536 combined string/xml resources. There’s also creating/restoring a backup for copyfile (not sure of the exact circumstances) and preventing EXE*.dll being automatically added to freelancer.ini. I was going to start a bug report topic, but was going to make sure I could actually compile it first…

  • No Damage to Nomad Battleships

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    Ok, thanks for the explanation - I had not seen this problem, all mine could be destroyed but can’t remember if with missiles or only guns - probably both.

  • Nomad torpedo

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    if you want a gun to become a missile you need only to add a seeker to it. a seeker = DUMB is even enough. the gun will be looking like a simple gun but behave as a missile on the activation. whether it is is missile or torpedo depends on technical data (speed and damage?). btw, it is not necessary that a missile/torpedo launcher requires ammo.

  • NPC frighters armor scale

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    Sethernis wrote:
    You want this to be server side?

    Yea, as it works on that side for ability of fine-tune without each mod update to be taken by users.
    No luck without as seen as it behaves so clients will get it too. :oops:

    At least its solved. Thanks again for help! 🙂

    Sethernis wrote:
    Are you from Slovenia 😛 ?

    Nope, but from close 😉

  • Edit NPC cap?

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    Timmy51m wrote:
    I have a quick question on encounters if someone is able to answer it.

    Just for example, you take the jump gate from new york to texas. When you enter texas you will normally find outcasts duking it out with a few freighters and police etc.

    That must mean that the jump gate zone encounter has spawned ships and also the outcasts patrol path encounter has spawned ships.

    Two encounters are active.

    Lets just say as often happens the outcasts destroy the other ships. Why is it that the jump gate zone does not continue to spawn ships?

    You can sit there in god mode letting them shoot at you for ages and as the turrets on the gate eventually knock one out, another will soon spawn from the patrol path encounter to make the numbers back up. The jumpgate zone will never spawn new ships until you destroy the outcasts and no ships will come through the tradelane either.

    If two encounters spawned ships when you entered the system, why is it that only one zone remains active and the other drops out.

    Does one pop type take precedence over another? In this instance an attack patrol over jump gate. Is it supposed to simulate the area being dangerous so other ships don’t spawn, doesn’t really make sense seing as police are part of the jump gate encounter.

    The patrol path encounter allows a density of 3 ships, and it was the surviving encounter of the 2 that spawned the initial ships. As a result no other ships are spawning. The jump gate encounter allows 10 ships density and has a quicker repop time so it is obviously not allowed to co-exist with the patrol path encounter otherwise ships would spawn. I wonder if there is something that can be hacked to allow both encounters to continue to spawn?

    Maybe the problem is that the patrol path zone is very narrow, so that the outcast leave it when they attack the gate.