Conventional Modding

no description available
754 Topics 7.1k Posts
  • Music in zones

    Locked
    11
    0 Votes
    11 Posts
    7k Views

    WOW! I dont watch this post for only 1 day and look where it goes!

  • Planet Orbits

    Locked
    9
    0 Votes
    9 Posts
    6k Views

    Yeh - or you’d needto kill us all!

    Heheheh…

    Well good luck anyway, not trying to discourage you , just having a laff! 😄

  • Resizing planets in SPH

    Locked
    6
    0 Votes
    6 Posts
    5k Views

    OK, I got it! Thanks guys!

  • Groovy!

    Locked
    18
    0 Votes
    18 Posts
    16k Views

    It’ll probably just be 1.1 of JFLP, nothing really major - infocard fixes, removing unused ini values, ensuring each ship has working bay door animations. It’ll be a while, still got UTF Editor to finish off and I’ll see if I can add a command history to Console.

    The scripts are part of bodygeneric(fe)male.anm. I originally tested them by replacing the create character animation, but that required restarting each time. Then I had the idea of doing 'em as an intro, which let me make them really big and modify 'em without having to restart. The thorns are very simple and can be easily adapted to any character or animation (“in-place” animation, anyway, moving ones would require some tweaking. I set up the drunk walk (Sc_MLBODY_WLKG_DRUNK_000LV_A_09) for create character and Trent just kept moving forward, getting bigger until finally disappearing.) I really only did it to showcase the animations, since I found them for this, but never got around to viewing them. BTW, I think Trent will dance if you wait 21 minutes. It’ll be a little slower than mine, since it reduces the time scale (have a look at player_fidget.thn).

  • Mysterious computer freeze

    Locked
    4
    0 Votes
    4 Posts
    5k Views

    Yes, it could be 3D sound, but most likely encounter problems, or patrol paths, or the ship model that you are flying or its sur or mat file if you are running a mod.

    Try vanilla FL again to be sure it is a mod problem. Be sure to delete the saved game files, so rename or delete the folder My Documents\My Games\Freelancer. But this problem will normally kill FL when you start it, not on launch.

    If you are having this problem with vanilla FL then it might be 3D sound.

  • FLserver

    Locked
    9
    0 Votes
    9 Posts
    10k Views

    so… um, yeah. on vanilla, It was a tad bit slow, but I made it out of the starting planet, and flew around for a while with little trouble.

    I’m starting to think it’s a file issue and I’ve gone and screwed up the INI files for loaded my ship.

    If you have an email or something, I have all the files in a zip file I could send you. I guess its too big for this forum to accept.

  • Changing base characters

    Locked
    2
    0 Votes
    2 Posts
    4k Views

    They are in missions\mbases.ini

    Go to the base nickname and you will find a block for every person on that base.

    [GF_NPC]
    nickname = li0101_ageira_001_f ;nickname of the person
    body = sc_female1_body ;the body
    head = br_karina_head_gen ;the head
    lefthand = benchmark_female_hand_left ;the hands
    righthand = benchmark_female_hand_right
    individual_name = 220001 ;the name’s ID
    affiliation = co_vr_grp ;the faction
    voice = rvp501
    room = bar

  • Total Conversion Template?

    Locked
    8
    0 Votes
    8 Posts
    8k Views

    i just meant, that to get the game running without issues you do not need anything. it depends on wether you refer to correctly done things, if it works finally or not. to make it a freelancer mod, it is enough to have all of the program libraries and the engine within the exe folder, with reference in the inis there. everything else can be designed as the modder wants without any issues appear, if he does it right ofc.

  • How can I get FLMM to work on 7?

    Locked
    5
    0 Votes
    5 Posts
    6k Views

    Vesko wrote:
    Honestly, if FLMM won’t work with anything you try, you don’t need it imo. .flmod files are basically just .zip files that you can unzip into your FL folder. Simple as that.

    FLMM was created so you could select which parts of the .zip file you want to unzip, and so you could remove the files afterwards.

    Unfortunately that is not true, guys!

    Many mods use FLMM scripts that generate infocards and do other things that simply unzipping the mod into the Freelancer folder will not do.

    And then undoing the mod without FLMM activation is having to delete the Frelancer folder and make a new one, (which is where copying a freshly-installed Freelancer and saving it for later copying is a good idea).

    FLMM does have bugs and leaves mod files behind sometimes, hopefully someone will develop a better way soon.

    This is why I believe in making all your mod files independent and without use of FLMM scripts, which means making your own infocard .dll files.

    But already here someone is making a totally-FLMM-dependent mod and other modders think it’s a good idea. Wrong, in my opinion.

    But - who am I in any case? Nobody.
    <sulks>Where’s the tearful crying smiley?</sulks>

  • How many commands can FLMM process?

    Locked
    36
    0 Votes
    36 Posts
    28k Views

    Happy to help, Moonhead. I’m just giving back a little of what I have learned here at TSP and at the old TLR… plus maybe adding a new twist here and there.

    Given the amount of work that you do with text files, I think that you will find Notepad++ and WinMerge to be extremely useful. You might have to take a little time to learn some of the deeper features, but both tools are far better than the built-in Windows editors.

    Note that you can actually do file compares in Notepad++ (Plugins/Compare). However, WinMerge uses fewer keystrokes and WinMerge can be called from external programs (which is the way that I usually use it).

    Keep us posted on your progress. 🙂

    .

  • "External" Mounting of Power Cores

    Locked
    3
    0 Votes
    3 Posts
    6k Views

    i think you have to add a line to the piece of equipment saying which kind of hardpoint it uses and make the same type’s hardpoint on your ship entry/ship. if i remember right, i saw a piece of internal equipment on the hull on my cloak fighter up on an 88flak test server. maybe a script like those from adoxa is needed for it, not sure though.

  • Hard Pointers Wanted

    Locked
    3
    0 Votes
    3 Posts
    4k Views

    I’m in the process of Hp’ing the Starlancer ships for small mod to play around in, so i reckon I could hardpoint your ships fairly easily.
    Do you have a list of what ships you need? are they in CMP format? as my experience here is limited to adding/editing HardCMP compatable files.

    CK256

  • FLMM Quirk/Bug Identified

    Locked
    1
    0 Votes
    1 Posts
    6k Views
    No one has replied
  • HUD editing guide?

    Locked
    5
    0 Votes
    5 Posts
    9k Views

    wipes dust from eyes

    Done and done =] download link in the thread above and downloads page sorted! =D

  • Universe map: How to…?

    Locked
    4
    0 Votes
    4 Posts
    5k Views

    OK Thanks

  • 0 Votes
    34 Posts
    37k Views

    I third the above comments. Eagleclaw, i’ve known you for years bud, seriously, these hacks are easy to apply, if i can do it then anyone can.

  • Docking "Access Denied"

    Locked
    6
    0 Votes
    6 Posts
    8k Views

    Seems to be question is only about SP and it was solved 🙂

  • Problem: Cruise Jump Drive

    Locked
    3
    0 Votes
    3 Posts
    9k Views

    FL Hack has Hypercruise for single player usage, which I think does what you want. Should be able to adapt it for multiplayer and disable the normal cruise.

  • Why won't this stupid script work….

    Locked
    4
    0 Votes
    4 Posts
    6k Views

    no probs 😉
    good luck.

  • How To: Make new objects (signs)?

    Locked
    11
    0 Votes
    11 Posts
    10k Views

    There’s always Lancer’s sur builder, easy to use and yet to create a bad sur for me at least