Conventional Modding

no description available
754 Topics 7.1k Posts
  • 0 Votes
    3 Posts
    5k Views

    You’ve opened three options but only one has been closed.

  • Really don't know what is wrong!!!

    Locked
    19
    0 Votes
    19 Posts
    14k Views

    Well…

    I’m gonna wait for version 3.x!!

    Maybe it’ll support single-core too!

  • Engergy/Hull/Shield Guages, recolouring?

    Locked
    3
    0 Votes
    3 Posts
    5k Views

    Tried this once and it didnt work…cant remember the errors.

    But, im up for giving things second chances. Thanks.

  • Missile Physics

    Locked
    13
    0 Votes
    13 Posts
    12k Views

    Since it takes the cosine, 345 == 15 and 320 == 40; try with the smaller numbers and you should see the same effect.

  • Base Component not showing ingame

    Locked
    13
    0 Votes
    13 Posts
    9k Views

    Impressive as DV would say, love everything about that, grtz 🙂

  • 0 Votes
    3 Posts
    5k Views

    Hehe only been modding 1k hrs reloading full mod lol

  • Error / Bug in FLMM-generated ids_info (XML)

    Locked
    5
    0 Votes
    5 Posts
    5k Views

    Yep, don’t feel bad, it’s a good pointer for someone else as a reminder. I need glasses at the best of times to find problems like that one.

    But as you can see we couldn’t really help without your data in sight.

  • Weapon's Balancing

    Locked
    5
    0 Votes
    5 Posts
    9k Views

    I think balance does not depend on increase in capacities.

    Efficiency of weapons depends of target shield (if using shields in mod 😉 - graviton, proton, neutron - here on it it is possible to play

    In additives it is possible to develop the types of guns and shields technolgies (“here and develop!”, you will tell 😉

    So imho need to balance only efficiency of guns

    Sample file, credits Phil aka FireDragon

  • 0 Votes
    7 Posts
    13k Views

    The problem is only that restart.fl gathers data that is specific to the mod. It could, for example, refer to a ship that only the mod has.

    When another mod is switched on, the reference breaks and FL crashes. There isn’t much to be done about it I’m afraid, other than entirely stopping FL from creating or using the file.

  • NPC AI fire distance for single player

    Locked
    3
    0 Votes
    3 Posts
    5k Views

    Gisteron wrote:
    first ofc is makeing their weapons fire longer (lifetime and velocity of projectile section). second, you need either to put in their loadouts a scanner with a longer range (base scanner?) or to edit their usual scanner’s range. the npc does not see you, but you can select a target via the contact list and follow the direction your hud shows. imagine that the npc’s brain work just like this, their scanner is their only way to see something.

    thx bud, that was the ticket.

  • Is it

    Locked
    12
    0 Votes
    12 Posts
    8k Views

    Moonhead wrote:
    Oh, the error in the ini files is a Rhienland ship somewhere.

    There are many such errors in the files (particularly suprise and sheild). Didn’t bother fixing those, since they’re internal and consistent. Won’t worry about changing ambiance, either, since that could be thought of as French.

  • Editing weaponmoddb.ini

    Locked
    19
    0 Votes
    19 Posts
    14k Views

    I just didn’t expect you’d actually decrypt the entire format all over again as the ALE editor already existed. It’s great to know you’ve got it though!

  • Sound Pack's

    Locked
    6
    0 Votes
    6 Posts
    8k Views

    there are some sounds in the audio folder not used ingame (e.g. nomad shield sounds due to that nomads have no shields). you can also, as far as you are allowed to, use sound fx from other games, you just have to know how to convert them properly to either wav or riff wav so fl can read them. in general: google is your friend. there are lots and lots of sound fx on the web, even open source or at least available for use in projects, often enough even for free. you just might need a program that can handle different formats and packages and convert them to wav or mp3 (which you then would need to pack into a wav container).

  • Adding Running Lights to projectiles?

    Locked
    4
    0 Votes
    4 Posts
    5k Views

    ANY hardpoint that is defined in the cmp/3db correctly (recognized in the hardcmp and visual in utf editor) can be asked for in the ini. i guess it is possible to make kinda loadout for the projectiles i am not sure though. at least you can add multiple trail lines, who direct to different hardpoints. in this way you could define trails that are actually simple effects. if those attach always to the hardpoint (defined in the ale file itself likely), such an action will result in a constant effect attached to the projectile’s running light hardpoint.

  • 0 Votes
    7 Posts
    6k Views

    :lol: The first faction-adding tutorial I found is one that I wrote myself!

    I already had the idea it seemed familiar, but when it introduced the ‘Vereenigde Omega Compagnie’ I knew it for sure (this is ofcourse a reference to the VOC, the ‘Vereenigde Oost-Indische Compagnie’ or United East-Indian Company, a Dutch trade organisation from the 17th century, and in fact the first Ltd.)

    It is badly rendered here, with a lot of

  • Missile Explosions and Hull Damage Detection

    Locked
    40
    0 Votes
    40 Posts
    36k Views

    It seems that part of the function is only called if the object has collision groups (restoring the original Flint still broke; commenting the [CollisionGroup] entries failed to break). Even so, these particular collision groups are different to the battleship ones, generating a radius of 0 (it skips the bounding sphere altogether).

  • Does anyone remember this Nomad Base mod?

    Locked
    1
    0 Votes
    1 Posts
    4k Views
    No one has replied
  • LODranges

    Locked
    6
    0 Votes
    6 Posts
    8k Views

    youre right, the rotations could be tricky.
    sorry, i dont remember what it was called.
    yes, mine would have a GUI. but dont expect it anytime soon as im currently working on the next void mod, and have a few other programs in the works as well.

  • Docking Ring

    Locked
    17
    0 Votes
    17 Posts
    15k Views

    @Xarian: Tried just typing the ID in the IDS textbox? 😛

    If you mean just the local DLL ID, I thought I had a box for that somewhere…

  • 0 Votes
    2 Posts
    4k Views

    Nice question…

    Just to give you some answer at least, I think there are 3 parameters that affect this, but not sure which one alone:-

    1. radius in the .sur file - should it be same as the one in the .cmp file?

    2. solar_radius (solararch.ini)

    3. docking_sphere (solararch.ini)

    Maybe someone else has played with this?