Conventional Modding

no description available
754 Topics 7.1k Posts
  • Does a 'PatrolPath Calculator' exist?

    Locked
    13
    0 Votes
    13 Posts
    10k Views

    Okay, I got it working and like it. It still takes a lot of work though, to get the format as I need it. But it’s nice to have the calculation of the orientations and the sizes of the paths automated.

    Thanks for talking me into this!

    Btw FLExplorer is a nice prog!! Too bad it can’t handle systems with floating point locations… Isn’t there a way to hack / modify it, to enable that?

  • Some questions about modifying the Starspheres

    Locked
    15
    0 Votes
    15 Posts
    9k Views

    Moonhead wrote:
    <off topic=“”>Oh MKnote - In the old layout of my expanded version of Sirius (that I never finished) I did have a Florida system. I don’t remember if that was before or after you published your Florida mod, but I want to stress I didn’t plagiarize you. Florida simply seemed the most obviously missing state, especially for spacefaring descendants of present-day Americans. Yet, if I ever would get to the point of releasing my mod, I will change the name of the system if you prefer that. Btw I also had a Dakota system.</off>

    Don’t worry, my Florida wasn’t the first one ever done. To my knowledge, that honor falls to SilverFire, whose Florida system seems to have fallen off the internet completely. I wouldn’t be surprised if mine was the last copy in existance.

    MK

  • Wireframes

    Locked
    22
    0 Votes
    22 Posts
    22k Views

    I really don’t know what’s going on here. Replacing extra.cmp with neb_turbo.cmp (ie. using turret model for shield), still resulted in reduction. Replacing neb_turbo.cmp with extra.cmp (ie. using shield model for turret) and not having any shield worked fine. That suggests it’s not the model. To verify that, used li_dreadnought.cmp instead of nebulon-b.cmp (and .sur), changing shield_link to use HpEngine01 (since the Dreadnought has no shield hps), reduction; same with using li_refraction_shield.3db instead of extra.cmp (since there is no extra.sur). Using li_elite.cmp (and .sur), no reduction (but a really big laser turret). Using li_dreadnought.cmp with li_elite.sur, no reduction. Okay, so maybe it’s the sur. After modifying SurDump to resize a sur (since FLModelTool did a poor job), reduction occurs after li_elite.sur is over 20 times its size. However, reducing li_dreadnought.sur has no effect on increasing the wireframe. … Okay, it appears the sur needs to have HpMount (for the shield_link). … After building a sur with Lancer’s tool, which does add HpMount, the wireframe is the right size. Bingo!

  • Missile Launcher Models Causing Crashing

    Locked
    4
    0 Votes
    4 Posts
    5k Views

    The models where working fine but the game crashes when launching of a base. I just found that it is crashing even without the launchers in the game so I’ve screwed up some where. “Sigh”, looks like its error hunting and Fl Spew is giving me nothing. O well looks like i have to start from scratch :roll:

    Ozed.

  • WARNINGs and ERRORs in FLSpit / FLSpew

    Locked
    1
    0 Votes
    1 Posts
    4k Views
    No one has replied
  • NPC's planetdiving

    Locked
    3
    0 Votes
    3 Posts
    4k Views

    Might want to look at the spawn distances in the encounter ini files.

    zone_creation_distance = 0

    Most are set to the above so the encounter will spawn ships very close to you. I made a liner encounter where i changed the creation distance to 3 which spawns a fair distance away due to ship size. While this doesn’t totally stop the planet diving, it’s about 90% improved.

  • 0 Votes
    6 Posts
    6k Views

    GOT IT!!!

    In now use the following script (executed as the last one):

    <data file="EXE\Territory.dll" method="copyfile" sourcefile="Extra DLLs\Territory.newdll" scanfile="”false”"></data> <data file="EXE\MultiIntro.dll" method="copyfile" sourcefile="Extra DLLs\MultiIntro.newdll" scanfile="”false”"></data> <data file="EXE\MultiCruise.dll" method="copyfile" sourcefile="Extra DLLs\MultiCruise.newdll" scanfile="”false”"></data>

    And I have the DLLs in my mod folder not als .dll files, but as .newdll files in a separate subfolder, Extra DLLs.

    Thanks for helping me on my way, FriendlyFire!

  • Modifying the .fl files

    Locked
    8
    0 Votes
    8 Posts
    10k Views

    Hi!

    I think it’s a bit beyond my capabiities at this time, but the good news from the other thread, might mean I can just FLMM to modify EXE/newplayer.fl

    Nonetheless your info can be very useful for later projects.

  • [n00b alert] Have The Order fly NPC Anubises?

    Locked
    16
    0 Votes
    16 Posts
    15k Views

    yeah he was the devolper of frontier space him and gibbon taught me alot about modding and bakedpotatoe was a great help also.

  • 0 Votes
    2 Posts
    5k Views

    1. You’ll have to modify more files.

    See tutorial forum for missions against nomads.

    2. Making missions against battleships and gunboats is not a problem.
    So far seems that adjusting payment is the problem(as I wrote in the thread you’ve mentioned above, battleships in 300k missions and no battleships in 500k missions).

    Maybe Forsaken can shed some light on this. He is making missions against battleships for his mod, he is also facing this problem I guess.

    I am planning make a desperate attempt to adjust payment this weekend.

    The topic I started is not dead yet(i hope).

  • 0 Votes
    15 Posts
    11k Views

    adoxa wrote:
    For this case, I think it should just be sufficient to substitute the 1280 file with your 1650 version (just because the file is named 1280, doesn’t mean it has to be sized that).

    Hmm… I just think about the prog will look about for its default size if i dont determine the new resolution.

  • 0 Votes
    16 Posts
    13k Views

    Quarks wrote:

    Moonhead wrote:
    IIRC, FLMM makes different (sub)folders for each mod, right?

    At least, 1.4 does, if I remember correctly.

    It does, but it will always move the saves of the current activated mod into the SinglePlayer folder and back up the others, so if you have different freelancer setups all will use the saves of the last activated mod - unless you move them yourself.

    Or make sure the name of the mod (or an abbreviation) is in the custom name of the savegame.

  • CMP based planets

    Locked
    9
    0 Votes
    9 Posts
    8k Views

    I actually used tga textures although i can’t see a reason why you can’t use dds

  • Is it possible to assign real debris to fuses?

    Locked
    5
    0 Votes
    5 Posts
    7k Views

    I know, but all the existing groups have been used up for other FX already and im no modeler. Unless theirs an easy way to create a basically invisible group in the Cmp i would rather see if its possible with INI work alone.

  • Mining question

    Locked
    5
    0 Votes
    5 Posts
    8k Views

    Since you are going to modify the game anyway…

    So much more easy than any of this is just to raise the selling price for the commodity at the nearby bases.

    Get real, people!

    🙂

  • Jumphole/Jumpgate Limit

    Locked
    20
    0 Votes
    20 Posts
    20k Views

    works fine so far 8-)

  • Mission Scripting Tutorial?

    Locked
    2
    0 Votes
    2 Posts
    4k Views

    Why this isn’t posted in bright neon lights is beyond me…

    Storyline bible thread

    Just about EVERYTHING you’ll need to know…

  • LightSource

    Locked
    6
    0 Votes
    6 Posts
    7k Views

    Thanks Adoxa,

    Sorry for that pals, I misremembered OMNI instead of AMBIENT, my memory is dying slowly but surely… 😉

  • Polygon's /Tri's lowest and highest

    Locked
    6
    0 Votes
    6 Posts
    6k Views

    Photobucket kinda sucks 🙂

  • 0 Votes
    37 Posts
    31k Views

    On MU they cant work around it, if they change the values the AutoUpdater will put them back again 😉