Conventional Modding

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  • FLServer error message

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  • Maybe interesting…

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    Aus den Leucht- und Bewegungsvorgängen der Ionenwolken lassen sich Schlüsse auf elektrische Felder, Windgeschwindigkeiten u. a. ziehen.

    😛

  • Missions in large systems

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    There has gotta be an hex offset for this bumps m0tah

  • Factionprop.ini errors

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    @Lancer:

    Just wondering, are you using text INI files or a mix of BINI and text?

    I used .txt only, i dont really know BINI.

  • Planet ring

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    @FriendlyFire:

    What LS says is fine, but also remember to make a SUR and use phantom_physics, otherwise chances are it’ll disappear when the center goes off-screen.

    Also, it’s possible you’d experience what I call “poly flipping” if you see the ring from a long distance, something which does not happen with vanilla rings. Unfortunately, the only way to lessen this creates a flicker on SPH-based planets (which are all vanilla FL planets).

    @Lancer:

    **The main problem is that it’s in an ‘exclusion’ zone, this means it’s considered something that should be excluded. Rings are simply glorified nebula in FL, it works exactly the same way. Outside of the ring it displays a billboard in the ring’s place, same as a nebula. Inside it uses nebula features such as billboarded nebula tiles, support for lightning, phantom physics, volumetric fog and more…

    In this case a simple workaround is in order. Create a huge square billboard in Milkshape, apply a ring shaped texture to it with an alpha channel and export it as a CMP. Then simply add it into FL as a regular object where you need it at. I would also suggest making your material nodes with the ‘Two’ addition to them (for a double sided texture).**

    Thanks the answers!
    Unfortunatelly, i am by no mean an expert on milkshape, thats why i cant texturing my custom ships too and insert them into my mod.
    I was thinking about what if i make a solarach entry for the ring only and definate it somehow as non-excludeable object…. or is it perversion?

  • What does this mean?

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    Actually, it’s not really a mod I created but one that I have permission to enhance but we are finding a lot of missing and partially use items. As for running on the server. It’s running fine but, every so often, it crashes for no apparent reason. We feel that the errors we detect are those reasons. As for the upgrades/enhancements, there’s been no erros for them. Just getting all the proper names for the hashcodes placed correctly into Ioncross. Soon we’ll have FLAC and Ioncross is outahere. it runs it’s own inis and takes cares of the placing of hashcodes. Something like that. I’m a n00b, idk. :-[ 😮

    I will look for those programs.

    Thanks.

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    Yeppers. Note the update note in my last post.
    I figured out what the issue was. The second card shows up after you dock on the base.

  • How to: Creating dynamic mission payouts

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    Already seen it and even though it’s a nice find using it would just be implementing bugs in your mod IMHO!

    Even though ppl says you can’t do much about the current mission types some of my recent findings may prove that wrong… Though I need to play woth it first and test it properly before I’ll say anything about it

    Thanks for the pointer though

  • Error Checking

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    @StarTrader:

    … I also had server crashes caused by 11 jumpholes/ jumpgates in one system. 10 is fine. …

    You can have more than 10 gates / holes (don’t no if there is an other limit).
    The problem is only the path.
    If you don’t route from/to or through such a system, nothing is happening.
    As soon as you try this, the server will go down.

    fix:
    remove entries for systems with 10+ JH/JG from path files.
    including those for other system connections passing through one of those.

  • Case sensitive

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    The only way to confirm what needs to be capitalized and what doesn’t is through testing of all the commands, which I believe no on has done…

    However if you’re unsure about a command or if it doesn’t work check the exe or dlls as Bejaymac points out!

    For example some NPC commands like:

    loot_preference = LT_ALL
    loot_preference = LT_COMMODITIES

    can be found capitalized in content.dll

  • Fading effects and LOD's

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    @Legion:

    I did think about tweaking the runtimes but it wouldn’t work…

    The reason I want to do this is mainly because of my giant wormholes which are almost 3k wide, high,etc… They can be seen from 20k and already there they look huge which isn’t a problem, but at that size it looks terrible just to see it pop up right in your face like a soundless fart messing with your senses… lol

    But the solars are those I’m mostly interessted in giving a fade effect… Don’t ask me how but I’m damn sure it’s possible… I just can’t see the forrest for trees… And I need coffee…

    Try to catch Strail here or via pm, i remember hes done something like this in his mod.

  • Problems with patrols and stations

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    @Legion:

    Will do… I’ll look at them later or tomorrow morning and answer you ASAP! 🙂

    Thank you 🙂

    One more thing: i checked in game, only one base has comm and docking problems, the others have been fixed.
    The base code is: BW11_12 and heres the base code from system.ini:

    [Object]
    nickname = BW11_12
    pos = -42800, 0, -46168
    ids_info = 65713
    behavior = NOTHING
    pilot = pilot_solar_easy
    dock_with = BW11_12_Base
    base = BW11_12_Base
    reputation = fc_lh_grp
    rotate = 0, 180, 0
    archetype = miningbase_FragA
    ids_name = 458907
    loadout = miningbase_FragA_pi_01
    difficulty_level = 12
    space_costume = pl_male7_head, pi_pirate3_body
    voice = atc_leg_m01

  • Mooring

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    It’s been a long time since I’ve played with the moors and I don’t use them in my owm mod…

    But you could try and turn the moore hardpoint 180 degrees around the… damn… one of the axis’!

    It’s just a guess though…

  • Mission Descriptions

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    Thanks Mate, Will put it to good use. 😄

  • Launch control delay setting?

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    Many thanks guys, much appreciated.

  • Harder LN faction

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    @Gibbon:

    Ok, well in that case if my eyes are not lying, the code looks ok. Give it a shot and see how you get on

    I’ve found the problem. Invalid shield-class caused this mess. In the npc’s loadout the shield row: npc_shield01_…… and if i definate the class no matter if its referring to the shipclass like: shield01_mark01_hf without “npc” extension at the front, i’ve got ctd. I think the program looks up that shield class that fits to the ship class for npcs in the game.

    Thanks Gibbon for your patient and time to checked my files.
    I continue my mod, of course ive got new problems 🙂 with this zone population thing posted in conventional modding also. You’re welcomed there too. 🙂

  • Zone population

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    @Forsaken:

    Sort is generally used to determine signifcance of encounters. The lower the sort value, the higher the priority. If you look at FL’s vanilla encounters, you will see they have them something like this (going from memory): Jumpgates/Jumpholes, Bases, Tradelanes, ambient, background, and then patrols. Ideally you should have your encounters set up as such, the smaller the encounter zone, the lower the sort (which gives them higher priority).

    In regards to npcs wanting to dock with their station. Only encounters with behavior = trade or patrols dock at npc bases. To ensure this happens, however, you need to ensure they are listed as a [BaseFaction] in the appliciable bases in the mbases.ini.

    I hope this helps…

    Ok, i found (i hope) that rows in mbases.ini you mentioned before:

    [BaseFaction]
    faction = li_n_grp
    weight = 8
    offers_missions = true
    mission_type = DestroyMission, 0.000000, 0.112387, 100

    Is it that?
    As you wrote only traders and patrols could dock with the bases, and i have only one liberty navy group…
    So, if i add corporate factions to the basefaction and then i add some corporate traders to the zone population, they will dock with the base.
    Is it correct?

    One more thing: I have 9 bases right now in my unique system, but only one “talk” with the incomming ships. I set all of my bases by same method so i dont know why this one is different from the others. If i could i want to set this “talk” for all bases.

    Thanks in advance,

  • Cruising in a straight line or near to it

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    No of course not…

  • About NPC of cruise disruptor missile

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    @FriendlyFire:

    Did you tinker with the pilot’s MissileBlock? I’m expecting cruise disruptors to be managed by that part of the AI coding. Raising “missile_launch_interval_time” might help.

    Thanks for your reply, just done a test, even I change the “missile_launch_interval_time” setting, if I use the “auto_turret = false” setting, they won’t fire it as above I say, if I use the “auto_turret = true” setting, they will like fool use it even I’m not going to cruise.

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    Indeed, but you may want to make the exclusion zone larger (especially taller and wider) to accomodate for the manoeuvering needed to dock with capital ships or just to make it look a bit better.