Conventional Modding

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  • Problems after make infocard

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    @StarTrader:

    Yes you can, if you mean the old data is in the same resource node as your new data, delete the 0 node - your new one should be in a 1033 node.

    If the old data is in a separate resource by itself then yes, you can delete it if it’s not used of course. The whole node will be deleted.

    When i place a new object, it gets a new string in the table, the old ones still are there at the previous strings, so i didnt remove or replace them with new ones, just delete them from the .ini files. I wont use that old ones anymore, so i want to delete all of unecessary objects, if i do that, does the infocard contain its preferences that exists no more? If yes i guess i have to find them first. Same problem i have with old and non-existed bases, fields.

  • Navmap settings

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    @Gibbon:

    The colours on the navmap for the nebulas etc are changed using

    property_fog_color = 40, 85, 70

    setting. This line can be added to asteroid fields or anything else come to that on the navmap. If you’re talkin about the shapes of the asteroids on the navmap for example then use those codes and you can change the appearance or shape of the asteroids that appear on the navmap

    Thanks again Gibbon 🙂

  • Take-off from planet

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    @Gibbon:

    Yes you can. Try not to rely on FLE so much. Get used to the file structures of how these are set out. Easy way is to look at the original code and trace the files to their folders. For instance all bases have an entry in Universe.ini. Then the rooms themselves go into your custom system folder which has a system.ini file containing all the info for your system. If you have added bases there will also be a BASES folder.

    Inside this is where the base information is kept so you will see a base.ini file containing the information for the base. If it’s a planet, 9 times out of 10 the info will contain a planetscape entry, a bar entry and depending how the rooms are laid out, maybe an entry for a trader and equipment dealer if they have seperate locations on the planet, otherwise you can use virtual rooms to achieve the same result. You will also see a ROOMS folder

    Inside this are the info’s for all the rooms at your custom bases. Make sure the ini file names in here match the entries in the base ini files or you will get crashes or black screens when testing your base. If you open up the room ini files, you will see you can change landing and takeoff scripts, music, even the background to the base. Loads of other settings there as well but that’s all you need for now.

    The mbases.ini file entry is also very important as this is where you populate your base. Again check a base you know works to see how the npc’s are added. DO NOT rely on FLE for this as it can royally screw up a base. Again i add these manually, takes a few minutes to add npc’s if you know what you’re doing.

    Once you learn the structure you should get used to editing the bases manualy, takes me about 5mins to set a new one up but then i’ve been doing this a lot longer lol

    Yes, FLe is great for objects and bases, suns only, i spotted this .ini problems after one week i started modding.
    Thanks Gibbon for the tutorial, i’ll follow this guideline.

  • Dynamic Spines

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  • "Nodock" objects

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    Np m8, thanks the guidelines 🙂

    I just want to try how does a planet seem with 3 rings, it would be a nomad ball. ;D

  • Weapons, equips query

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    This is The Paradise……

    Thanks Gibbon 8)!!!

  • Need help with FLMM script

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    So any one here who want to get through my mod with me? ^^
    €: Wrong topic - need help, every time the mod gets deactivated important files get deleted (such as sarma.txm, freelancer.ini) or some files do still exist like some of the custom HUDs (navmap background) - So…?

  • Removing the story

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    I still can’t get the game not to crash at startup.

  • FL TURBO GRAPHICS

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    http://www.freelancerserver.de/v2/ptopic,356308.html#356308

    Lasse Blutströmen configured the INI a bit further. /info

  • Trying to make cloaks buyable ingame

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    Maybe not, but many have adapted to Gamepads and programmable keyboards. Try as you might to discourage it, ::) the hardware allows a macro to open chat and enter /c quickly enough with a button press.

    @Nieckey:

    Actually, i want a hot key hook for cloakmod, because fighter pilots can not enter “/cloak” before they die. ;D

  • .ini

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    Variant from FLAW modders:

    1. Take from google bini_command_line_1_1.zip

    2. Create ini_unpack.bat with content:

    @echo off FOR /F %%i in ('dir %1*.ini /A:-D /B /S') do ini_unaction.bat %%i

    2. Create ini_unaction.bat with content:

    @echo off bini %1 move %1.txt %1

    3. Run ini_unpack.bat <path to=“” freelancer=“”>
    (\ - required!)

    Works fine for Win XP</path>

  • Remove ini files blank line of tool

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    @Sushi:

    Devas8tor made a program for FW:ToW to do this.

    All you need to do is place the in the mod folder and it replaces all the spaces with a ;

    http://files.filefront.com/FL+blankline+eaterzip/;11846911;/fileinfo.html

    Wow, thanks Sushi, that’s what I want.

  • Flak proj effects not moving bug

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    Well fiddling with the motor values works. I still don’t know exactly how though as increasing the engine life to 3 or acceleration to 100 both worked, but increasing the acceleration to 400 and reducing life to 0.25 didn’t.

    At least I know what to fiddle with to make it work. Thanks for the help.

  • Changing the random mission pictures

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    look with UTF editor on missionvendor.txm
    you will found your request

  • Cruise disruption

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    It activates a ship state (like docking, cruise, etc), using a timer. All targeting defaults to 0,0,0 of the model, unless you have laid it out so that each part has its own hitbox and can be sub-targeted. That might require a Vwire, at least so the attacker can see exactly what they’re trying to shoot at.

  • Npc tradelane entering bug

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    Damn, got 1 transport stuck in a tradelane while testing so far, after 1.33 hours of testing. I only changed npc spawn hex values(10 k) and npc scanner range and zone size(made bigger), so I guess this is kinda native FL bug.
    I tested it with molly patrol encounters set to 0(means no hostiles to trading factions were spawned). Leaving all the system encounters as they are no real stuck(and flying in circles) gets noticeable, 'cos after spotting a hostile they initiate all their actions again and dock ok.
    Will try with increased speeds now.
    Also one is flying circles at cruise speed(though my observations show that somehow they stop it after some time). I thought that it happened because of increased cruise speed, but seems like it is not, so I think this is also a native freelancer bug. It is unnoticeable because this way ships usually get beyond 2.5k radar limit and disappear, but when 10k it can be noticed from timt to time.

    tested it in new london system, pop_newlondon zone.

    So my thoughts to 100% prevent it without relying on hostile npc spawning:
    1.) remove cruise from spawning option to area_trade encounters(may prevent circles?)
    2.)Make a hostil-to-all npc encounter, give it a ship with a mounted cloack(so that only npcs could see it) and a fuse that will destroy the ship in a couple of seconds without any effect. So that stations wan’t have time to rumble this"attention all ships in the area blah blah", npcs won’t go crazy( just stop their circle flying and tradelane stuck) and danger music won’t play.

    Any thoughts and comments please?

  • Freelancer Algebra

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    I’m not sure how accurate this is but there is definitely a strong negative correlation between shield strength and the threshold value:

    effective shield capacity = max_capacity * (1 - offline_threshold)

    Shield will come back when both of these are true:
    time offline >= max_capacity * offline_threshold / regeneration_rate
    time offline >= offline_rebuild_time

    To ensure any missiles you add don’t blow up too early here are some simple formulas for calculating the minimum time they need to reach their desired distance:

    top speed = muzzle_velocity+accel * motor life
    accel distance = muzzle_velocity * motor life + accel/2 * motor life

    munition lifetime >= (seeker_range - accel distance) / top speed + motor life

  • Nav map messed up horribly.

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    Have you tried the poor man’s binary error checker?

    Delete half the file and see if the problem goes away. If it does you know the problem is in that half. If it doesn’t, try the other half. If it still doesn’t go away delete everythign in the file. If the problem is still there you’re looking in the wrong file.

    Then just keep cutting the code in half untill you isolate your bug.

  • Charachter editor

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    Check for the
    ““CVFC Character/Faction selector””
    by David “Cold_Void” Suitter.

    You might be looking 4 the client side mod only. 😉

    And FlShell can do funny things with Trent too:

  • A "Radar Cloak"; is it possible?

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    I thought those red things were made client side, so that it got the location of the object from the server, then placed that around it…
    This might be possible with modifications to both the server side and the client…