Conventional Modding

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  • FLMMv2 Chokes on mod activation - attn Adoxa

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    Yeah, that might be a problem

  • Ship death causing server crash

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    Interesting, I’d forgotten about that thread.
    I looked at our mod and the fix was already in place, just not activated due to options selections when activating the mod.

    Problem has been fixed. (at least initial follow-up tests seem to indicate so).

    Thanks for the reminder.

    edit: btw, just as a follow-up, the fix needs to be applied on both the server and the client, not just on the server. ( haven’t tested the fix on client side only, it might be needed only on the client side )

  • Unrecognized info type - Error

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    Thanks skotty,
    This would sound great if you can help us with this Chapter, we will upload the ships to give you an closer look. But we dont want to share the ships at this moment so we will send you a PN.

    Thanks in advance

  • Changing a specific font

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    [c]PlayerName[/c] in [c]fonts.ini[/c] would seem an obvious one, which does indeed change the font (well, presumably, I only changed the size) of the name on the Contact List and the ship (including affiliation). Not sure what you mean by “target screen”.

  • Portable FL [Updated 16/06]

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    PortableFL already functions independently of the main save location. It temporaringly overrides the windows environment variable that points to that location, saves are merely created and loaded from the My Documents folder internal to PortableFLs folder structure. It’s one of the main reasons for it being Portable.

    Thanks for the detailed info though man.

  • Create Randommissions

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    oh … XD

    now i know what i miss

    thx for your support but i will test my work before i say it works all fine XD

  • ALE lurker

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    If we would have used existing sources, then yes. But since this is not the case and it has been a lot work plus the particle system is used also elsewhere, we have to say no. There is no benefit for us in this. For FLHook I have shared all I found, since it is a community project.

    I have to agree that there is a lack of sources for a lot of tools, but I can understand that people don’t want to release it if they don’t see a benefit in this. There are not a lot of active programmers.

  • New one to me: no docking rings

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    I did. The value was neither decimal nor hexadecimal so it wouldn’t work with it.

    edit: oh… look at that. I was using version beta 2, I see this one is different. I’ll give it a try.

    edit 2: yeah, that’s the base I was having problems with. Again, it’s just a normal police station (border station) and it’s set up just like every other border station. No docking rings… At any rate, I dissected the whole system ini and put it back together piece by piece testing after each piece addition and the problem seems to have gone away. Still keeping an eye on it though.

  • Radiation exclusion zone

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    ahh

    OK, giving it a try.

    Thanks,
    R

  • Clone oddity…

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    Yeah, that fixed it. I created a clone of the thn file and referenced it in the base file of the clone base. That way Baden-Baden has the JFLP fixed file and the clone base has the offset that I need. Probably unnecessarily redundant but that’s the way I roll…

    All hail the mighty Adoxa!

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    If what you’re saying is get rid of all the subgroups, that’s what I did and it worked. Thanks much.
    TSP to the rescue once again!

  • Making a new commodity icon 3db file

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    Use FLModelCloner http://the-starport.net/freelancer/download/singlefile.php?cid=5&lid=920 to create a new icon based on an existing one. Renaming the 3db won’t do it, since FL looks for the name of the mesh in the VMeshLibrary and the name of the material. They must be unique. Using FL Model Cloner this is very easy to achieve.

  • Problem - "IDS?"

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    Unicode string, and it works.

  • Constant_power_draw

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    Intresting. Will take a note!

  • How to set up a new mod properly?

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    Thank you all for answering. I made a mistake and for I do not know which reason thought that the Freelancer SDK 1.5b was the FLMM 1.5 beta, which it was not.

    @robocop
    Thanks for the detailed answer.

    Now I will try to set up my own mod, starting with a new system and then looking if I can get new storyline missions working.

  • Editing a part from the interface

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    So I exported it as a .dds file.
    I also got a .dds plugin for Gimp and I was able to edit it.

    Why didn’t I think of doing that earlier…

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    adoxa wrote:
    It doesn’t look like there’s anything directly available, so I can only suggest a couple of things. You may be able to use the subtitles plugin to do it, although I believe atm it uses raw audio data, so you’d need to create unique files for each name; or you could use dummy models, using the texture for the name. The real shame is there is actually a [c]SUBTITLE[/c] event, but the subtitle interface is not implemented.

    Cheers adoxa, it looks like dummy “panel” models and textures is the easiest way to get this done.

    I did have a look at the subtitles plug-in, but it seems that would only work in-game and as you say is tied in to audio files being played.

    It does seem a bit odd that the scenes scripting engine does not have the facility for subtitles and captions, but hey-ho, such is the way of things.

  • Error Free Vanilla

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    Yeah, that’s why I wondered. To the best of my knowledge those ‘errors’ have not caused any problems in the game or on the server.

  • Newer HUD

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    I’m unsure about the info cards, would it not break what little immersion there is? If its required by anyone I have no issues.

    Infocards would however offer the best visibility. I shall ponder over this more, my scripting work continues.

  • Font Size Issues

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    Yep, agreed. Done that with PortableFL.