Conventional Modding

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  • Hardpoint Vertical Movement

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    Exactly what Skotty said…

    Not sure if this helps further?

    http://the-starport.net/freelancer/forum/viewtopic.php?post_id=45907#forumpost45907

  • Dusted off my old mod 1080p issue

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    fixed I got it to work

  • Problem: new voice entry crash

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    I’ve been looking for solutions and eventually realized that in voices_male.ini, addins the minus after the “msg” entry is important. I solved it by renaming it to “gcs_refer_system_EW07-” in both the .ini and the .utf.
    http://www.moddb.com/mods/glancer/videos/custom-voice-entry-test

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    Thanks for the quick help! Had to muck with the .ini files a little bit (I had to copy-modify-delete-replace because they would’t save within the EXE directory) and got lucky finding hudshift.dll in the plugins, but now everything seems to be working great at 1920X1080.

    Thanks again!

  • BGCS_base_run_by Values

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    That’s the info i was after, thx. There’s a lot of work there if i do this, as i’d need to make a load of custom sound files. I’ll see how i feel about this after i’ve done some more coding lol

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    Freelancer.exe 166571 04->00 = grey out "MULTIPLAYER" menu button ~adoxa ```If you want to do it programmatically, you could dynamically patch the above (at 0x566571 of course), or *(int*)0x67BA50 ^= 1 to disable/toggle it and *(DWORD*)0x67BAB0 = 0xAABBGGRR to change the color (disabled color @ 0x67BAC0). (It's not normally how you'd disable a button, but this one is on a timer, which is what the patch modifies.)
  • What's the best way to disable menu buttons?

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    Appreciate the help 🙂

  • Lessons you've learned from Freelancer

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    You already got excellent advice. Here’s my take on it (for waht it’s worth, as I never completed a major project or even uploaded anything.)

    Gather all the tools, utilities etc. and all of Adoxa’s hacks.

    Take notes: copy important how-to’s (like there are many on this forum) into .txt documents

    And Indeed, make multiple backups:

    of your own work: make a backup before every major change (and note what change it’ll be, not unlike how you make system restore points in Windows)

    of all the tools and utilities you download

    of your notes documents

    CK256 wrote:

    Info cards I would strongly suggest you do these as you build the mod and not leave them till last, trust me in large quantities they will be a pain!!! my preferred program FL Developer

    Now with Adoxa’s Names plugin, it is possible to entirely render all the infocards, including those for factions, nebulas & asteroid zones, and dockable bases, in the XML files (the last was already possible and is unrelated to Names). However, this is only works (for me at least) in FLMM 1.4 beta 4, which seems to be generally regarded as unstable (I think this is because uninstalling a mod sometimes leaves behind files — which is not a big problem to me as I do I clean install every now and then).

    This mean that you can write all the infocards ‘on the spot’ (bases of course require two entries: one in the Star System .ini and one in Universe.ini).

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    I had the same problem, and I noticed that it was related to the size of the 3D object.

    A large object = distance from the ship 0M A small object = distance from the ship ~ 600M
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    He was on break the first time, hehe.

  • Voices for Custom Factions. Some Questions

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    NOTE I must stress that I am not actually aspiring to add totally new voices, but expanding the existing voices!

    My first post would suggest otherwise; I apologize for the confusion.

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    @ Starworld: Thanx!

    Actually what I forgot is that modding factions should be preferably watched in MP! I’m accustomed to use OpenSP but of course that’s not the same.

  • Shop_archetype of commodities

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    ERROR:General: StreamingSound: missing MP3 codec?

    Those can be removed with MP3 Codec.

    WARNING: Failed to get start location

    That always happens for single-player games, which is how FL starts.

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    Moonhead wrote:
    Btw: is there some handy ‘xml to dll’ method, so that I can just convert a text document into a dll that Freelancer can read?

    If you don’t mind the command line, FRC might fit the bill. It can go both ways, so you can convert your existing DLLs to FRC, edit them, then can convert them back. FRC’s format is a lot nicer than raw XML (having FLMM use it was the last thing I was going to do…). As a quick example, the FRC info string Battleship \i{Osiris}. will generate the XML (separate lines only for clarity):

    <rdl><push><text>Battleship</text> <tra italic="true"><text>Osiris</text> <tra italic="false"><text>.</text> <para></para></tra></tra></push></rdl>
  • Question about TCM starter pack

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    It looks like the Restart.fl was the problem, once I deleted it the changes in the other two files were applied in the activated game :).

    Thanks to everyone for all the help (and back to Notepad++ for me LOL)

  • Guns with area damage projectiles?

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    You could try adding an explosion code block to the weapon_equip listing, the one below has an explosion code block so it produces a large explosion effect on impact (style over content I suppose :))
    You could increase the explosion damage levels and radius to suitable levels.

    [Explosion]
    nickname = GAU35_explosion
    effect = ku_mine01_blast25
    lifetime = 0.000000, 0.000000
    process = disappear
    strength = 10
    radius = 1
    hull_damage = 20
    energy_damage = 0
    impulse = 0

    [Munition]
    nickname = GAU35_ammo
    hp_type = hp_gun
    explosion_arch = GAU35_explosion
    requires_ammo = false
    hit_pts = 2
    hull_damage = 300
    energy_damage = 50
    weapon_type = W_Pulse01
    one_shot_sound = fire_laser1
    munition_hit_effect = ci_pulse_04_impact
    const_effect = ci_pulse_02_proj
    lifetime = 1.200000
    force_gun_ori = false
    mass = 1
    volume = 0.000100

    [Gun]
    nickname = GAU35
    ids_name = 463203
    ids_info = 463202
    DA_archetype = equipment\models\weapons\br_mass_driver.cmp
    material_library = equipment\models\br_equip.mat
    HP_child = HPConnect
    hit_pts = 6000
    explosion_resistance = 1.000000
    debris_type = debris_normal
    parent_impulse = 20
    child_impulse = 80
    volume = 0.000000
    mass = 10
    hp_gun_type = hp_gun_special_1
    damage_per_fire = 0
    power_usage = 85
    refire_delay = 0.140000
    muzzle_velocity = 650
    use_animation = Sc_fire
    toughness = 1.000000
    flash_particle_name = ci_laser_04_flash
    flash_radius = 10
    light_anim = l_gun01_flash
    projectile_archetype = GAU35_ammo
    separation_explosion = sever_debris
    auto_turret = false
    turn_rate = 90
    lootable = true
    LODranges = 0, 20, 60, 100

    Another possibility is a missile-gun, essentially when the missile motor burns out the munition explodes, this is intended to produce a flak barrage

    [Motor]
    nickname = li_battleship_flak_turret01_motor
    lifetime = 1
    accel = 166.666702
    delay = 0

    [Explosion]
    nickname = li_battleship_flak_turret01_explosion
    effect = li_flakcannon01_impact
    lifetime = 0.000000, 0.000000
    process = disappear
    strength = 100
    radius = 16
    hull_damage = 10.000000
    energy_damage = 0
    impulse = 0

    [Munition]
    nickname = li_battleship_flak_turret01_ammo
    explosion_arch = li_battleship_flak_turret01_explosion
    hp_type = hp_gun
    requires_ammo = false
    hit_pts = 2
    one_shot_sound = fire_capship
    detonation_dist = 4
    lifetime = 5
    Motor = li_battleship_flak_turret01_motor
    force_gun_ori = false
    const_effect = li_flakcannon01_proj
    HP_trail_parent = HPExhaust
    seeker = DUMB
    DA_archetype = equipment\models\weapons\li_rad_missile.3db
    material_library = equipment\models\li_equip.mat
    mass = 1
    volume = 0.000100

    [Gun]
    nickname = li_battleship_flak_turret01
    ids_name = 263383
    ids_info = 264383
    DA_archetype = equipment\models\turret\li_turret04b.cmp
    material_library = equipment\models\li_turret.mat
    HP_child = HPConnect
    hit_pts = 4800
    explosion_resistance = 1.000000
    debris_type = debris_turret_small
    parent_impulse = 20
    child_impulse = 80
    volume = 50.000000
    mass = 10
    hp_gun_type = hp_turret_special_6
    damage_per_fire = 0
    power_usage = 0
    refire_delay = 0.142857
    muzzle_velocity = 83.300003
    toughness = 1.600000
    flash_particle_name = li_flakcannon01_flash
    flash_radius = 15
    light_anim = l_gun01_flash
    projectile_archetype = li_battleship_flak_turret01_ammo
    separation_explosion = sever_debris
    auto_turret = true
    turn_rate = 90
    lootable = false
    dispersion_angle = 5

    [LOD]
    obj = Root
    LODranges = 0, 450

    [LOD]
    obj = barrel
    LODranges = 0, 500

  • Extra ship views in Equipment Dealer

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  • Missile Problem

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    Well I sort of sorted the problem out. I pasted the ids into the info card sections in the dll and ran the game making note of which number showed up in the erroneous id. Then changed the dll entry to match the weapon id. It worked, and i’m not frustrated anymore. I would still like to figure out why it’s using ids that are not even associated with the weapon in the ini files tho. It’s like this mod has a mind of it’s own.

  • Ship Disappearing At Dock

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    Well thanks fellas. I had just downloaded the hitbox help package yesterday and it had the FL model tool in it. As old as the privateer mod is it’s probably like you said, older cmp exporter problem. I just opened it and saved it and it fixed the glitch. So I appreciate the help. I’m sure I’ll be back with more problems soon. At least I get to play Privateer while debugging it, heheh. I’ve already fixed a number of bugs in it. Achilles and Hector in Troy system are now dockable with ship/gear/commodities sales and missions/news in the bars. I’ve also been adding asteroid billboards and bands to relevant asteroid fields. Having asteroid fields that just appear out of nowhere bothered me when I’m playing this mod. But anyway, thanks fer the help.