Modding

Modding discussion, support and showcasing.

17 Topics 89 Posts
  • Story Mission level requirement

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    @Timmy51m Thanks Timmy, you are absolutely right. I am working in the game industry as a QA Engineer so it is literally my job to test everything šŸ˜„

    It took me already weeks to test things that Ive managed to get into my modded game and I am still not even in half. But slowly its moving forward.

    Just a quick question, is Freelancer restart always needed to see changes in ini files? Iā€™ve been doing that for the last 2 months but maybe I am doing it wrong.

  • Capital ships shield collision detection

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    @Aingar Wow, thats something my brain is not ready for šŸ˜„ Me and Codingā€¦ hmm nope šŸ˜„ Seems like I lost this battle. Maybe the Shield-less capitals are better options than breaking physics of this universe to making shields working šŸ˜„

  • Dropping a phantomloot cargo from an NPC

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    @IrateRedKite Sounds good, I will be looking forward to it šŸ™‚ creating currently my very first mod so I am learning every stuff out there. Quite tricky with the old Starport being gone and most of the URLs are not working šŸ˜„

    But thanks for your reply Irate!

  • Incorrect Shield Value on HUD

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    Wow, could I miss something like this? šŸ˜®
    Thank you both for your quick response!

  • German Mod Tutorials? 2024 Mod Tutorial?

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    Wenn du etwas neues erstellen willst (eine neue Mod) dann solltest du vermutlich das SDK verwenden (dafĆ¼r ist es da). Wenn du die HD Edition verwendest (also eine bestehende Mod) dann solltest du erst einmal um Erlaubnis fragen ob du diese Mod Ć¼berhaupt fĆ¼r deine Zwecke verwenden darfst. Ganz speziell wenn du deine eigene Mod verƶffentlichen willst, wƤre es ratsam die Erlaubnis zu haben, wenn du Werke von anderen Moddern verwendest (immerhin haben diese Zeit und Arbeit in diese Mods gesteckt).

  • Convex Hull V-HACD

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    Josbyte, could you make a tutorial on how you go about using this feature or at least how you use it?

  • Vanilla Mod question?

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    Hi @GalaCeir, welcome to the Starport!

    Something to try that might fit the bill here is the last release of Shattered Worlds: War-Torn. Most mods that are still active are fairly focused on multiplayer, new single-player content for Freelancer is pretty rare unfortunately!

  • 0 Votes
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    Very odd design decision, and sadly doesnā€™t allow us to freely customize the range on per-model basis, but at least now we know. Much appreciated!

  • Freelancer on ROG Ally

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    Yepp, itā€™s working now. I used the HD edition, left most settings as they were, just used DirectX 11 and that works. So the wrapper alone would help to have a more vanilla experience, but for now this looks amazing! Thanks!

  • Understanding NPC in-combat Behaviours

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  • Help on Intro wav

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    I noticed that in the intro of fp7setscene.utf there are some audio files that are not played, I am using Freellancer HD latest version, yet I checked the length of the audio files and they are the same as the original, what could it depend on?

    In particolar in the Freeport 7 scene, skips the ā€œIncoming laserā€ and the final screamā€¦
    Iā€™ll check the audio again, but I think they are fine šŸ˜•

  • Vanilla Freelancer weapon stats patterns

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    UPDATED

    Iā€™m going to have another project taking up some time for the next week or two. Iā€™ve confirmed that six vanilla extended weapons work, and have basic infocards done. There are no bases selling at the moment.

    Added appropriate bases for weapons, with rep and level consistent with standard Freelancer. Since no level 10 weapons are sold in-game, I set those to 0.7 rep and level 34.
    The one thing I have misgivings about is that the level 10 Corsair weapons wind up being a bit uberish for unmodded enemies - damage is in code weapon range, but with 4 refire and high efficiency.

    Zipped script.xml version

    Iā€™m a fan of Creative Commons type licenses, but rather than add a license thatā€™s longer than the mod:
    Feel free to reuse, modify, fold, spindle, or mutilate the data to your heartā€™s content. Itā€™s pretty basic. If anyone wants to do a vanilla feel overhaul, whatā€™s most useful is the information itā€™s based on.

    Automating weapons generation was overkill for this. When Iā€™m free again, per IrateRedKiteā€™s suggestion, I may put together some code to automate creating complete vanilla-based weapons lines (and in Python, yes - Iā€™ll leave my preferred PowerShell toys at home, even if they do work great for blowing through data streams :} ).

    A major caveat is that as-is, it may not be useful for many people since using the level-based hardpoints isnā€™t as much of a thing. Other issues:

    major overlap in weapons families means the effect is minor. there are max about 4 levels of effect for each family of weapon, which means, depending on weapon, 3-4 levels will share the same effect. (This could be mitigated by rearranging the weapon effects a bit, so every factionā€™s neutron weapon effects look alike, for example?). and the biggest impediment: the weapons should get reasonable in-game presence: names, infocards, possible rumors and wreck distribution, etc. Thatā€™s the real significant issue. Creating the weapons lines is pretty mechanical, but making them into interesting game elements is where the real effort is.

    EDIT EDIT: Iā€™ve changed naming scheme to make names more rational for what may be a somewhat sparse matrix of new weapons: the names are simply family-name_ level_ nn where nn is 2-digit level number.

  • 1 Votes
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    @Gold_Sear Damn, I did browse through the knowledge base but I must have skipped this entirely. Apologies.
    Many thanks to you and BC46 who also pointed it out to me and included the original thread, with adoxa finding it https://the-starport.com/forums/post/40981

  • Gold_Sear's To Do List

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    It looks like @Venemon has recently solved #4 - at least the formation part - Thanks a lot!
    Also, I forgot to add a few items to the list, now added in post #1.

  • BMOD: Screenshot Showcase

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  • 3rd-person camera issue

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    @Venemon:
    I actually played around with this offset a few years back while trying to reduce the symptoms of Ship Shaking but never posted it. Anyway credits go to you:

    Freelancer.exe 1186F0 0.05f = multiplier for third person view inertia ~Venemon

    EDIT: added pull request for the 101 list.

  • Modding Wiki Contributions

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