New Total Conversion mod in the Works
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Here is a video tut i made a while ago on how to do nice looking ship buttons a very easy way
Its on german but even with no german knowledge u should understand what I’m doing
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I have given up on the npc flying part right now.
I’ve decided to just make all the ships on the caldari side then hardpoint them and get them freelancer ready. Then move forth and get them into the game.
Yes I know ; removes the line form code. aka a comment line. I have modded before but not for anything except 88flak so I’m kinda used to the code and hacks in it.
Also on my last note, I have tried to use the coding that you seen timmy but I crash on undock. So I’ve removed all the npc lines. I’m going to get the coding for the ship in for the player then work on the npcs using the tuts find here.
But then again a normal non-88flak mod might be a good start for a total conversion and I have been tinkering with that though for the past few days. People here suggest it might be a good shot for a noob like me, yes I called myself a noob lol. I have a few mods that I have not released except to a few at the 88-flak website. once I find em I’ll see what they do once more. Its mostly weapons and a few ships I made.
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Encounters are one of the stickiest parts of modding to understand in the beginning but they are quite understandable.
Just take a day and trace through one of the tutorials to understand the chain and connections between the parts, then it is straightforward.
After doing 3-4 encounters from scratch it will become second nature.
Then you should try multi-group surs from scratch. Heheheh.
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StarTrader wrote:
Then you should try multi-group surs from scratch. Heheheh.
ahhhhhhhhhhhhhhhhhhhhhhhhh
*pulls out hair while running around *lol, But for real, I’ve tryed multipart surs before and i didn’t understand it. But I’m going to have to dive into the tuts to get it worked out.
EDIT: oh yea the Caldari Bomber drone, AKA small fighter.
It has one weapon mount centerlined and two torpedo mount were the lunchers are located under the wing on each side.
I have a custom weapon that I’m having troubles with, Can your hpconnect and hpmount be at the same spot? aka both at 0,0,0 on the model or do I have to seperate it. What hardpoint name is where the weapon connects and what one is the turn point???
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Looks to the Masters of Freelancer coding and modding
Um is it possable to have a system count of 100 systems?If not what is the maximum that you know of?
I’m thinking of making 1 home systems four high sec systems and then 16 low sec systems for EACH race, and then add in 8 more for the Jove and Rogue Drones, for a total of 100 systems.
Luckly I have another helping me and his job is the systems, is this a doable goal out should it be cut down some?
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Never heard of a maximum. If there’s one it’s surely something like 255.
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FriendlyFire wrote:
Never heard of a maximum. If there’s one it’s surely something like 255.Perfect Thanks FF, We might hit the number as i plan to release more systems as I build a player-base. I’ve already got about 100 different people from eve interested in the mod already. And My main gets about 20 eve-mails a day from people asking how the mod is going.
I’m hoping that the eve players enjoy the mod that they will stay and play it, and hopefully it will bring freelancer players to Eve-online. As I think that’s why CCP is allowing me to push forward with this mod using there stuff.
If anyone knows of a Max system limit please let me know as I think my mod WILL be pushing it, after a few releases. I’ll post a very rough system map here tonight or tomorrow.
That’s all for now,
Lonestar out. . . -
Just don’t forget that quantity is NEVER better than quality. It’s preferable to have a small, well-built mod than a large, boring one.
It may look good as a bullet point, but FL never benefits from having players so spread out that it takes ten hours to find another guy.
EDIT: And don’t overestimate how many unique systems you can make. EVE’s systems don’t work the same as FL’s do; there’s just about no travel time in EVE between planets, a lot of things are procedurally generated, etc. You don’t want to make a carbon copy of EVE in FL, you want to adapt EVE’s universe and style to FL.
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IIRC Underverse has more than 100 systems.
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just some stats from http://www.moddb.com/mods/discovery-freelancer, and i doubt they have reached the max yet.
- 260 player flyable ships in the game total, of which 225 are introduced by Discovery;
- About 110 new player flyable ship models introduced by version 4.85;
- 134 systems in the game total, of which 79 are introduced by Discovery;
- 11 new systems in 4.85, with about 30 systems receiving significant updates in the latest version;
- 448 bases in the game total, of which about 275 are introduced by Discovery;
- 91 factions in the game total, 44 new factions added by Discovery, of which 11 were introduced by version 4.85;
- Over 100 new weapons introduced in 4.85, upping the number of new Discovery weapons above 200;
- 46 new commodities introduced in 4.85, with multiple new trade routes;
- 117 role-playing IDs in Discovery, of which 53 introduced by version 4.85;
- About 10,000 new infocard texts introduced by Discovery, of which about 7,000 added or rewritten for 4.85.
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lonestar wrote:
Woo hoo Much much thanks there, Also keep an eye out on that site. I’m going to attempt to put my mod up there.
I’m going to give it a little more detail and stuff.mm Looks like I’ll need to have a devloping company to get my mod up on there and Well i can not form one, nor do i know any existaning ones that are there. So it looks like I’ll be sayting on Starport for my mod advertising needs.
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if im right and youre talking about moddb, you won’t need any development team. besides there are sure some lone modders over here who would like to help you essentially with your project if you need it and have time to organize it. on the other hand there are multiple lone modders who did their mods without any team and got results worthy even more than being mentioned.
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Gisteron wrote:
if im right and youre talking about moddb, you won’t need any development team. besides there are sure some lone modders over here who would like to help you essentially with your project if you need it and have time to organize it. on the other hand there are multiple lone modders who did their mods without any team and got results worthy even more than being mentioned.Heh thats cool to know in all points of your post there. But i tried to put Evelacer onto the Moddb site and it was saying i needed to have a devliopment company, or add one and they require at lest two people int a company and a website ect ect to prove it also.
As for helpers, I could use some scripters to help with missions and such. As with helping me with the ini files to get it all working smooth. I’m going to keep cugging away at the ships, and how they are put together.
I have also thought about taking this mod OUT of 88Flak as I’ve been reading about how it messes up the missions and well Eve is not eve without missions sooo. I’ll have to ask FoxBox how he got his really kick ass AI and how I can move it to my mod.
If You are interested in helping with “Evelancer” drop a message in my inbox, and I’ll get to it asap, Its finals this next two weeks and I’m not going to be online a lot. Well i SHOULDN"T be anyways. Anyways Laters and thanks for all the input i have recived.
Lonestar out . . . .
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You have misunderstood what they ask for on moddb. None of the Freelancer mod makers are “companies”. We’re either single modders like myself or groups of talented individuals who get together to make a mod. None of us earn money from it that’s for sure lol.
All moddb want is a website which you can make in half an hour using freewebs. That is that. I have three sites on moddb and have never been asked if i’m a company. You’ve simply read the requirements wrong.
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lonestar wrote:
Gisteron wrote:
if im right and youre talking about moddb, you won’t need any development team. besides there are sure some lone modders over here who would like to help you essentially with your project if you need it and have time to organize it. on the other hand there are multiple lone modders who did their mods without any team and got results worthy even more than being mentioned.Heh thats cool to know in all points of your post there. But i tried to put Evelacer onto the Moddb site and it was saying i needed to have a devliopment company, or add one and they require at lest two people int a company and a website ect ect to prove it also.
As for helpers, I could use some scripters to help with missions and such. As with helping me with the ini files to get it all working smooth. I’m going to keep cugging away at the ships, and how they are put together.
I have also thought about taking this mod OUT of 88Flak as I’ve been reading about how it messes up the missions and well Eve is not eve without missions sooo. I’ll have to ask FoxBox how he got his really kick ass AI and how I can move it to my mod.
If You are interested in helping with “Evelancer” drop a message in my inbox, and I’ll get to it asap, Its finals this next two weeks and I’m not going to be online a lot. Well i SHOULDN"T be anyways. Anyways Laters and thanks for all the input i have recived.
Lonestar out . . . .
if you don’t want to make a website, you could possibly just e-mail them, explaining what you want, what your mod is, and a link to this thread.
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Hey guys or gals or both, Thansk for the input I’ll have to look into them both once i get back on the mod.
BUT for now I’m pausing devlopment of this mod as i need to get ready for Finals (gasp) As i’m in College to learn how to make computer games. I’m still doing the stupid general ed stuffs and I hope to be starting on my Degree stuffs soon.
Anyways I’m almost finished with the Caldari ships, and I’m thinking of going full unmodded Freelancer and adding in the stuff i like about 88Flak.
Laters fellow modders till our cruise paths cross again.
Lonestar out . . .