Modifying Tau-31/Hokkaido/Other Systems Progress
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Hi,
A long time ago me and another guy, Shade Yuka, were trying to tweak Tau-31 for the old Phoenix 1.93 mod (which never did get off the ground).
Anyway, I found the file, and strangely, FLScan doesn’t think there’s anything wrong with my bw10.ini file.
However there’s a few things I’d like to clean up and tweak.
1. The trade lanes have rocks in them! I want to get the rocks out.
2. I want to move Holman Outpost a bit to be more equidistant (screenshot of modified Tau-31 will be attached).
3. Some of the TLs don’t have quite the right identifications on them so I think maybe a faction ID is missing or something.
The ini is attached inside of a zip file.
Any suggestions for hand editing this would be helpful.
One last question - do people who connect to my server need to have this modified ini file client-side, or can they use my server-side variant without trouble?
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Hahukum_Konn wrote:
1. The trade lanes have rocks in them! I want to get the rocks out.
You will have to set up an exclusion in bw10_ice_crystal_field.ini in data\solar\asteroids
Copy the code for the other exclusions
exclusion = Zone_Bw10_Tradelane_1 exclude_billboards = 1 exclusion = Zone_Bw10_Tradelane_2 exclude_billboards = 1 exclusion = Zone_Bw10_Tradelane_3 exclude_billboards = 1 exclusion = Zone_Bw10_Tradelane_4 exclude_billboards = 1
you will have to setup a tradelane zone on your 5th tradelane, the one that goes between Harris and the Tau gate to do this, not difficult in FLE
2. I want to move Holman Outpost a bit to be more equidistant (screenshot of modified Tau-31 will be attached).
Best done in FLExplorer or another 3d editor
3. Some of the TLs don’t have quite the right identifications on them so I think maybe a faction ID is missing or something.
All your tradelane_space_name values have been deleted, these values are in the first and last rings in a tradelane, usually just a base or planet name ids
original code
[Object] nickname = Bw10_Trade_Lane_Ring_7 ids_name = 260893 pos = 13614, 0, 24057 rotate = 0, -77, 0 Archetype = Trade_Lane_Ring prev_ring = Bw10_Trade_Lane_Ring_6 ids_info = 66170 reputation = br_n_grp tradelane_space_name = 196716 behavior = NOTHING difficulty_level = 10 loadout = trade_lane_ring_br_02 pilot = pilot_solar_hardest
One last question - do people who connect to my server need to have this modified ini file client-side, or can they use my server-side variant without trouble?
Yes, they do need to download the modified file, it will cause random crashes as modded players enter tradelanes unseen by unmodded players
Hope that helps a bit
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Thanks!
Unfortunately I can’t get FLE to work worth a damn, but that’s probably a Vista 64bit incompatibility thing.
I’ll just carefully tweak by hand and hopefully it’ll work properly.
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Update: Okay, I sort of managed to fix things - I noticed one more thing, there are “[zone]” entries with “BOX” types for the tradelanes already in Tau-31. Now what happened for some reason is that FLSE stripped out the third dimension of the “size”. So I fixed that based on the SDK 1.5b version.
Now the rocks are out of the trade lanes which have their names back in, and which existed in the SP version (Holman -> Leeds, Holman -> Tau-23 and Holman -> Tau-29). I need to know how to make those boxes for the others and get the right IDs for the other TLs.
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Take the co-ordinates of the first and last tradelane ring and plug them into Distance Calculator.
Use the result as your third value in the “size =” line, the rotate line should be the same value as the tradelane ring. That will produce a crude but workable box to keep the roids out.
I use FLED-ids to quickly look up ids_names, or Freelancer Developer to search the Ids
tradelane_space_name = 196715; Planet Harris
tradelane_space_name = 196716; Holman Outpost
tradelane_space_name = 261668; Leeds Jump Gate
tradelane_space_name = 261681; Tau-29 Jump GateThere is no id for the “Tau-23 Jump Gate”, you could use the “Tau-31 -> Tau-23” value (260890) but that would look odd, best to make a proper one with FLDeveloper
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I’d suggest you try FL mod studio as it appears to be compatible with Win 7 64 bit, and as it works with activated mods you can view the results very quickly.
http://code.google.com/p/freelancermodstudio/
CK256
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CK256 wrote:
I’d suggest you try FL mod studio as it appears to be compatible with Win 7 64 bit, and as it works with activated mods you can view the results very quickly.http://code.google.com/p/freelancermodstudio/
CK256
Hi,
As I noted in my server advertisement there would eventually be a mod created for the server. I’m basing it on SDK 1.5b files onto which the Argh XML Toolkit 1.2 files have been installed, so it’s kind of a mishmash. (the XML toolkit has some great ships though and has faster speeds etc )
Now I am trying, from scratch, to add tradelanes to Tau 31 using the SDK bw10.ini file as the template but my god is this 3d mod studio thing frustrating, I can’t select individual beacons and/or trade lane rings! So how on earth am I to delete the beacons and get a working trade lane in there?
tears hair out
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It may seem frustrating, but it’s an amazing program for people used to doing things the old fashioned way.
You can’t select things in the 3D Window (yet), but they are there in the object list.
They should be pretty obviously named, just look for them, select them, check in the 3D window that they’re the right ones, and hit delete. -
sigh Wish the 3D window had more granularity in letting me select stuff. Anyhoo, I think I’ve managed to sort it!
So thanks muchly for the tip
Edit -
And, success! I’ve attached my latest .ini - still prolly some tweaking needed but now the TLs are properly Bretonian Armed Forces, and have to and from labels!
The observantly astute will notice that I’ve moved Holman Outpost and tweaked some of the exclusion zones. (I’ve also rotated the Jump Gate to Tau 29 to kind of face both TLs more)
I also made sure to add the proper exclusion zones into the bw ice crystal field file.
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And for my next project - trade lanes in Hokkaido!
I found it was easier to just move the trade lanes than all the patrol paths.
Also, I left in the nav buoys because those clouds are THICK and you could easily get lost and never find those TLs without looking at the nav map and setting a waypoint.
So thanks to you folks for sticking with me and helping me get going on modding! I realize this is kinda pretty basic stuff, but I’m inordinately happy as I always ended up leaving the modding to others and just running a server.
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I know exactly how you feel, when I made my first system, got my first ship in game, I was so proud.
Good work!
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So! Check out my work in Sigma-17 and Sigma-19
http://www.megaupload.com/?d=Y5L93IKR
(~50 meg WMV, 1280x960 gaming resolution)
Lower quality, extremely condensed (640x480, minimalistic)
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Haven’t been in those systems for so long I can’t really tell the difference, but I presume you added Tradelanes.
Nice work!
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Yep. Sig 19 normally lacks a trade lane to Hawaii. My back story is that Orbital Spa and Cruise got the GMG to let them put the TL in because Hawaii was getting so popular.
(also, sig 17’s normal Kurile trip is just by flying past the nav buoys)