• Story Mission level requirement

    Modding
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    @SWAT_OP-R8R Hi SWAT, thanks for reply 🙂
    Yes I know about that plugin, actually gonna use it definitely (all praise Adoxa 😄 ) But I just was curious if its possible to set it even like this.

    I was trying to offer player diff range of missions on stations from easy ones for default 3k to a more diff ones for lets say 50k (without changes to player level). Wasnt sure if its possible as I know that game looks at the current level of the player in that big equation. So I thought that enabling player to have those “between story” levels would increase the variety of difficulties for him.

    Its one of those things I missed in default Freelancer that even though I was good enough to hop onto a tougher missions, I could not as the game still considered me a newbie 🙂

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    @IrateRedKite Sounds good, I will be looking forward to it 🙂 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 😄

    But thanks for your reply Irate!

  • Incorrect Shield Value on HUD

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

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    Tested the player list, it does work.

    Many thanks!

  • 3 Votes
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    I can only come up with some wild guesses at this point.
    Since the UI is working in game the renderer seems to be active and running normally, therefore I would assume this is not the error source.
    Paths look good, therefore also not the error.
    Leaving the textures as potential error source. At this point I would suggest checking if the exported textures were correctly exported as ATI2/ATI1.
    You can do this by simply loading a random mat file from FL into UTF. Go to a MIPS node and import one of your textures into it (no need to save the file). The right info window should display the DDS type now. IF it does not show ATI1 or ATI2 there then the export did not work correctly.

    Also keep in mind that if the texture node in UTF is called eg. “mytexture.tga” (this very often is the case) then the exported file has to be named “mytexture.tga.dds”. Do not drop the .tga anywhere in the export progress.

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    Wenn du etwas neues erstellen willst (eine neue Mod) dann solltest du vermutlich das SDK verwenden (dafĂŒr 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 ĂŒberhaupt fĂŒr deine Zwecke verwenden darfst. Ganz speziell wenn du deine eigene Mod veröffentlichen willst, wĂ€re es ratsam die Erlaubnis zu haben, wenn du Werke von anderen Moddern verwendest (immerhin haben diese Zeit und Arbeit in diese Mods gesteckt).

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    You’ll also need to install FL Patch 1.1.

  • Black Cinematics

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    No problem

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    @josbyte I’ve amended both of these offsets in the wiki. 8381a was actually already present as I had this when we had a file generator write ‘nan’ into the price field, so it’s any sort of invalid value here. Have updated it to make it clear that 0 isn’t an option for prices!

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    Danke Herr Raikkonen! ❀

  • Convex Hull V-HACD

    Modding
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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?

  • Cockpit questions

    General Discussion
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    It’s been some time but as far I remember the Cockpit models store fov for x+y and a z near and z far offset.
    That should be enough to achieve this stuff.

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    The list:

    HUD
    Miscellaneous
    Missions
    NPCs
    Reputation
    Server Operation
    Systems
    Turret View and Mouse
    Visibility
    Visual Effects

    Having gone over this category list and checking offsets within each page against the json, we seem to be done! I added a few extras from Visibility, and need to comb recent activity in this thread to make sure there’s nothing new I’ve missed, but we’re nearly ready to do a category/accuracy pass and retire the old page I think!

    I’m tracking issues with a few offsets here: https://github.com/TheStarport/StarportDocusaurus/issues/12 so if there’s any that need adjustment/investigation and it’s not a straightforward fix, please add to the issue 🙂

    IrateRedKite created this issue in TheStarport/StarportDocusaurus open Offsets that need modifying/format adjustments before being added to the Limit Breaking 101 Page #12
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  • Can't reach Level 24

    General Discussion
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    That worked out. Thanks a lot.

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    Have anyone else ended up playing Underspace? I just got the HD mod running and am still enjoying playing through Freelancer. But it’s exciting to see a possibility of new content that feels similar.

  • No cd exe link!!!

    General Discussion
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    @Raikkonen Its working! Thank you so much.

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    Sweet thanks a ton! ill give them a try!

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    It would be possible, but do not know when I would find time for it. For now I suggest you use Adoxa’s UTF to XML converter for it. It gives all the ALEs as XML files. There you can actually use Notepad++. And then convert them back to ALEs.

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    Update:

    So, @Jos_Naabal and @Cellulanus in Discord has raised a point that The Order might have scanned Jacobi on Osiris after the rescue, which is possible.

    However, since Osiris is a stolen experimental vessel, it is also possible that the ship is not equipped with systems that allows it to perform health care service. Get cloaking to work is already hard enough and may consume a lot of space and power (claimed in rumours), a hospitals maybe just too extra to install for the experiment.