• 0 Votes
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    Could you download frc.zip directly, rather than going through dlt? Don’t want to count that in my download stats (not that I’ve looked at them for a couple of years…).

    The recurse code is still present, so I could make it available. (It’s partially implemented now, try "All " (that’s A-l-l-space) as the name, but I won’t keep that, it’s a remnant of the GUI.)

  • 1 Votes
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    LAMENTAVEL

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    Many thanks to @Caconym & @WatercoolerWarrior for their donations!

  • Mission 13 not working

    General Discussion
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    Funny things are good. They keep it interesting.

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    I updated KraftFragment, it now contains @Venemon s latest offsets.

    EDIT: did some work on the json payload.

  • Just another Freelancer

    General Discussion
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    @ta50gear said in Just another Freelancer:

    One last question, does anybody know where you can get any of the early weapons mods? I’ve got a couple installed but no Zip. file. One makes certain guns advanced beam weapons.

    Welcome aboard! You best bet for old mods is probably the Download Archive or ModDB. If you’re after anything really specific, you might want to just ask 🙂

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  • 1 Votes
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    UPDATED

    I’m going to have another project taking up some time for the next week or two. I’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

    I’m a fan of Creative Commons type licenses, but rather than add a license that’s longer than the mod:
    Feel free to reuse, modify, fold, spindle, or mutilate the data to your heart’s content. It’s pretty basic. If anyone wants to do a vanilla feel overhaul, what’s most useful is the information it’s based on.

    Automating weapons generation was overkill for this. When I’m free again, per IrateRedKite’s suggestion, I may put together some code to automate creating complete vanilla-based weapons lines (and in Python, yes - I’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 isn’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 faction’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. That’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: I’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.

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    Yep, had the user who had the issue pop up very consistently confirm that 1.03 dll fixes the issue. Much appreciated.

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    @WatercoolerWarrior This should be up for a little longer, but there’s an attachment on the old TSP forum here: https://old.the-starport.net/freelancer/forum/viewtopic.php?post_id=66464#forumpost66464 (it’ll be up for about another week)

    We’re looking at forum attachments/an alternative in the meantime for hosted files!

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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

    Modding
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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.

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    @rsabatino I have. I liked certain aspects of Starpoint Gemini and even some of it’s sequels, but none of them quite captured the feel, interface, and atmosphere of Freelancer like this one does.

  • The Old Starport

    News & Announcements
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    @w0dka, thank you for hosting the site for such a long time :). I think I visited the old starport maybe once a year… so thank you for helping keep my yearly nostalgia trip alive!

  • Happy New Year!

    News & Announcements
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    happy NY

  • BMOD: Screenshot Showcase

    Moved Modding
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  • 3rd-person camera issue

    Modding
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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.

  • 3 Votes
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    @XxSARGExX huge, huge thanks for running Regulancer and coordinating all these streams and events. You’ve done an amazing job this year and I don’t think we’d be where we are today without you. Keep up the good work 🙂

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    Thank you very much everything works great.