• 1 Votes
    10 Posts
    77 Views

    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.

  • 3 Votes
    3 Posts
    35 Views

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

  • 0 Votes
    26 Posts
    30k Views

    @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!

  • 1 Votes
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  • 1 Votes
    7 Posts
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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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    2 Votes
    2 Posts
    57 Views

    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.

  • 2 Votes
    3 Posts
    40 Views

    @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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    1 Votes
    7 Posts
    128 Views

    @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
    3
    1 Votes
    3 Posts
    21 Views

    happy NY

  • BMOD: Screenshot Showcase

    Moved Modding
    1
    1 Votes
    1 Posts
    34 Views
    No one has replied
  • 3rd-person camera issue

    Modding
    6
    1 Votes
    6 Posts
    51 Views

    @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
    2 Posts
    26 Views

    @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 🙂

  • 0 Votes
    5 Posts
    43 Views

    Thank you very much everything works great.

  • The Starport Has Moved!

    News & Announcements
    17
    1 Votes
    17 Posts
    163 Views

    Hi folks, just a heads up, we’ve been a bit slow on accepting registrations over the Christmas period as we’ve all had other stuff on our plates over the last week or so. If your registration request is taking too long, or you think we might’ve missed it, fire us an email at [email protected], or hit one of us up on the Discord to get it sorted out 🙂

  • The "Last Word" post

    General Discussion
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    0 Votes
    9 Posts
    67 Views

    Dang… I hoped my acknowledgement would cause you to surrender victory.

  • 0 Votes
    219 Posts
    251k Views

    Unfortunately I’ve been unable to reliably replicate this one and haven’t been able to get the game to crash in the same area again! I’ve made a note so it should flag up the next time it occurs while I’m testing. If I can reliably get it crashing I’ll try running it with my client hooks w/ the debugger attached, and if that fails, with OllyDbg

  • The TSP Download Archive

    General Discussion
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    0 Votes
    6 Posts
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    confirmed, this is going to take awhile if we have to download every file and see whats in there

  • 1 Votes
    2 Posts
    26 Views

    I’ve pushed out a small patch this evening that does the following:

    Adds more distinct notification/chat icons Adds a quick reply box to the bottom of any topic Automatically posts in the Discord whenever a post is made to the Starport. Alerts the admins when a new user registers and is awaiting approval Allows users to be emailed or notified when a post is made in a category they are watching.

    New notification/chat icons when you have a notification/message:
    19083edd-5511-4ce3-9839-e873c4a31a22-image.png

  • 2 Votes
    1 Posts
    110 Views
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  • Modding Wiki Contributions

    Modding
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