I can confirm that horizontal trade lanes work just fine. We’re using them in Broken Bonds.
As to the to subject at hand. We’ve been using the Territory plugin for a while, and the update is very much welcome. As always, adoxa, awesome stuff!
I can confirm that horizontal trade lanes work just fine. We’re using them in Broken Bonds.
As to the to subject at hand. We’ve been using the Territory plugin for a while, and the update is very much welcome. As always, adoxa, awesome stuff!
Just got through redoing the name and infocards in one of our systems as part of a system-by-system overhaul and I noticed an issue with the docking ring (soon to be replaced with a custom Orbital Control Station) at Planet Melbourne. Since a picture is worth a thousand words, here you go:
It looks like I’ve run into something hard-coded. Is there any way to get it to read the ids_name entry in space as well as on the info screen and contact lists?
Here’s one I’ve been working on for Broken Bonds. It’s a black hole with an accretion disk. So far, there’s no custom ALE work, but that might change. The event horizon is actually a planet with all black textures with glow turned up all the way so the light from the star doesn’t act on it. The accretion disk is custom modeled and textured, and has a radius of 20k.
Adoxa, that’s very helpful. Thank you.
I’ve noticed while trying to set up new infocards that the game looks for certain numbers in certain DLLs, in order of how they’re loaded. I’m wondering what the system there is. How many numbers are available per DLL, and what number ranges correspond to each one.
I want to do all new entries for everything (names, infocards, rumors, et cetera) instead of overwriting vanilla entries where possible, but it’s hard to plan out a logical system for numbering if I don’t even know how the game determines what goes where.
Any help would be very much appreciated.
jsncalif11 wrote:
And here is a cool thing I had in my mod. I had it spinning and you could fly through the advertisement. It was like a holographic projection.
Billboard
I really like the trade lane model. It’s a fair bit nicer than the vanilla model.
Also, we’ve been doing something similar to that billboard. Here’s what ours look like so far. This one’s the Southern Cross Commonwealth model. We have one for the Medicean Empire in the works, but it’s not implemented yet.
We’ve also got vertical ads using the same model.
These ships look nice. We may end up using a few of them. I’ve got my eye on that DeLorean as an Admin ship, at the very least. If we use any of them, you’ll get proper credit for them, as expected.
One quick question, though. Are we permitted to alter the textures, or do you want everything left as-is? We’re doing faction paint schemes for some of the ships, and we don’t want to overstep our permissions by accident.
We’ve decided not to use this particular model. The poly count is a bit too high, and the holes in the model are too hard to correct. It has, however, inspired an all new but similar model. If you’d like, however, we can give credit for the inspiration, if not the actual model.
I got this thing textured myself. There’s no guarantee that we’ll actually use it, and if we do we’ll formally ask for permission. For now, I’ll just show off the thing textured and in game.
In the background is one of my custom planets, and the trade lane rings are SolCommand’s Junker Trade Lane.
We may end up not using the planet at all due to the visible holes in the model, but it at least made for a couple nice screenshots.
Well, that was a rather stupid error on my part. The only planets that were messed up were a couple older ones that I forgot to fix after Adoxa told me how. Embarrasing, but it happens.
That error was consistent. The same tile appeared gone for everyone, and I sorted the error on it. This is something different, and rather confusing.
While testing the Broken Bonds mod, we ran into a really wierd issue with the custom planet textures. Some planets would appear fine, while others would have missing texture panels. Were the problem consistent, I would just assume I did something wrong when I made the planets, but these tested fine in the past. Worse, the error isn’t consistent. Some people were seeing different missing textures, and which ones are missing change.
For example, during earlier testing, the textures on two of the planets were completely missing, making them appear solid white. When I came back to the system later, one had it’s full texture set, but the other was still all white. I docked and undocked, and the white one was still wrong, and the one that was previously fully textured was now missing a tile. No two players logged in were seeing the same ones missing, either. I’m totally at a loss here, and there’s no way we’re going to get anything out the door with such a big problem unfixed.
Since Sizer hasn’t updated his link yet, I did a bit of digging through the downloads section and found it. Here it is to save everyone else the trouble:
http://the-starport.net/freelancer/download/visit.php?cid=9&lid=2659
That’s your first ship? Very nice. You definitely have the talent. I look forward to seeing what else you come up with in the future.
Wow. If you can get this working well, I’d love it. FLE is the bane of my existence, and being able to do a good chunk of the modding work in one place would make me a very happy man.
I’ve been working on custom trade lanes lately for the Broken Bonds mod. I haven’t really hit a snag, but I’m exploring my options. Since the two houses use different technology to accomplish the same thing, I’d like the two lane types to have slightly differing speeds.
I know that TL speed is normally defined as a constant, but I was wondering if there was any to override that, either in the solararch entry (that would be easiest) or in the individual system INIs. I’m guessing the answer is a resounding ‘no’, but it doesn’t hurt to check to be sure.
It wasn’t in the freelancer.ini. I narrowed the source of the problem down to the script.xml. I’ve looked in the script, and it looks OK (and the mod works fine, and the only scripted option works perfectly), so I think FLE’s just getting confused.
I’ve got the team’s coder going over it with a fine-toothed comb, but I suspect I’m a victim of FLE’s buggy nature rather than a mistake in the script.
Well, that confirms it. I can’t figure out what’s going on here. The EXE is not, and never was in the DATA folder, and I’m not seeing any sort of configuration files or anything else that references the wrong place (or the right one, for that matter).
Help?