Might be nothing but try:
nickname = Zone_Li04_jumpgate_to_Li01
Or Comment it out.
Might be nothing but try:
nickname = Zone_Li04_jumpgate_to_Li01
Or Comment it out.
Ok FF and I figured out the error:
The object nickname should be listed as Systemname_Trade_Lane_Ring##_ nothing else.
Also figured out that don’t need a [Zone] entry. More testing is needed to confirm though.
Here’s the Ring code. Seven rings. I don’t see any major differences for yours.
[Object]
nickname = Calamari_Perlemian_Kashyyyk_to_Checkpoint_Ring_01
reputation = rep_navy_grp
pos = -153141, 0, 302340
rotate = 0, -49, 0
archetype = Trade_Lane_Ring
ids_name = 4
ids_info = 66170
tradelane_space_name = 460486
behavior = NOTHING
difficulty_level = 1
loadout = trade_lane_ring_br_01
pilot = pilot_solar_easiest
next_ring = Calamari_Perlemian_Kashyyyk_to_Checkpoint_Ring_02
[Object]
nickname = Calamari_Perlemian_Kashyyyk_to_Checkpoint_Ring_02
reputation = rep_navy_grp
pos = -140555, 0, 291466
rotate = 0, -49, 0
archetype = Trade_Lane_Ring
ids_name = 4
ids_info = 66170
behavior = NOTHING
difficulty_level = 1
loadout = trade_lane_ring_br_01
pilot = pilot_solar_easiest
prev_ring = Calamari_Perlemian_Kashyyyk_to_Checkpoint_Ring_01
next_ring = Calamari_Perlemian_Kashyyyk_to_Checkpoint_Ring_03
[Object]
nickname = Calamari_Perlemian_Kashyyyk_to_Checkpoint_Ring_03
reputation = rep_navy_grp
pos = -127969, 0, 280592
rotate = 0, -49, 0
archetype = Trade_Lane_Ring
ids_name = 4
ids_info = 66170
behavior = NOTHING
difficulty_level = 1
loadout = trade_lane_ring_br_01
pilot = pilot_solar_easiest
prev_ring = Calamari_Perlemian_Kashyyyk_to_Checkpoint_Ring_02
next_ring = Calamari_Perlemian_Kashyyyk_to_Checkpoint_Ring_04
[Object]
nickname = Calamari_Perlemian_Kashyyyk_to_Checkpoint_Ring_04
reputation = rep_navy_grp
pos = -115383, 0, 269718
rotate = 0, -49, 0
archetype = Trade_Lane_Ring
ids_name = 4
ids_info = 66170
behavior = NOTHING
difficulty_level = 1
loadout = trade_lane_ring_br_01
pilot = pilot_solar_easiest
prev_ring = Calamari_Perlemian_Kashyyyk_to_Checkpoint_Ring_03
next_ring = Calamari_Perlemian_Kashyyyk_to_Checkpoint_Ring_05
[Object]
nickname = Calamari_Perlemian_Kashyyyk_to_Checkpoint_Ring_05
reputation = rep_navy_grp
pos = -102797, 0, 258844
rotate = 0, -49, 0
archetype = Trade_Lane_Ring
ids_name = 4
ids_info = 66170
behavior = NOTHING
difficulty_level = 1
loadout = trade_lane_ring_br_01
pilot = pilot_solar_easiest
prev_ring = Calamari_Perlemian_Kashyyyk_to_Checkpoint_Ring_04
next_ring = Calamari_Perlemian_Kashyyyk_to_Checkpoint_Ring_06
[Object]
nickname = Calamari_Perlemian_Kashyyyk_to_Checkpoint_Ring_06
reputation = rep_navy_grp
pos = -90211, 0, 247970
rotate = 0, -49, 0
archetype = Trade_Lane_Ring
ids_name = 4
ids_info = 66170
behavior = NOTHING
difficulty_level = 1
loadout = trade_lane_ring_br_01
pilot = pilot_solar_easiest
prev_ring = Calamari_Perlemian_Kashyyyk_to_Checkpoint_Ring_05
next_ring = Calamari_Perlemian_Kashyyyk_to_Checkpoint_Ring_07
[Object]
nickname = Calamari_Perlemian_Kashyyyk_to_Checkpoint_Ring_07
reputation = rep_navy_grp
pos = -77626, 0, 237097
rotate = 0, -49, 0
archetype = Trade_Lane_Ring
ids_name = 4
ids_info = 66170
tradelane_space_name = 460147
behavior = NOTHING
difficulty_level = 1
loadout = trade_lane_ring_br_01
pilot = pilot_solar_easiest
prev_ring = Calamari_Perlemian_Kashyyyk_to_Checkpoint_Ring_06
Davis wrote:
Did you modify anything else but the system ini file for typing the trade lane’s name?
If you did not, then you may need to use reshacker for the mod’s dll to type the trade lane’s name.
I don’t know what you mean. These entries are directly from the system, Calamari.ini to be exact.
Hello, I’m Curri and I’m stumped…
Over at FW:ToW I’ve been tasked to give the hyperlanes (tradelanes) proper names but I cannot figure out what I’m missing. I’ve emulated how FL names these but cannot replicate.
What I’ve done:
I’ve added tradelane_space_name = to the first and last ring with the correct ids string.
A zone for the tradelane
[Zone]
nickname = Zone_Calamari_Perlemian_Kashyyyk_to_Checkpoint_Tradelane_1
;pos = -115340, 0, 269740 - FLE Original
pos = -115383, 0, 269718 ; - Re-Calculated with mid-ring
rotate = 0, -49, 0
shape = BOX
size = 3780, 3780, 100710
comment = . tradelane
lane_id = 1
tradelane_down = 30
sort = 14
toughness = 1
density = 6
repop_time = 15
max_battle_size = 4
pop_type = major_tradelane
relief_time = 15
encounter = area_cargos, 3, 0.4
faction = arakyd_grp, 0.1
faction = balmorran_arms_grp, 0.1
faction = blastech_grp, 0.1
faction = sorosuub_grp, 0.1
faction = core_civ_grp, 0.3
faction = tagge_grp, 0.1
faction = microdata_grp, 0.1
faction = smuggler_grp, 0.1
faction = republic_grp, 1
encounter = area_starfighters, 3, 0.2
faction = republic_grp, 1
encounter = area_frigates, 3, 0.05
faction = republic_grp, 1
encounter = area_transports, 3, 0.1
faction = arakyd_grp, 0.1
faction = blastech_grp, 0.1
faction = borstel_grp, 0.1
faction = balmorran_arms_grp, 0.1
faction = fabritech_grp, 0.1
faction = golan_grp, 0.05
faction = incom_grp, 0.1
faction = kdy_grp, 0.05
faction = koensayr_grp, 0.1
faction = sorosuub_grp, 0.1
faction = taim_and_bak_grp, 0.1
faction = republic_grp, 1
encounter = area_raiders, 3, 0.05
faction = pirate_grp, 0.3
faction = empire_grp, 0.7
Which shows highlighted in the system map under Political Map tab.
And, just in case, encounter parameters:
[EncounterParameters]
nickname = tradelane_cargos
filename = TOW\missions\encounters\trade\area_cargos.ini
[EncounterParameters]
nickname = tradelane_starfighters
filename = TOW\missions\encounters\wander\area_starfighters.ini
[EncounterParameters]
nickname = tradelane_frigates
filename = TOW\missions\encounters\wander\area_frigates.ini
[EncounterParameters]
nickname = tradelane_transports
filename = TOW\missions\encounters\trade\area_transports.ini
[EncounterParameters]
nickname = tradelane_raiders
filename = TOW\missions\encounters\wander\area_raiders.ini
[EncounterParameters]
nickname = tradelane_scouts
filename = TOW\missions\encounters\wander\area_scouts.ini
Don’t know what else could be missing other than modifying some other *.ini like asteroids, nebulae and rings…
The worst thing I’ve found out is that, even if it has an ids_name, it will not show it on the scanner box. Only the Sector Name, Grid
Awesome. That did it. Thanks!
Hey there, I’ve got a toughy here for you guys…
I was giving Bespin a final look and realized that planets Orin and Bespin and H’graad Moon show fine in the the left UI and on the NavMap but, when actually looked at, they show as “Civilian Planet” instead of their name. I changed the visit to 1, 0 and 128 with no changes.
I compared all three to Miser, which shows up fine but, see nothing different in the code other than the obvious.
behavior = NOTHING
Add that to planets and bases. Should work.
Listed that under [Object] and still no change. Here’s the code and a screen shot:
;===============| PLANET BESPIN |===============
[Object]
nickname = planet_bespin
ids_name = 459802
ids_info = 524756
behavior = NOTHING
pos = 193136, 0, 206011
archetype = planet_gasorgcld_115000
atmosphere_range = 125000
burn_color = 240, 240, 180
reputation = li_p_grp
visit = 1[Object]
nickname = Bespin_to_Bespin_Planet
ids_name = 459808
behavior = NOTHING
pos = 87984, 0, 120173
rotate = 0, -180, 0
Archetype = jump_buoy
visit = 1
jump_effect = jump_effect_sw
goto = Bespin_Planet, Bespin_Planet_to_Bespin, gate_tunnel_bretonia[Zone]
nickname = zone_planet_bespin_death
pos = 193136, 0, 206011
shape = SPHERE
size = 117000
damage = 2000000000
sort = 99.500000[zone]
nickname = zone_planet_bespin_atmosphere
pos = 193136, 0, 206011
music = atmospheric_buffeting
shape = SPHERE
size = 125000
edge_fraction = 0.100000
spacedust = gf_dynamiclavaast
spacedust_maxparticles = 400
sort = 99
oh and soz if it goes off screen
Are you using Avast? If you are, that could be your problem as I had this issue before.
In February, of this or last year, Avast changed something that made Freelancer.exe hang; black screen. Off hand, I don’t remember what it was but, I do remember it was a change with the new installer + added features. I’ll have to search for the article sometime.
Those folks that have an installer previous to the update, will not have this issue.
Try uninstalling Avast, if that’s what your running, and install AVG.
Gisteron wrote:
okay… is there a way to force the scroll bars added by these to always do move together? or, if easily possible ofc, even show one single (stats) scroll bar scrolling both stats columns…
adoxa wrote:
You do have to scroll “stats” separately from “values”, though, but that can’t be helped.
I don’t think so. But, I’ll leave that for adoxa to answer.
Also can’t thank you enough adoxa. You, like w0dk4 and Qi are the code.
Gisteron wrote:
so, with that hack there are no two columns anymore for the stats but only one, right?
There is already 3 columns in the ship dealer infocard. This hack permits adding a scroll bar to each of the 2 right columns so you can add more information if desired.
I just used two of those columns for FW:ToW purposes.
Thank you so much adoxa, you’ve just doubled my work :lol:
Awesome. One thing though. When I edited the first(or forth, can’t remember off hand) part, my game crashed. I don’t doubt it was an error inputting the info but, for those of you using this, keep that in mind.
Secondly, I am only using the ShipInfocard_Stats, discarding the ShipInfocard_Value as the layout of the infocards we’re using does not permit this.
I’ve only used two of the “hacks”
freelancer.exe 0B7D25 8FC275->1F856B = make "ShipInfocard_Stats" smaller (0.24->0.23) for scroll
freelancer.exe 0B8DE9 538B->EB06 = allow scroll for "ShipInfocard_Stats"
To make the Shipinfocard_Stats larger, I’ve changed the value of:
freelancer.exe 0B7D25 8FC275->1F856B = make "ShipInfocard_Stats" smaller (0.24->0.23) for scroll
to:
freelancer.exe 0B7D25 8FC275->1DB6D0 = make "ShipInfocard_Stats" smaller (0.24->0.23) for scroll
increasing the Shipinfocard_Stats window by 60 Bytes. Here’s an example of what I did:
As you can see, I am ignoring the info in Shipinfocard_Value(IDS_Name3) so I only have 2 windows at the bottom. One for the description the other for the Technical data.
Thank you adoxa. I will give it a try.
Hello folks, I’m currently in charge of adding all the infocards for the FW:ToW mod.
While I was figuring out where the different IDS_info entries are located, i came across an issue with IDS_info’s 2 and 3. I understand what each does but the issue is that it only allows for 8 lines of text.
In FW:ToW, our ships weapons and equipment are hard coded in and the Technical data, which goes in these two lines, is 14 lines long minimum, with up to 18 on some capital ships. We can’t do separate “Tech Name”(IDS_info2) and “Stats”(IDS_info3) because some ships have more equipment/weapons than others.
What I am requesting is if a scroll bar could be added to the right lower pane of the Ship Dealer window just like the one on the left. So players can see the Ship Description on the left and Manufacturer and Technical data on the right.
Here’s a screen shot of what I mean:
As you can see in the image, the left pane has a scrolling bar that allows you to see further down the “window” but, the right side does not, cutting at 8 lines. What I’m asking for is if it where possible to implement a scroll bar on the right side.
Any and all help will be most appreciated.
Curri.
Your problem might be that the Cloak is a gun. NPC’s will fire it off when they are shooting you and one another.
Dunno much about code but, this seems like it could be your issue.
Just to add:
Three things must happen in sequential order; the explosion, the swapping of the main model for the wrecked model and finally, the separation of the parts.
Control over speed and direction of the wrecked pieces is part two of the [d]problem[/d] challenge.:-)
The “holes” in the model seen are my fault and will be corrected shortly.
Sushi wrote:
Eh, if someone doesn’t want to write up a formal letter by the end of the week, I’ll do it. It never hurts to try.
Has anyone told you your feakin’ awesome as of late?
I mean, and this also goes out to all the Mods and Devs I come to know and work with, with all the work you have professionally, as a Dev leader and (I bet) a limited “me” time, you can still find room to do these sort of things.
I’d do it myself but, I’m afraid I wouldn’t be able to express myself and catch the “true nature” of what we’re asking for. It’s why I asked if someone could do this for us all.
If no one jumps in ahead of you, I’m really looking forward to reading “The Letter” and your unique ease of finding the right words that I’ve come to love.
FriendlyFire wrote:
All of that’s been known for years.The old points remain that it is doubtful FL’s source will ever be released due to possible infringment of open source code and no official word on abandoning the franchise.
Oh and, do you seriously think Microsoft isn’t aware of the petitions? They most likely monitored those and they also most likely watched TLR for a long time. They may even still be watching Starport.
I know a lot of folks have lost faith that MS will release the code but, we have to exhaust all efforts. All I’m asking is we put together a formal letter that we can post on MSR’s Facebook and Twitter sites. These folks have released the code for a game once before, who says they wont do it again?
Who knows, maybe these folks are not in the “decision making” loop but they could point us in the right direction. –- arg I’m loosing my train of thought …
I’ve been dicking around the web after Wodk4 made his awesome breakthrough for us at FW:ToW and found out that Microsoft has a department called Microsoft Research. This department released the Source Code for a Game called Allegiance(1999) some time ago. They have a Facebook account and I was thinking if we could write something up, a really good reason, we could post it on their wall.
Their page is Microsoft Research. On Facebook and they also are on Twitter
Dunno, it’s worth a shot. And with the avid writers we have around here, we can make it a well aimed one.
The main things that must be asked for is the Freelancer source code, and the source code of the tools they’ve been using to create it (Not including commercial software like model editors, etc.)
EDIT
ps. I know there are petitions out there but, whats the use if the petitions are either never sent in or noone knows where to send them too.
I get this when I quit and restart FL quickly and when I exit the game too quickly.
I think the memory dump gets the hic-ups and stops. Shortly after I’ll get a windows dialog saying “Freelancer.exe has stopped working blah blah.”