https://the-starport.net/freelancer/forum/viewtopic.php?post_id=56388#forumpost56388
Unless I’ve misunderstood your post, I think this is what you are looking for.
https://the-starport.net/freelancer/forum/viewtopic.php?post_id=56388#forumpost56388
Unless I’ve misunderstood your post, I think this is what you are looking for.
Nobody is forcing you to use nanobots and shield batteries in your mod. We are not going to remove bots and bats from Discovery based on the PVP ethics of other servers, nor when bots and bats have been a standard feature of the mod’s meta for the past decade. Unless you have something to add of relevance to the feature request, please stop trying to dictate how we develop our mod.
Hello,
I was wondering if it would be possible to display the number of shield batteries and nanobots a targeted ship has remaining, similar to how the Numeric Damage plugin displays the shield and hull? This would be very useful in multiplayer group battles, where players check the remaining bot/bat count of their target but currently have to open and navigate the scanner window mid-battle to do so.
rumor = base_0_rank, mission_end, 1, 132524
rumor = base_0_rank, mission_end, 2, 132525
rumor = base_0_rank, mission_end, 1, 132526
Does anyone know what the number in bold actually does? From testing it appears to be unrelated to reputation but has some kind of effect on rumors appearing, and seems to either be 1, 2 or 3.
Does your space_shipping01 have these lines?
docking_sphere = berth, HpDockMountA, 4.5, Sc_open dock1
docking_sphere = berth, HpDockMountB, 4.5, Sc_open dock2
docking_sphere = berth, HpDockMountC, 4.5, Sc_open dock3
docking_sphere = berth, HpDockMountD, 4.5, Sc_open dock4
docking_sphere = berth, HpDockMountE, 4.5, Sc_open dock5
docking_sphere = berth, HpDockMountF, 4.5, Sc_open dock6
docking_sphere = berth, HpDockMountG, 4.5, Sc_open dock7
docking_sphere = berth, HpDockMountH, 4.5, Sc_open dock8
docking_sphere = moor_medium, HpDockMountI, 5
docking_sphere = moor_medium, HpDockMountJ, 5
docking_sphere = moor_medium, HpDockMountK, 5
docking_sphere = moor_large, HpDockMountL, 5
It sounds like it’s missing an “Sc_open dock” line for the bugged doors.
This is probably not the issue at all, but could one of Leipzig’s components have somehow gotten a dock_with = and/or base = line which is causing you to undock from that component instead? It is possible to undock from non-station or even untargetable solars.
Very cool!
Someone made a subtitles mod here a while back. https://the-starport.net/freelancer/forum/viewtopic.php?topic_id=5618 Maybe that would work for translation?
Hello, I have another hack request. Is it possible to have the cargo scan window open on Internal Equipment instead of Commodities by default?
Just finished another playthrough of Nomad Legacy. I thought it was too hard the first time so I took my time, upgrading my ship as much as I could and the balance was actually perfect. Really looking forward to the next update!
Is there/will there be a way to get friendly with the Corsairs? I tried shooting Rheinland NPCs but it didn’t seem to do anything.
I also sent you a PM with bugs I found. I am certain that the random CTDs are being caused by something going wrong when the game tries to save.
Edit: Also, I think the mod could use the “keep FL display running when the window doesn’t have focus” hack so the game can run in the background while alt-tabbed.
Thanks Adoxa! Both of those worked. The only issue I encountered with the faction_prop hack is that bases and NPCs stop referring to the player as “Freelancer.”
content.dll 04B101 adoxa don’t append dash to msg_id_prefix in mbases.ini PART
Are there similar hacks for msg_id_prefix in universe.ini (don’t append dash) and gcs_refer_faction in faction_prop (don’t append _short)?
“Freelancer” appears to be written in a font called Vibrocentric.
It’s a multiplayer bug. The turrets work but the projectiles are invisible and the turret models are also invisible AFAIK. The only way to fix the projectiles is to use missile turrets or no turrets at all.
adoxa wrote:
[c][mVoiceProp][/c] in [c]MISSIONS\voice_properties.ini[/c]
I had no idea this file existed, adding the new entries to this fixed the issue. Thanks for your help!
That would be the most reasonable way to translate it. I couldn’t imagine translating everything - that would be like redoing the entire mod from scratch.
I flew around more, I like how it feels like different “vanilla” FL rather than a mod.
I am trying to make a new voice copied from atc_leg_f01a (the robot ATC.) However, the cloned voice seems to be broken - it doesn’t play certain lines like “Good luck out there” and repeats lines like “to dock” twice in a row.
There is no difference between the cloned voice and the original, except that it has been renamed and references a renamed copy of atc_leg_f01a.utf. It starts with a [Voice] entry, all individual lines have a [Sound] entry and there’s an [mVoiceProp] entry at the end of voices_space_female. It is identical to the original voice in every way except the name.
Are generic voices referenced in the dlls and therefore hardcoded?
I tried this mod earlier, it’s really cool! It was really interesting just to fly around and discover all the new changes. I only experienced one crash so far while undocking from a planet, but that wasn’t during a mission. Everything else seemed to be relatively bug-free.
A shame I don’t understand Russian because the campaign looks interesting and the cutscenes that I’ve seen so far were nicely done.
Is this is meant to be a patch for new players before installing a mod?
If it is, I should point out that Discovery has a very strict anticheat and installing it over anything other than an unpatched vanilla install will almost certainly be flagged as cheating if the files differ even slightly. That being said, we have been incorporating fixes from patches like JFLP and others like vertical strafing. Texture packs are really the only mods that work on Discovery and even then we get people setting off the anticheat.
I presume the above probably applies to other mods like Crossfire and Freeworlds.
I ended up using a program called Dxtory to cap the framerate. It doesn’t need registration if you’re just using the FPS limiter.
You’d have to edit the mission file itself by adding triggers to the parts where you want the gate to be revealed and hidden. I’ve barely scratched the surface of it though and didn’t really bother with mission scripting because of the complexity. There’s a “Storyline Bible” on the Wiki here under Tutorials - Storyline.