Rheinland über alles!
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*** Newbie Questions? Look no further! ***
The general place to discuss MOD''ing Freelancer!
Chips, for Rheinland Battleship is best to set camera_offset = 200, 810 (shiparch.ini) and turret camera tether = 0.000000, 50, 900 (cockpits/rh_battleship.ini). For Bretonia Destroyer I have camera_offset = 30, 250 and tether = 0.000000, 25, 220. Don't change HpMount, needed are only these things.
Rheinland über alles!
Rheinland über alles!
@Caid - that is what my post is bleating about. I have done that - set it to everything imanginable - but the view never changes at all.......... Must just be some cockup or something somewhere (but ALL the entries are good and correct) might try making the damned thing again.......lol
Another one is that i keep on crashing in chukogu (north of tokyo) which has the GC base in it. Now i removed the exclusion zone around sapporo - so the game doesn't crash when i dock there - but there are no exclusions around matussio (or however its spelt). I haven't added anything to the system at all! Anyone know why this is happening? (i already increased the density, max battlesize and toughness in a desperate attempt incase it was too many encounters or sommat)
Another one is that i keep on crashing in chukogu (north of tokyo) which has the GC base in it. Now i removed the exclusion zone around sapporo - so the game doesn't crash when i dock there - but there are no exclusions around matussio (or however its spelt). I haven't added anything to the system at all! Anyone know why this is happening? (i already increased the density, max battlesize and toughness in a desperate attempt incase it was too many encounters or sommat)
hi i have recently made my own mod using freelancer explorer ( i made a mod that makes a base near the sun) but i cant get it to work. when i load my game its fine until i launch and then it just crashes and the desktop appears
i alos made tradelanes to and from the base
Any help would be great thanx =-)
i alos made tradelanes to and from the base
Any help would be great thanx =-)
Okay - FL explorer is good. Did you make it inside FLMM?? Next question - if you did, Fl explorer makes a new .dll file (typically called my_mod.dll). When this is made you need to declare it in the freelancer.ini file (should be contained inside the EXE folder of your FLMM mod....if not - you should declare it - looks something like this#:
[Resources
DLL = InfoCards.dll ; Contains all infocard text resources
DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text
DLL = NameResources.dll ; Contains names of things, primarily.
DLL = EquipResources.dll ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources)
DLL = OfferBribeResources.dll ; Contains random mission offers and bribes
DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text
DLL = my_mod.dll ; Custom dll containing your new base and other files
Once you have done this - save it using the old save as command - then enter Freelancer.ini
Okay - make sure that this is in the correct structure within your mod;
ie
MY MOD ; you folder, inside this folder you should have~:
DATA ; contains the new files for your systems and stuff (folder)
EXE ; Contains your freelancer.ini file
my_mod.dll ;this will be put into the EXE folder by FLMM i think
As stated - your DATA folder will have UNIVERSE folder inside it with the universe.ini file and the systems folder. Inside the systems folder it will then contain Li01 Folder with Li01.ini file (with your base) inside it. The usual problem is that you forget about declaring the dll in the freelancer.ini - other problems are you save game - delete the autosave from FLMM mod manager page (under options or tools i think) just too make sure. If that doesn't fix the crash - tell us more info about what you have done etc.......
[Resources
DLL = InfoCards.dll ; Contains all infocard text resources
DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text
DLL = NameResources.dll ; Contains names of things, primarily.
DLL = EquipResources.dll ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources)
DLL = OfferBribeResources.dll ; Contains random mission offers and bribes
DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text
DLL = my_mod.dll ; Custom dll containing your new base and other files
Once you have done this - save it using the old save as command - then enter Freelancer.ini
Okay - make sure that this is in the correct structure within your mod;
ie
MY MOD ; you folder, inside this folder you should have~:
DATA ; contains the new files for your systems and stuff (folder)
EXE ; Contains your freelancer.ini file
my_mod.dll ;this will be put into the EXE folder by FLMM i think
As stated - your DATA folder will have UNIVERSE folder inside it with the universe.ini file and the systems folder. Inside the systems folder it will then contain Li01 Folder with Li01.ini file (with your base) inside it. The usual problem is that you forget about declaring the dll in the freelancer.ini - other problems are you save game - delete the autosave from FLMM mod manager page (under options or tools i think) just too make sure. If that doesn't fix the crash - tell us more info about what you have done etc.......
I am not talking bout the exe file - its a folder! Look inside your freelancer folder and three folders are peeking back,
1 is DATA
2 is DLLS
3 Is EXE
Inside the EXE folder is the freelancer.ini
Actually - i think the picture of the freelancer head is the freelancer.exe if memory servers me correct.
Okay - at the new guy!
1. It doesn't take long to learn how to mod some basic stuff - in fact it will take you a few mins at the most. As you might guess though - the more complex the task you want to achieve - the harder it gets
2. FL explorer just does system creation, but that INCLUDES setting up the bases with what they sell, patrol paths, setting up the missions that are available and nearly everything else!!
It won't make you new weapons, commodities, equipment and ships! However - compared to system modding/editing by the old manual method - those are dead easy once you get the hang of it.
One suggestion for you..........what do you want to achieve? think about what you are after. Read through other posts to find out what can be done. Then if you need help with something - just ask.
Got any ideas you want to try - just ask!
however - i suggest you use this thread or one like it as not everyone appreciates other people wanting to learn. This thread has accushot answering - and he is very good, and i try my best , and Caid has been known to chip in too!
seriously though - if you want to try modding........the GOLDEN rule is back up ALL files that you will change!
Chips
1 is DATA
2 is DLLS
3 Is EXE
Inside the EXE folder is the freelancer.ini
Actually - i think the picture of the freelancer head is the freelancer.exe if memory servers me correct.
Okay - at the new guy!
1. It doesn't take long to learn how to mod some basic stuff - in fact it will take you a few mins at the most. As you might guess though - the more complex the task you want to achieve - the harder it gets
2. FL explorer just does system creation, but that INCLUDES setting up the bases with what they sell, patrol paths, setting up the missions that are available and nearly everything else!!
It won't make you new weapons, commodities, equipment and ships! However - compared to system modding/editing by the old manual method - those are dead easy once you get the hang of it.
One suggestion for you..........what do you want to achieve? think about what you are after. Read through other posts to find out what can be done. Then if you need help with something - just ask.
Got any ideas you want to try - just ask!
however - i suggest you use this thread or one like it as not everyone appreciates other people wanting to learn. This thread has accushot answering - and he is very good, and i try my best , and Caid has been known to chip in too!
seriously though - if you want to try modding........the GOLDEN rule is back up ALL files that you will change!
Chips
Okay liberty. First thing is that FL explorer will make the jumpgate/jumphole for you dead easily, and trust me, if you did it by hand it is more difficult than you imagine (have to mod about 3 files min to get to work). Here is how to do it in FL explorer. Okay - it will firstly open your mod. Now go to your system, double click on it to go into your system view screen. Put the mouse where you want the jumpgate and RIGHT click - you will see a list of jumpgate/ hole start/end. Click on the jumpgate START. You will see a little red circle appear. Now double click the mouse to go back to the universe map, double click on the system you wish to link to and you will see the system layout again (note this is NOT edit, this is just as if you were taking a peek at the system). Now choose your spot and RIGHT click the mouse. Select jumphole end and click it. You will be presented with a box giving the nickname of the system (ie LI01 for liberty NY) from whihc the jumpgate goes to and from. It will also have a box that you can tick for legal path - which this should be - so select that and then choose the faction in control of the gate (default is liberty police i think - so click them if unsure, its best ot have the same as your system police!!).Click on okay. It will then say something about remember to save your changes. Now you have a jumpgate, go to file and APPLY changes. ONce applied you can then leave FL explorer (but make sure you know roughly where the jumpgate is else it takes forever to find the damned thing in gameI).
Now this will have created a new dll, but this would have been done when you made the system, and just updated that dll with the new ids numbers. Lets make sure though - open you freelancer.ini file in the exe folder. If your mod doesn't have an exe folder inside your mod folder, then make a new folder called EXE and then copy the freelancer.ini from your games exe folder (under microsoft games\freelancer\exe. Okay - once you have done that or foundits already there then use biniQDU adn select your mod folder through the tree access. Select the freelancer.ini and open it. Scroll down until you find the [RESOURCES section listing lots of dlls below it with descriptions
[Resources
DLL = InfoCards.dll ; Contains all infocard text resources
DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text
DLL = NameResources.dll ; Contains names of things, primarily.
DLL = EquipResources.dll ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources)
DLL = OfferBribeResources.dll ; Contains random mission offers and bribes
DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text
These are where all the info is kept, and this entry just lets FL know that they are there. So for it to know OURS exists we need to make it aware of it.....
So put in at the bottom of that lot
DLL = my_mod.dll ; Custom Dll
Notice that it will be the name you called your dll file made by fl explorer - but it is my_mod/dll by default unless you named it. The ; means that whatever is typed behind won't be read by the game......so we left a note there to let us know what it is (our custom dll). Okay - use the save as function and save it as freelancer.ini
Now you can be ready to turn on your mod and load up FL and find your system!!
If this doesn't work i will do a manual version for you too follow and edit the files yourself Just bring the name of your system (LI01 is ny, HI01 is omicron alpha - so i want the folder name of your system.........like LI01 etc) and where you are connecting too at the time (like Leeds is Br04)At that point we will get you too your system.Why? Cause i built an amazing system, and then never got to see it, and MAN that sucks ( I deleted it before i knew how to make jumpgates and holes etc)
Okay - i wish you luck (but it WILL work!!)
Chips
Now this will have created a new dll, but this would have been done when you made the system, and just updated that dll with the new ids numbers. Lets make sure though - open you freelancer.ini file in the exe folder. If your mod doesn't have an exe folder inside your mod folder, then make a new folder called EXE and then copy the freelancer.ini from your games exe folder (under microsoft games\freelancer\exe. Okay - once you have done that or foundits already there then use biniQDU adn select your mod folder through the tree access. Select the freelancer.ini and open it. Scroll down until you find the [RESOURCES section listing lots of dlls below it with descriptions
[Resources
DLL = InfoCards.dll ; Contains all infocard text resources
DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text
DLL = NameResources.dll ; Contains names of things, primarily.
DLL = EquipResources.dll ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources)
DLL = OfferBribeResources.dll ; Contains random mission offers and bribes
DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text
These are where all the info is kept, and this entry just lets FL know that they are there. So for it to know OURS exists we need to make it aware of it.....
So put in at the bottom of that lot
DLL = my_mod.dll ; Custom Dll
Notice that it will be the name you called your dll file made by fl explorer - but it is my_mod/dll by default unless you named it. The ; means that whatever is typed behind won't be read by the game......so we left a note there to let us know what it is (our custom dll). Okay - use the save as function and save it as freelancer.ini
Now you can be ready to turn on your mod and load up FL and find your system!!
If this doesn't work i will do a manual version for you too follow and edit the files yourself Just bring the name of your system (LI01 is ny, HI01 is omicron alpha - so i want the folder name of your system.........like LI01 etc) and where you are connecting too at the time (like Leeds is Br04)At that point we will get you too your system.Why? Cause i built an amazing system, and then never got to see it, and MAN that sucks ( I deleted it before i knew how to make jumpgates and holes etc)
Okay - i wish you luck (but it WILL work!!)
Chips
Chips:
Ive had exact the same prob as you. Camera_offset etc. etc. etc. only affects the turret view but not the cockpit view. I think the cockpit view pos must be fixed, prob at 0, 0, 0 or somethin. Im sure youve done this but make sure the cockpit is defined in DATA/COCKPITS, I forgot to do this to start with and editing the camera pos didn't do a thing.
To get my destoyers to work I had to edit the ship .cmp and remove a chunk of the ship that was getting in the way of the view! I have included the info for my liberty battleships which seems to work fine in both views, just in case you want to copy camera info from it:
[Ship
ids_name = 237032
ids_info = 66566
nickname = my_li_dreadnought_ship
LODranges = 0, 600, 800, 1000, 1500, 2000, 3000, 20000
msg_id_prefix = gcs_refer_shiparch_Libb
mission_property = can_use_med_moors
type = FREIGHTER
DA_archetype = ships\liberty\li_dreadnought\li_dreadnought.cmp
material_library = ships\liberty\li_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 100000.000000
linear_drag = 1.000000
hold_size = 1000000
fuse = l_dreadnought_fuse, 0.500000, 1
fuse = li_dreadnought_burning_fuse03, 0.000000, 17325
hit_pts = 70000
explosion_arch = explosion_rh_battleship
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 140000000, 140000000, 140000000
angular_drag = 1400000000, 1400000000, 1400000000
rotation_inertia = 1600000000, 1600000000, 1600000000
nudge_force = 3000000.000000
strafe_force = 3000000
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
cockpit = cockpits\liberty\l_dreadnaught.ini
camera_offset = 80, 370
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
hp_type = hp_turret_special_10, HpTurret_L1_01
hp_type = hp_turret_special_10, HpTurret_L2_01
hp_type = hp_turret_special_9, HpTurret_L3_01
hp_type = hp_turret_special_8, HpTurret_L4_03
hp_type = hp_turret_special_8, HpTurret_L4_04
hp_type = hp_turret_special_7, HpTurret_L4_01
hp_type = hp_turret_special_7, HpTurret_L4_02
hp_type = hp_turret_special_7, HpTurret_L4_05
hp_type = hp_turret_special_7, HpTurret_L4_06
hp_type = hp_turret_special_7, HpTurret_L4_07
shield_link = l_freighter_shield01, HpMount, HpEngine01
hp_type = hp_freighter_shield_special_10, HpEngine01
hp_type = hp_freighter_shield_special_9, HpEngine01
hp_type = hp_freighter_shield_special_8, HpEngine01
hp_type = hp_freighter_shield_special_7, HpEngine01
hp_type = hp_freighter_shield_special_6, HpEngine01
hp_type = hp_freighter_shield_special_5, HpEngine01
hp_type = hp_freighter_shield_special_4, HpEngine01
hp_type = hp_freighter_shield_special_3, HpEngine01
hp_type = hp_freighter_shield_special_2, HpEngine01
hp_type = hp_freighter_shield_special_1, HpEngine01
hp_type = hp_thruster, HpThruster01
Ive had exact the same prob as you. Camera_offset etc. etc. etc. only affects the turret view but not the cockpit view. I think the cockpit view pos must be fixed, prob at 0, 0, 0 or somethin. Im sure youve done this but make sure the cockpit is defined in DATA/COCKPITS, I forgot to do this to start with and editing the camera pos didn't do a thing.
To get my destoyers to work I had to edit the ship .cmp and remove a chunk of the ship that was getting in the way of the view! I have included the info for my liberty battleships which seems to work fine in both views, just in case you want to copy camera info from it:
[Ship
ids_name = 237032
ids_info = 66566
nickname = my_li_dreadnought_ship
LODranges = 0, 600, 800, 1000, 1500, 2000, 3000, 20000
msg_id_prefix = gcs_refer_shiparch_Libb
mission_property = can_use_med_moors
type = FREIGHTER
DA_archetype = ships\liberty\li_dreadnought\li_dreadnought.cmp
material_library = ships\liberty\li_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 100000.000000
linear_drag = 1.000000
hold_size = 1000000
fuse = l_dreadnought_fuse, 0.500000, 1
fuse = li_dreadnought_burning_fuse03, 0.000000, 17325
hit_pts = 70000
explosion_arch = explosion_rh_battleship
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 140000000, 140000000, 140000000
angular_drag = 1400000000, 1400000000, 1400000000
rotation_inertia = 1600000000, 1600000000, 1600000000
nudge_force = 3000000.000000
strafe_force = 3000000
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
cockpit = cockpits\liberty\l_dreadnaught.ini
camera_offset = 80, 370
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
hp_type = hp_turret_special_10, HpTurret_L1_01
hp_type = hp_turret_special_10, HpTurret_L2_01
hp_type = hp_turret_special_9, HpTurret_L3_01
hp_type = hp_turret_special_8, HpTurret_L4_03
hp_type = hp_turret_special_8, HpTurret_L4_04
hp_type = hp_turret_special_7, HpTurret_L4_01
hp_type = hp_turret_special_7, HpTurret_L4_02
hp_type = hp_turret_special_7, HpTurret_L4_05
hp_type = hp_turret_special_7, HpTurret_L4_06
hp_type = hp_turret_special_7, HpTurret_L4_07
shield_link = l_freighter_shield01, HpMount, HpEngine01
hp_type = hp_freighter_shield_special_10, HpEngine01
hp_type = hp_freighter_shield_special_9, HpEngine01
hp_type = hp_freighter_shield_special_8, HpEngine01
hp_type = hp_freighter_shield_special_7, HpEngine01
hp_type = hp_freighter_shield_special_6, HpEngine01
hp_type = hp_freighter_shield_special_5, HpEngine01
hp_type = hp_freighter_shield_special_4, HpEngine01
hp_type = hp_freighter_shield_special_3, HpEngine01
hp_type = hp_freighter_shield_special_2, HpEngine01
hp_type = hp_freighter_shield_special_1, HpEngine01
hp_type = hp_thruster, HpThruster01
Chips, many thanks for the reply. Although a NOOB, I am a very ambitious 1. I have many ideas waiting to be tried, some have been tried before, and 1..............well, this hasn't, maybe can't be, but im gonna try. I am very grateful for all you guys(gals) out there willing to help. right, I'm gonna go off and delve in my ini files'n'stuff. I'm sure Ill be posting again soon. Many thanks.
Why are you looking at my arse? Ah, I see, afraid to look me in the eye. Very wise choice. And your last............
Why are you looking at my arse? Ah, I see, afraid to look me in the eye. Very wise choice. And your last............
hey guys thanks for supporting all the newbies to FL editing..Sometimes people just keep info to themselfs and its hard to find what you need.
So keep up the good work.
I also have a question..i have checked the forum but can't find any info.
How do i open the locked gates in MP on my server for people to use ?
Thanks in advance.
Akasha
Jolt FL admin
www.fl.jolt.co.uk
So keep up the good work.
I also have a question..i have checked the forum but can't find any info.
How do i open the locked gates in MP on my server for people to use ?
Thanks in advance.
Akasha
Jolt FL admin
www.fl.jolt.co.uk
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