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The general place to discuss MOD''ing Freelancer!

Post Fri Sep 19, 2003 9:33 am

Hehehe Thanks Chips!

Did not really think of that! Got the texture file worked out and also fixed the HpMount.Got those fixed this morrning! No I can really start to work on skinning it! Oh by the way you said something about the weapons mount! This mod was not ment for any one to D/L. But I might make it so that it is. Maybe class 8 optimal 6. will have to look at that!

Any way thanks again Chips!

_____________________________

Experience is the worst teacher!
It gives the test before the lesson.

Post Fri Sep 19, 2003 11:23 am

I don't have any questions at the moment, I'd just like to commend Accushot and Chips for their selfless contribution here. It is truly admirable. I just finished reading the whole damned post and I am truly amazed at your generosity and kindness. The world needs more people like you two. Keep up the outstanding work!

EDIT: I do have a question. How can I get the speedometer in the HUD to display the true speed? It's stuck at 300kps unless you use engine kill. I'm pretty sure TNG licked this issue, but I can't seem to find where or how. Any ideas?

Kaiten

Better to remain silent and be thought a fool, than to speak and remove any doubt.

Edited by - Kaiten on 19-09-2003 12:39:26

Post Fri Sep 19, 2003 3:32 pm

@ Draco - here is a tip! When i make mods nowadays, i work straight into FLMM to make the mod. Create the mod there, copy the relevant files across into the directory structure necessary, then start to work

Whenever i get something working, especially on big mods (like 20 extra weapons or new equipment/ships) i then like to ZIP the mod folder up - in effect making a backup. That way, if i carry on modding and something goes wrong that i can't fix - then i just delete the mod, and reinstall the backup - starting from afresh! Its very useful if you make systems with FLExplorer, but don't know how to debug the ini files if it crashes - cos that way you don't start afresh, but build it up instead!!

@ Kaiten - sorry but no, seems the speed for the cruise is hardcoded to give that readout, or at least no-one has found it yet anyways!

Thanks for the words by the way, i was a teacher last year (only 23) and left as the kids were horrible - suppose it kinda instilled something of helping people out in me..........lol
Chips

Post Sat Sep 20, 2003 2:48 am

@Chips Try TNG 1.6. Reynen has done it, the speed reads correctly. I will ask the Starfyre Studios guy if they don't mind sharing that little bit of wisdom.

Kaiten

Better to remain silent and be thought a fool, than to speak and remove any doubt.

Post Sat Sep 20, 2003 4:07 am

A Home For Trent?

I have attempted this myself first. It is, however, just not in my genes to be a modder. I bothced more game files than I did modding, so I toss this out to all of you. I have searched the mods already done, and with the exception of two, home stations or planets for Trent are comprised inside larger game mods. Has anyone made a mod yet, that I might have missed, that is just a home for Trent, nothing else? A "Real Estate Agent" for Trent kinda thing? I tried altering Planets Primus and Gammu, but that didn't work out well and moving a station in from another location was a wash, for me anyway. So...anyone doing one at present?

Edited by - Ricardius on 20-09-2003 05:10:43

Post Sat Sep 20, 2003 5:19 am

Okay - how to make a home for Mr Trent!

No location was requested, so lets plonk it in two places....one a station, the other a 'converted' planet!

We will start off with making a planet into a base instead though (quicker - well kinda anyways!)

First things first! have you got BiniQ?
Get it. Now, this example will be using the planet of Maine in NY, cos its dead easy to fly to it and see your results. Well first up, go to the universe folder, then systems, then to the Li01 folder. Now inside is li01.ini - use biniQ to open that file up.

Okay - now we gotta search for planet Maine - well i found it for you - but you need to find it too! Its about 1/8 of the way down

[Object
nickname = Li01_planet_icemoon_800_1
ids_name = 261119
pos = 55763, 0, -69135
Archetype = planet_icemoon_800
ids_info = 66074
spin = 0, 0.020000, 0
atmosphere_range = 900
burn_color = 255, 222, 160
Ambient = 30, 25, 35

Okay - there is the readout for it. And below it is its 'zone of death' or atmosphere causing damage' range

[zone
nickname = Zone_Li01_Maine_death
pos = 55763, 0, -69135
shape = SPHERE
size = 850
damage = 2000000
sort = 99.500000
density = 0
relief_time = 0

Okay - so we have a planet -but we want to make a base!
Well - what it needs is simple, a base line and a faction owner!

So - here i have done it already
[Object
nickname = Li01_planet_icemoon_800_1
ids_name = 261119 ;means game will say 'planet maine'
pos = 55763, 0, -69135
Archetype = planet_icemoon_800
ids_info = 66074
spin = 0, 0.020000, 0
atmosphere_range = 900
burn_color = 255, 222, 160
Ambient = 30, 25, 35
base = Li01_16_Base ;new base here
reputation = li_p_grp ;police - dunno why......lol

Okay - notice i called the base li01_16_base? thats cos i am nicking this from a mod i have already made
Call it what you like, but make sure it isn't the same as the other bases inside of Liberty......call it trent_base if you like..............hehe

Okay - now the planet has a 'base' (not really yet) but every planet base needs a ring to dock with eh? We need to make one!

Look what i found:
[Object
nickname = Li01_16_dock_ring
ids_name = 261119 ;notice this is the same number as for the planet?
archetype = dock_ring
ids_info = 66141 ;standard number for all rings (docking!)
behavior = NOTHING
pilot = pilot_solar_easy
dock_with = Li01_16_Base ;tells it where to dock too!
pos = 56128, 0, -68274 ;notice the position here?
rotate = 0, 0, 0 ;orientation (which way it faces!)
reputation = li_p_grp ;zoners again
difficulty_level = 1
space_costume = , robot_body_a
voice = atc_leg_f01

The most important points: -
1) it is pointing to YOUR base
2) IDS number correct
3) The position
4) the position

hehe
Notice the position? Okay - lets look!
Planet pos = 55763, 0, -69135
Dock ring pos = 56128, 0, -68274
Death radius = size = 850 (that is the atmosphere destruction value)

Notice that 1) the death zone is centered on the planets position? It also extends for 850m but the planet is only 800m! reason? The zone of death MUST be bigger than the planet, but smaller than the atmosphere! It just does.......make sure its correct!
2) the position of the docking ring is OUTSIDE of the death zone...there is a diff of about 500 in one direction, and 900 in the other........this makes sure its OUT of the zones there! So you don't die whilst docking.

Okay - make sure you get that right, remember to point it at YOUR bases name.... then we move on (ps - the orientation does matter here as well- 0, 0, 0 means that it is facing forwards, and for the rest - i experiment, or nick from other planets - ie, know that Houston looks to the left of the screen, so its orientation would be that way too........or i just use the same orientation and make the dockring on the same side of every planet......lol
The docking ring is round the back of the planet by the way - hidden.....lol

Okay - moving on - save your info off, and go to universe.ini!!
We need to declare the new base there too!

[Base
nickname = Li01_16_Base ;which base
system = Li01 ; which system its in
strid_name = 261119 ; its ids number here
file = Universe\Systems\Li01\Bases\Li01_16_Base.ini ;what base file it is/where
BGCS_base_run_by = W02bF35 ;faction in control (this is liberty cops)

Use other bases to find out which base_run_by yuo are after - eg li01 is liberty police, etc etc!

I know that there is NO base file for the base yet, but that is where it points. If you make it in Rheinland, find out the name (new berlin sys is Rh01) and then point it towards the relevant system folder with your base name!

Okay - save that off and lets make a base.ini for it!!
Go back to the li01 file, into bases and then open on up!! Copy a planets entries (you can use other systems if you like, not limited here, just open the ini from one systems base, then change folders to where you wish to be (ie from Rh01 base folder to the Li01 base folder) hit save as then type in your name - eg Li01_16_base.ini and click save - voila - your new base file......lol
okay - now you have that (should look like this below, or similar!)

[BaseInfo
nickname = Li01_16_Base
start_room = Planetscape

[Room
nickname = Bar
file = Universe\Systems\Li01\Bases\Rooms\li01_16_Bar.ini

[Room
nickname = Trader
file = Universe\Systems\Li01\Bases\Rooms\li01_16_trader.ini

[Room
nickname = Equipment
file = Universe\Systems\Li01\Bases\Rooms\li01_16_equipment.ini

[Room
nickname = Planetscape
file = Universe\Systems\Li01\Bases\Rooms\li01_16.ini

[Room
nickname = ShipDealer
file = Universe\Systems\li01\Bases\Rooms\li01_16_shipdealer.ini

Once you open it, change the names to point at the right location!! - ie - look here - they all say li01_16_base etc!
[BaseInfo
nickname = Li01_16_Base
start_room = Planetscape

And again!
[Room
nickname = Planetscape
file = Universe\Systems\Li01\Bases\Rooms\li01_16.ini

Do the same for yours as well........

These are all pointing to our rooms here.....hmm - what to do for that eh?
Nice and easy again - do the same for your chosen bases rooms, but save them off in the rooms folder with your respective names - eg, open the rh01_01_shipdealer.ini, then change folders all the way to rooms in li01 bases folder, and then save as - type the name in li01_16_shipdealer.ini and then save - BANG - simple and easy eh?



Okay - once you have all the rooms sorted, you have nearly got the full monty of the base!! LOL
Okay - save that off - then load up FL and take a peek.......is it there? can you land? cool - check rooms, you won't get much! Okay - go back two pages (to page 19)HERE and there should be a tutorial on adding rooms to your custom base by me - i will link in an edit (probs by the time you read this........lol)

ONce you have your rooms sorted out, and also have got the base working (hehe) it would sure be nice for us to have a mission or two here (and some munchkins for our bar!!)

Okay - this is the involved and tricky bit. I kid you not - this will take HOURS the first time you do it, so if you aren't bothered about missions or people - then leave it! If you love it though - follow on!


The reason it takes hours is because we are about to delve into the Mbases.ini file, and biniQ cocks the file up, so you have to debug the damned thing. Once it is decoded though - you won't ever have to do it again!!!

Okay - open up the mbases.ini and do the following!
firstly - its in the missions folder!
Now, once opened this file is complicated! lol
First - find a base run by your faction - ie manhatten will do here!

I am using one for another base here - its from my little Kusari base i made earlier

[MBase
nickname = Ku04_07_Base ;your base
local_faction = ku_p_grp
diff = 8
msg_id_prefix = gcs_refer_base_Ku04_01_Base ;refers to another base - you cannot fix this unless you record a new speech thing (its 'am going to blah')

[MVendor ;missions dude!
num_offers = 5, 7

[BaseFaction
faction = ku_p_grp ;oh - change everything lol
weight = 52 ;level stuff
offers_missions = true
mission_type = DestroyMission, 0.900376, 1.687204, 100
npc = ku0401_kpolice_001_m
npc = ku0401_kpolice_002_f
npc = ku0401_kpolice_003_f

[BaseFaction
faction = co_shi_grp
weight = 16
npc = ku0401_samura_001_m
npc = ku0401_samura_002_m

[BaseFaction
faction = co_kt_grp
weight = 16
npc = ku0401_kishiro_001_m
npc = ku0401_kishiro_002_m

[BaseFaction
faction = co_ni_grp
weight = 8
npc = ku0401_synth_001_m

[BaseFaction
faction = gd_gm_grp
weight = 8
npc = ku0401_gmg_001_m
;all base faction are the friendliness of those on base
[GF_NPC ;the barman!
nickname = ku0401_fix_bartender ;don't change this - its a file thingy!
body = ku_bartender_body
head = ku_captain_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 244868 ;oh - later you can make him diff
affiliation = ku_p_grp
voice = rvp126
bribe = ku_p_grp, 10000, 16101
bribe = co_be_grp, 10000, 16100
bribe = co_kt_grp, 10000, 16100
bribe = co_os_grp, 10000, 16100
bribe = co_shi_grp, 10000, 16100
rumor = base_0_rank, mission_end, 2, 133283
rumor = base_0_rank, mission_end, 1, 133284
rumor = base_0_rank, mission_end, 2, 133285
rumor = base_0_rank, mission_end, 2, 133287
rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647

[GF_NPC ;ship blokie
nickname = ku0401_fix_ship
body = ku_commtrader_body
head = pl_male5_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 244869
affiliation = ku_p_grp
voice = rvp126

[GF_NPC ;trader
nickname = ku0401_fix_trader
body = ku_commtrader_body
head = pl_male8_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 244870
affiliation = ku_p_grp
voice = rvp101

[GF_NPC ;me dealer aye!
nickname = ku0401_fix_weaponsdealer
body = ku_commtrader_body
head = ku_bartender_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 244871
affiliation = ku_p_grp
voice = rvp101

[GF_NPC ;bar scum
nickname = ku0401_gmg_001_m
body = li_rockford_body
head = pl_male5_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220549
affiliation = gd_gm_grp
voice = rvp101
room = bar
bribe = co_be_grp, 10000, 16100
bribe = co_kt_grp, 10000, 16100
bribe = co_ni_grp, 10000, 16100
bribe = co_shi_grp, 10000, 16100
bribe = gd_gm_grp, 10000, 16101
rumor = base_0_rank, mission_end, 1, 133270
rumor = base_0_rank, mission_end, 1, 133271
rumor = base_0_rank, mission_end, 1, 133272
rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647

[GF_NPC
nickname = ku0401_kishiro_001_m
body = sc_scientist1_body
head = sc_scientist2_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220550
affiliation = co_kt_grp
voice = rvp126
room = bar
bribe = ku_p_grp, 10000, 16100
bribe = co_kt_grp, 10000, 16101
bribe = co_rs_grp, 10000, 16100
bribe = gd_gm_grp, 10000, 16100
bribe = gd_bh_grp, 10000, 16100
rumor = base_0_rank, mission_end, 1, 133273
rumor = base_0_rank, mission_end, 2, 133274
rumor = base_0_rank, mission_end, 1, 133275
rumor = base_0_rank, mission_end, 2, 133276
rumor = base_0_rank, mission_end, 1, 133277
rumor = base_0_rank, mission_end, 2, 133278
rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647

[GF_NPC
nickname = ku0401_kishiro_002_m
body = sc_scientist1_body
head = ge_male2_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220551
affiliation = co_kt_grp
voice = rvp101
room = bar
bribe = ku_p_grp, 10000, 16100
bribe = co_alg_grp, 10000, 16100
bribe = co_kt_grp, 10000, 16101
bribe = co_ni_grp, 10000, 16100
bribe = co_shi_grp, 10000, 16100
rumor = base_0_rank, mission_end, 1, 133273
rumor = base_0_rank, mission_end, 2, 133274
rumor = base_0_rank, mission_end, 1, 133275
rumor = base_0_rank, mission_end, 2, 133276
rumor = base_0_rank, mission_end, 1, 133277
rumor = base_0_rank, mission_end, 2, 133278
rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647

[GF_NPC
nickname = ku0401_kpolice_001_m
body = ku_male_guard_body
head = ku_sales_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220552
affiliation = ku_p_grp
voice = rvp111
misn = DestroyMission, 0.900376, 1.687204
room = bar
rumor = base_0_rank, mission_end, 1, 133279
rumor = base_0_rank, mission_end, 2, 133280
rumor = base_0_rank, mission_end, 3, 133281
rumor = base_0_rank, mission_end, 1, 133282
rumor = base_0_rank, mission_end, 2, 133283
rumor = base_0_rank, mission_end, 1, 133284
rumor = base_0_rank, mission_end, 2, 133285
rumor = base_0_rank, mission_end, 2, 133286
rumor = base_0_rank, mission_end, 2, 133287
rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647
rumor_type2 = base_0_rank, mission_end, 1, 393419
accessory = prop_hat_male_ku_grd

[GF_NPC
nickname = ku0401_kpolice_002_f
body = ku_female_guard_body
head = ku_tashi_head
lefthand = benchmark_female_hand_left
righthand = benchmark_female_hand_right
individual_name = 220553
affiliation = ku_p_grp
voice = rvp511
misn = DestroyMission, 0.900376, 1.687204
room = bar
rumor = base_0_rank, mission_end, 1, 133279
rumor = base_0_rank, mission_end, 3, 133281
rumor = base_0_rank, mission_end, 1, 133282
rumor = base_0_rank, mission_end, 2, 133283
rumor = base_0_rank, mission_end, 1, 133284
rumor = base_0_rank, mission_end, 2, 133285
rumor = base_0_rank, mission_end, 2, 133286
rumor = base_0_rank, mission_end, 2, 133287
rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647
rumor_type2 = base_0_rank, mission_end, 1, 393419

[GF_NPC
nickname = ku0401_kpolice_003_f
body = ku_female_guard_body
head = pl_female6_head
lefthand = benchmark_female_hand_left
righthand = benchmark_female_hand_right
individual_name = 220554
affiliation = ku_p_grp
voice = rvp516
misn = DestroyMission, 0.900376, 1.687204
room = bar
rumor = base_0_rank, mission_end, 1, 133279
rumor = base_0_rank, mission_end, 3, 133281
rumor = base_0_rank, mission_end, 1, 133282
rumor = base_0_rank, mission_end, 2, 133283
rumor = base_0_rank, mission_end, 1, 133284
rumor = base_0_rank, mission_end, 2, 133285
rumor = base_0_rank, mission_end, 2, 133286
rumor = base_0_rank, mission_end, 2, 133287
rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647
rumor_type2 = base_0_rank, mission_end, 1, 393419

[GF_NPC
nickname = ku0401_samura_001_m
body = sh_male3_body
head = pl_male8_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220555
affiliation = co_shi_grp
voice = rvp126
misn = DestroyMission, 0.900376, 1.687204
room = bar
bribe = co_rs_grp, 10000, 16100
bribe = co_shi_grp, 10000, 16101
bribe = fc_fa_grp, 10000, 16100
bribe = fc_h_grp, 10000, 16100
bribe = gd_gm_grp, 10000, 16100
rumor = base_0_rank, mission_end, 1, 133288
rumor = base_0_rank, mission_end, 2, 133289
rumor = base_0_rank, mission_end, 1, 133290
rumor = base_0_rank, mission_end, 2, 133291
rumor = base_0_rank, mission_end, 1, 133292
rumor = base_0_rank, mission_end, 2, 133293
rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647

[GF_NPC
nickname = ku0401_samura_002_m
body = sh_male3_body
head = ge_male2_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220556
affiliation = co_shi_grp
voice = rvp101
room = bar
bribe = ku_p_grp, 10000, 16100
bribe = co_shi_grp, 10000, 16101
bribe = fc_fa_grp, 10000, 16100
bribe = fc_h_grp, 10000, 16100
bribe = gd_gm_grp, 10000, 16100
rumor = base_0_rank, mission_end, 1, 133288
rumor = base_0_rank, mission_end, 2, 133289
rumor = base_0_rank, mission_end, 1, 133290
rumor = base_0_rank, mission_end, 2, 133291
rumor = base_0_rank, mission_end, 1, 133292
rumor = base_0_rank, mission_end, 2, 133293
rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647

[GF_NPC
nickname = ku0401_synth_001_m
body = ku_shipdealer_body
head = sc_scientist1_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 220557
affiliation = co_ni_grp
voice = rvp101
room = bar
bribe = co_ni_grp, 10000, 16101
bribe = co_os_grp, 10000, 16100
bribe = co_rs_grp, 10000, 16100
bribe = gd_bh_grp, 10000, 16100
rumor = base_0_rank, mission_end, 1, 133294
rumor = base_0_rank, mission_end, 1, 133295
rumor = base_0_rank, mission_end, 1, 133296
rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647

[MRoom
nickname = bar
character_density = 6
fixture = ku0401_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scripts\vendors\li_bartender_fidget.thn, bartender

[MRoom
nickname = trader
character_density = 2
fixture = ku0401_fix_trader, Zs/NPC/Trader/01/A/Stand, scripts\vendors\li_commtrader_fidget.thn, trader

[MRoom
nickname = ShipDealer
character_density = 2
fixture = ku0401_fix_ship, Zs/NPC/Shipdealer/01/A/Stand, scripts\vendors\li_shipdealer_fidget.thn, ShipDealer

[MRoom
nickname = Equipment
character_density = 2
fixture = ku0401_fix_weaponsdealer, Zs/NPC/Equipment/01/A/Stand, scripts\vendors\li_equipdealer_fidget.thn, Equipment


okay - all these parts are the people in the bar that offer missions!
[GF_NPC
nickname = ku0401_synth_001_m
body = ku_shipdealer_body
head = sc_scientist1_head
lefthand = benchmark_male_hand_
Just copy and paste from somewhere - preferably your system so that they aint out of place (bounty hunters in the bar on Malta?? Methinks not!!


[MRoom
nickname = bar
character_density = 6
fixture = ku0401_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scripts\vendors\li_bartender_fidget.thn, bartender
these are to do with the room, how many and where they stand.......it includes you too though - so its 5 really!
(yes you need these for your rooms too......lol)


now this bit i have never fiddled with!! Just aint had time for random playing!
[BaseFaction
faction = ku_p_grp ;oh - change everything lol
weight = 52 ;level stuff
offers_missions = true
mission_type = DestroyMission, 0.900376, 1.687204, 100
npc = ku0401_kpolice_001_m
npc = ku0401_kpolice_002_f
npc = ku0401_kpolice_003_f
This is the missions on the board! Weight will be total level of missions i think - not sure, offers missions is true, and the types refer to the vignettes in the system ini files! Destroy vignettes tere by the looks of it. You will need one of these for the board though. easiest thing to do is copy the li01_02_base entries though! Its very close (planet pitts) so the missions will be accurate, the only diff is that it won't be police at the base, but different ones.
Once you have done this - the bad part. Debugging!
BiniQ changes lines like this:
offers_missions = true
mission_type = DestroyMission, 0.000000, 0.112387, 30

To be lines like this
offers_missions = mission_type = DestroyMission, 0.000000, 0.112387, 30

What does this do though? Means you can't get missions from the board at all..lol
It will take 1hr to debug the whole file, but once done, its done!!! Just have to go through putting the true back in, and seperating the lines again......lol

Okay - now you have a bar, population, and if there are any vignettes in your system - you have missions too!

Forgive me if this has rambled and gone at a tangent in the end, as its 5.30am here and am knackered!!

Next part coming up!

Edited by - chips on 20-09-2003 06:42:35

Post Sat Sep 20, 2003 5:40 am

Okay - for the base of a space station, find your fav space station entry in a file! Now copy that bad boy, and put it in the systems file you are want! eg - here is one from i think its omega 41, and a corsair pirate rock base! COOL!

[Object
nickname = Ew03_01 ;You change
ids_name = 196720 ; write down for later!
pos = -7599, 0, 14227 ; change to where you want it!
archetype = miningbase_FragC
ids_info = 65789 ;note for later!
dock_with = Ew03_01_Base ;change name again eh?
base = Ew03_01_Base ;and again
reputation = fc_c_grp ; and again (which people to control)
behavior = NOTHING
visit = 0
voice = atc_leg_m01
space_costume = pi_pirate1_head, pl_male1_journeyman_body, prop_neuralnet_E
difficulty_level = 17
loadout = miningbase_FragC_pi_03
pilot = pilot_solar_hardest

Okay - now you done that, lets say its name is my_base
Now, copy all the files (ie - the base.i ni for this base from omega41 - talking abuot the Ew03_01_Base.ini file, and all the corresponding rooms too!!!!

Okay - do the same for it as above (ie, change the rooms round to match YOUR bases name, change the base.ini file to be pointing at YOUR base room names.
Done that? Good stuff.
Now open the universe.ini and make an entry for your base again!

[Base
nickname = Li01_06_Base ;change name
system = Li01
strid_name = 196771 ;twill match your bases one in a mo
file = Universe\Systems\Li01\Bases\Li01_06_Base.ini
BGCS_base_run_by = W02bF50


file = Universe\Systems\Li01\Bases\Li01_06_Base.ini ;to YOUR base sys directory though okay!!! - ie hi03\bases\hi03_01_base.ini or
li01\bases\my_base.ini etc! You get the idea.........i hope!

Okay - same as before then - make sure you got everything pointing the right way okay?!?!?!. Now, you made notes of their numbers yeah??
okay - now open up FLED ids editor (get from the downloads section) and navigate using the open command to your folder (freelancer)

Type in the ids name box the ids name you have written down. Press get info!
I got Leon base - its from the nameresources.dll okay
Okay - now delete the text, and enter the name you want
(eg - Mr Trents Sauvvie shag palace full of dirty tarts!!)
Then, enter this number into the ids name field!!

261797 - it is an empty field entry, so you can use it - so save this as your number for that info (this way we don't rename other stuff!!)
Now you have your named base in there!! Go enter THAT number in for you base and also the number in the universe.ini!
Voila a base again - with your own name too!.....not bad eh? You can make a new planet to have a truly custom base, or rename them as you like - its up too you. Making a new planet is the same as an old one, just a different nickname and ids number/info. Enjoy anyways, my bum has gone to sleep as this has taken bloody ages now! LOL

Hope this helps, i have rushed it quite a bit, so if you get stuck, don't understand or it doesn't work, leave a post with what is wrong (if its crashes - when do you crash and also post EVERY entry you made in universe.ini, the systems.ini and mbases if you did mbases!!

To make the base sell stuff, do like i said, and check back a few pages so that you can add stuff!
Enjoy
Chips

Post Sat Sep 20, 2003 6:37 am

Let me know how it goes, as i am off to bed. Its really really early morning, and i bashed that out at a record pace of typin, so their might be typo errors, or errors where i copied and pasted from my files as well. Just remember to check that everything is done right, then if something goes wrong, post here with details of it(ie - where you crash tells us alot about what is crashing you!)

Post Sat Sep 20, 2003 8:59 am

Chips,

Question: What would make my running lights and docking light and tractor not work in game? They where there when i first tryed it then they disappeared.

_____________________________

Experience is the worst teacher!
It gives the test before the lesson.

Post Sat Sep 20, 2003 9:50 am

Yeti - if you are using the version i sent back to you, I had stripped the package (what you get when you buy the ship) down to bare minimums to try to find out if there was a prob somewhere(elimination). Therefore - go into your goods.ini file and change this bit:

[Good
nickname = cronic_package
category = ship
hull = cronic_hull
addon = ge_gf1_engine_01, internal, 1
addon = ge_fighter_power01, internal, 1
addon = ge_s_scanner_01, internal, 1

To look more like this:
[Good
nickname = cronic_package
category = ship
hull = cronic_hull
addon = ge_gf1_engine_01, internal, 1
addon = ge_fighter_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark01_lf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallBlue, HpRunningLight01, 1
addon = SlowSmallBlue, HpRunningLight02, 1
addon = SlowSmallBlue, HpRunningLight03, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = contrail01, HpContrail03, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1
addon = DockingLightRedSmall, HpDockLight03, 1

And that will get the running lights back on (its cos they aint there)
Chips

Post Sat Sep 20, 2003 10:14 am

Hehehe, Tryed that! Was the first thing I thought of. But was not the problem.
Seams that a saved game was causing it not to function. Got it fix now!

If I trim this ship for d/ling I will make sure you get credit for helping me make it possible!

_____________________________

Experience is the worst teacher!
It gives the test before the lesson.

Edited by - -{Yeti}- on 20-09-2003 11:22:05

Post Sat Sep 20, 2003 4:16 pm

Another question: how to add new sounds?


Rheinland über alles!

Post Sat Sep 20, 2003 6:57 pm

Hi there Caid! To add new sounds.......depends on what sounds you are after! First, go into the audio folder, and find the effects you are after - like music, or weapons sounds (audio folder, take a peek through - lots of effects)
Now, when you find what you are after, say the music......hold cursor over it to find out info, use properties - how is it recorded etc! Music is a WAV file (3 Layered MPEG, at 22khz frequency, and 2 channels) I used a free program called dBpoweramp music converter - which can convert your music to this format. You then have two options. Once converted, rename as an existing music file, and then use this instead of the original (works fine, am flying to ride of the valks in most systems now) or have it as totally new music. For totally new music, you need to give it a name, then declare it.
so find the music.ini file in the audio folder. THen open it up, and you will see entries like this:

[Sound
nickname = rtc_music_omicron_danger
type = music
file = audio\music\music_omicron_danger.wav
attenuation = 0

Etc - okay. Now you need to put yours in so:
[Sound
nickname = mykickass_music
type = music
file = audio\music\mykickass_music.wav
attenuation = 0

Heheehe - hmm - wonder what sort! Okay. Now save that off, make sure your music file is in THAT name and under the correct directory structure( You can have any structure you like ie, file = kiss_it\music_baby\mykickass_music.wav as long as you have it correct!!)
Now - this is music, so open up the system file you wish to hear this baby playing for and then feel free to change away!


[Music
space = music_br_space
danger = music_br_danger
battle = music_br_battle

to


[Music
space = mykickass_music
danger = music_br_danger
battle = music_br_battle

Enjoy,
If you wanted to change starting screen music, then open the intro folder in the systems folders and go to the bases, rooms folder - open one of the ini files there, and you see the following:
[Room_Info
scene = ambient, Scripts\Intro\intro_waterplanet.thn

[Room_Sound
music = music_race_start

just change the music title instead:

[Room_Info
scene = ambient, Scripts\Intro\intro_waterplanet.thn

[Room_Sound
music = mykickass_music

If you are after changing the weapons effects sounds.......then:
Firstly have yourself an effect!! (audio\sounds\weapons)
They are in PCM format?, at 22khz frequency, 1 chanel at 16 bits.
OKay, as long as you can sort that
Then: Goto the sounds.ini file, entries look like

[Sound
nickname = fire_neutron1
file = audio\sounds\weapons\fire_neutron1.wav
range = 60, 500
crv_pitch = 9
attenuation = -7


So choose your name again, then make it like this:

[Sound
nickname = my_Boomba_weapon
file = audio\sounds\weapons\my_boomba_weapon.wav
range = 60, 500 ;how far you can hear it stuffige!
crv_pitch = 9 ;no idea, leave it though!
attenuation = -7 ; same again - thought i knew, i don't!! LOL

Okay - now you have that inside, you can go to your weapon_equip.ini file and find the lines in YOUR gun for it....

ie - in the munitions area you find this line:
one_shot_sound = fire_tachyon5

change that too:
one_shot_sound = my_boomba_weapon

and it should look like this!


[Munition
nickname = special_gun10_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 1075.800049
energy_damage = 0
one_shot_sound = fire_tachyon5
munition_hit_effect = sp_distortion_01_impact
const_effect = sp_distortion_01_proj
lifetime = 1.166000
force_gun_ori = false
mass = 1
volume = 0.000100

[Munition
nickname = special_gun10_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 1075.800049
energy_damage = 0
one_shot_sound = fire_tachyon5
munition_hit_effect = sp_distortion_01_impact
const_effect = sp_distortion_01_proj
lifetime = 1.166000
force_gun_ori = false
mass = 1
volume = 0.000100

[Munition
nickname = special_gun10_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 1075.800049
energy_damage = 0
one_shot_sound = my_boomba_weapon
munition_hit_effect = sp_distortion_01_impact
const_effect = sp_distortion_01_proj
lifetime = 1.166000
force_gun_ori = false
mass = 1
volume = 0.000100

enjoy your new sounding gun! Hint for you here though - don't make the gun swear as you shoot it

For dialogue.........hehe
You can change what is said and so on as well. Just find the sound files, and then record over them with your scream of 'holy sh** etc.........enjoy. Hope this has helped you out!
Chips

Post Sat Sep 20, 2003 7:01 pm

Sorry that I forgot to tell, I've already found an error. ****in sounds.ini...I just missed that file. But anyway, it's much new info for future, thanks. I was putting sounds of Freespace guns there, if you want mod with them, contact me

Anyway, why are those stars over that "****"?



Rheinland über alles!




Edited by - Caid on 20-09-2003 20:05:40

Post Sun Sep 21, 2003 1:02 pm

Hey Chips:

Got another ship in my mod without any help this time!



Hope you can see it.Still need to work on balancing the out thou.

-{Yeti}-

_____________________________

Experience is the worst teacher!
It gives the test before the lesson.


Edited by - -{Yeti}- on 21-09-2003 14:10:31

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