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*** Newbie Questions? Look no further! ***

The general place to discuss MOD''ing Freelancer!

Post Sat Jul 10, 2004 3:55 pm

If they have the same mass and same values, they SHOULD fly the same. however, they will need the same engine too, as the faster you go the easier they handle....

Post Mon Jul 19, 2004 7:01 am

Hello, I'm still working on my mod and I have a question.

I have some nebulae and I would like to restrict the scanners range in these, because it is unprobable to be able to see a 60k far base when it is in a Tau37 looking cloud while you're in a Reppu looking cloud...

How do we do so that the scanner can't see far in nebulae?

Post Mon Jul 19, 2004 9:37 am

You add interferance to the zone:
interference = 0.400000

the value is from 0 (normal), to 1 (totally incapable of seeing anything on radar, even if you are on top of it).


I think its kinda 0.4 = 40% interferance
1 = 100% interferance
0 = 0% interferance
0.8 = 80% interferance


So you have a zone (nebula)
[zone
nickname = Zone_li01_badlands_radiation
pos = 16310, 3500, 55141
shape = SPHERE
size = 1200
edge_fraction = 0.300000
damage = 40
interference = 0.500000
visit = 128
sort = 99.500000

By the way - that damage = radiation damage....hull points per second or somethign like that i think - not sure to be honest

So at the bottom of your nebula stick taht interference line onto it, and then see that ya cannie be seing much (incidentally - NPC's cannot "see" you either to the same extent - so 100% interference means that THEY can be sat on you and still not see you

Post Mon Jul 19, 2004 12:12 pm

Another problem.. Now when I get out of the Nebula I see everything into a Nebula... Even 56k far.... I can for example see a base which is into a gray nebula when I'm in empty space... It shouldn't be possible...

How do I get rid of that??? I create a whole zone with interference of 0.01???

Post Mon Jul 19, 2004 1:16 pm

Not sure, somethign i haven't looked into to be honest, but i will plum for a guess on this line:
edge_fraction = 0.300000

I don't have a clue what it means - but i will guess that the edges exhibit a 30% effect of the main area?? Dunno - give it a whorl.

Just be thinking though - you can see stuff on scanners around the back of a planet. You cannot see THROUGH the planet - this maybe the same idea then (that is my lame ass explanation as to recooping the fact that i don't know )

Post Tue Jul 20, 2004 5:17 am

mmm...It doesn't look good but I'll ask again, is there ANY way of importing the in-game models/meshes "back" into Milkshape, or convert them into another format?

Great work on these forums guys, another case of the community giving more than the bloody manufacturers!

Post Tue Jul 20, 2004 11:19 am

if i want to run a server with a mod do i have to do something other then have the mod installed in sp

Show em my motto

think it through

Post Tue Jul 20, 2004 1:39 pm

Hi!

I made a ship and integrated it! I can buy it, equip it and launch to space! Here the prob: I see my ship by the ship and the equipment dealer, and on the launchpad! But when I launch, the server crashes! I cant get in Space! What's wrong?

I try my best....

Edited by - Teslor on 7/20/2004 3:04:33 PM

Post Tue Jul 20, 2004 3:38 pm

Okay, to run a modded server, activate teh mod first, then in your freelancer directory is the FLServer.exe - double click and get the server running. By the way, the manual has information about his, as does the CD (explore the FL cd), as it has TONS of info on there.

Importing models and meshes - yes, i made a post in the new MODELING forum, where in the QUICK LINKS thread i have linked the download for the CMP IMPORTER to the thread. Download and install that into your milkshape, and you can import meshes

THe ship crashes upon launch? You testing this in SP? or MP - cause if its MP then you cannot do that unless the server is running the same mod!

IF its in SP - then check your references in the CMP, includnig the names of mounts are correct. BUT - check the modelling forum - as i know NARTHIN abuot custom ships

Post Tue Jul 20, 2004 3:44 pm

First: Thanks for answer!

I didn't made a mod in classik style! I just changed the shiparch.ini and the goods.ini and (to make it byable) the market_ship.ini

Then i start my server and try it out in mp! And it dont work!

Will it help if i post (or send to you by mail) the ini-entry's i made?

My english is a bit bad, so please try to use words a german should know,ok?

greetz

I try my best....

Edited by - Teslor on 7/20/2004 4:46:02 PM

Post Tue Jul 20, 2004 8:12 pm

i have a robably pretty simple question, is their downloadable software for viewing the textures and stuff, or basically any programs out their for editing freelancer files

Post Tue Jul 20, 2004 11:13 pm

Shure!

Get the CMP importer for Milkshape (have fun to find it ) and an UTF editor!

With rhis two progs, you'll extract any object or texture from the Game. (says the manuel!)

I try my best....

Post Wed Jul 21, 2004 12:22 am

Hey

sorry its been so long between posts but ive had some stuff come up. Ive caught up with all the posts now - i think - new ones are coming in everyday. BUT i do have 1 small problem. I cannot seem to get missions in the bar working. I have done it hundreds of times b4 but for some reason after i reinstalled freelancer and SDK it doesnt seem to work anymore. I have tried everything i know - and thats a lot - but nothing seems to work.

I know for a fact that it is not the vigenette perameters OR the zones. The ONLY way i have been able to get it working is if i have a manhatten planet - pittsburg or manhatten. but then i still only get lvl 1 or 2 missions and nothing i do will get it past that lvl. It really sux coz normally i have gotten all sorts of missions.

If anyone can help that would be gr8

Post Wed Jul 21, 2004 1:20 am

Pheonix - your mbases.ini file - post up this part:
[MBase
nickname = Li01_01_Base
local_faction = li_p_grp
diff = 1
msg_id_prefix = gcs_refer_base_Li01_01_Base

[MVendor
num_offers = 8, 12

[BaseFaction
faction = li_n_grp
weight = 13
offers_missions = true
mission_type = DestroyMission, 0.000000, 15.197413, 100
npc = li0101_lnavy_001_f
npc = li0101_lnavy_002_m
npc = li0101_lnavy_003_f

[BaseFaction
faction = li_lsf_grp
weight = 13
offers_missions = true
mission_type = DestroyMission, 0.000000, 0.112387, 20
npc = li0101_lsf_001_f
npc = li0101_lsf_002_m
npc = li0101_lsf_003_m

[BaseFaction
faction = li_p_grp
weight = 30
offers_missions = true
mission_type = DestroyMission, 0.000000, 15.197413, 100
npc = li0101_lpolice_001_f
npc = li0101_lpolice_002_m
npc = li0101_lpolice_003_m


Its the VERY top of the file, do NOT post more than this as its just too big Then we will have a glance and see whazzup.

Teslor - did you try your own player wipe first? GO to my documents/my games. freelancer/accts/multiplayer - and delete everything. Then try again.

After that, post up shiparch.ini and goods.ini file entries for ships in question. I will look if i get time

Post Wed Jul 21, 2004 1:26 am

hey chips

i think i know what ur getting at m8 but i have already checked that problem - and i didnt decompress the mbases.ini file using the INI GUI either. But here it is anyway

[MBase
nickname = AX01_01_Base
local_faction = rh_m_grp
diff = 5
msg_id_prefix = gcs_refer_base_AX01_01_Base

[MVendor
num_offers = 8, 12
[BaseFaction
faction = rh_m_grp
weight = 13
offers_missions = true
mission_type = DestroyMission, 0.000000, 0.112387, 100

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