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The general place to discuss MOD''ing Freelancer!
Hi Chips!
OK I delited everything and started new, same prob! Here the ini-entry's:
[Ship
ids_name = 458753
;ids_info = 66570
;ids_info1 = 66571
;ids_info2 = 66608
;ids_info3 = 66572
ship_class = 0
nickname = wra_fighter
LODranges = 0, 999999, 999999, 999999, 300, 1000
msg_id_prefix = gcs_refer_shiparch_Liblf
mission_property = can_use_berths
type = FIGHTER
mass = 100.000000
hold_size = 1000
linear_drag = 1.000000
fuse = li_fighter_gas01, 0.000000, -1
fuse = li_fighter_smoke01, 0.000000, -1
fuse = intermed_damage_smallship02, 0.000000, 400
fuse = intermed_damage_smallship03, 0.000000, 200
max_bank_angle = 35
camera_offset = 6, 22
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
nanobot_limit = 250
shield_battery_limit = 250
hit_pts = 50000
DA_archetype = ships\wreaththu\fighter01.cmp
material_library = ships\wreaththu\fighter01.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\l_fighter.ini
pilot_mesh = generic_pilot
explosion_arch = explosion_li_fighter
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 = 24000.000000, 24000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
num_exhaust_nozzles = 1
HP_tractor_source = HpTractor_Source
shield_link = l_fighter_shield01, HpMount, HpShield01, HpEngine01, HpEngine02
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_fighter_shield_special_5, HpShield01
hp_type = hp_fighter_shield_special_4, HpShield01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01, HpThruster02
hp_type = hp_countermeasure_dropper, HpCM01
[Good
nickname = wra_hull
category = shiphull
ship = wra_fighter
price = 100
;ids_name = 12001
item_icon = Equipment\models\commodities\nn_icons\li_fighter.3db
[Good
nickname = wra_package
category = ship
hull = wra_hull
addon = ge_lf_engine_01, internal, 1
addon = li_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 = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1
The problems has changed:
1. I want two engines, made the hardpoints for, but i see only one engine (thrusters also rwo) what entry is missing?? Also i can't use my 6 WeaponHp's, but only four of them! And i made available level 7 but i can only equip till level 2!! So i need many help i think!!
2. I finaly took a look at the serverconsole and saw that:
E:\FL\Scratch\Source\Server\space\StarSys.cpp(540) : *** WARNING: StarSystem::enter(): CLI(1) System(Li01)
E:\FL\Scratch\Source\Common\CEqObj.cpp(454) : *** WARNING: alloc_equip: Archetype[0x8000bec6 not supported/equippable!
E:\FL\Scratch\Source\Common\CEqObj.cpp(454) : *** WARNING: alloc_equip: Archetype[0x8000bec6 not supported/equippable!
E:\FL\Scratch\Source\Common\physys.cpp(533) : *** ERROR: BuildPartIVP_Real(): No surface input for part_arch
E:\FL\Scratch\Source\Common\physys.cpp(634) : *** ERROR: BuildIVP_Real(): failed to create ivp_real for part (Root) in file (ships\wreaththu\fighter01.cmp).
E:\FL\Scratch\Source\Common\CShip.cpp(1479) : *** ERROR: CShip::init_physics(): Failed to create ivp_real for ships\wreaththu\fighter01.cmp. Expect a crash.
I try my best....
Edited by - Teslor on 7/21/2004 8:26:23 AM
Edited by - Teslor on 7/21/2004 9:03:10 AM
OK I delited everything and started new, same prob! Here the ini-entry's:
[Ship
ids_name = 458753
;ids_info = 66570
;ids_info1 = 66571
;ids_info2 = 66608
;ids_info3 = 66572
ship_class = 0
nickname = wra_fighter
LODranges = 0, 999999, 999999, 999999, 300, 1000
msg_id_prefix = gcs_refer_shiparch_Liblf
mission_property = can_use_berths
type = FIGHTER
mass = 100.000000
hold_size = 1000
linear_drag = 1.000000
fuse = li_fighter_gas01, 0.000000, -1
fuse = li_fighter_smoke01, 0.000000, -1
fuse = intermed_damage_smallship02, 0.000000, 400
fuse = intermed_damage_smallship03, 0.000000, 200
max_bank_angle = 35
camera_offset = 6, 22
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
nanobot_limit = 250
shield_battery_limit = 250
hit_pts = 50000
DA_archetype = ships\wreaththu\fighter01.cmp
material_library = ships\wreaththu\fighter01.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\l_fighter.ini
pilot_mesh = generic_pilot
explosion_arch = explosion_li_fighter
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 = 24000.000000, 24000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
num_exhaust_nozzles = 1
HP_tractor_source = HpTractor_Source
shield_link = l_fighter_shield01, HpMount, HpShield01, HpEngine01, HpEngine02
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_fighter_shield_special_5, HpShield01
hp_type = hp_fighter_shield_special_4, HpShield01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01, HpThruster02
hp_type = hp_countermeasure_dropper, HpCM01
[Good
nickname = wra_hull
category = shiphull
ship = wra_fighter
price = 100
;ids_name = 12001
item_icon = Equipment\models\commodities\nn_icons\li_fighter.3db
[Good
nickname = wra_package
category = ship
hull = wra_hull
addon = ge_lf_engine_01, internal, 1
addon = li_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 = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1
The problems has changed:
1. I want two engines, made the hardpoints for, but i see only one engine (thrusters also rwo) what entry is missing?? Also i can't use my 6 WeaponHp's, but only four of them! And i made available level 7 but i can only equip till level 2!! So i need many help i think!!
2. I finaly took a look at the serverconsole and saw that:
E:\FL\Scratch\Source\Server\space\StarSys.cpp(540) : *** WARNING: StarSystem::enter(): CLI(1) System(Li01)
E:\FL\Scratch\Source\Common\CEqObj.cpp(454) : *** WARNING: alloc_equip: Archetype[0x8000bec6 not supported/equippable!
E:\FL\Scratch\Source\Common\CEqObj.cpp(454) : *** WARNING: alloc_equip: Archetype[0x8000bec6 not supported/equippable!
E:\FL\Scratch\Source\Common\physys.cpp(533) : *** ERROR: BuildPartIVP_Real(): No surface input for part_arch
E:\FL\Scratch\Source\Common\physys.cpp(634) : *** ERROR: BuildIVP_Real(): failed to create ivp_real for part (Root) in file (ships\wreaththu\fighter01.cmp).
E:\FL\Scratch\Source\Common\CShip.cpp(1479) : *** ERROR: CShip::init_physics(): Failed to create ivp_real for ships\wreaththu\fighter01.cmp. Expect a crash.
I try my best....
Edited by - Teslor on 7/21/2004 8:26:23 AM
Edited by - Teslor on 7/21/2004 9:03:10 AM
Okay, to sort issues i make stuff as easy as poss
First - engines - you only need one, having two causes problems with engine kill. So to make flames come from both nozzles - num_exhaust_nozzles = 2
(i think thats the line - its in the post you made of your shiparch.ini as 1)
That number represents teh amount of HpEngine mounts you have- so you have HpEngine01, HpEngine02
If you wanted four nozzles, then you would have four engnie mounts (HpEngine01 - HpEngine04 - and make the num of nozzles = 4).
Next - take it the lines to your CMP are correct there.
Goods.ini - to find out if something works, you only need the MINIMUM to get going - so engine, scanner, powerplant. Get rid of lights, shields etc till later.
I would get the UTF editor out, and check that all your hardpoints are spelled correctly, and that you have everything done right. Check the sub nodes are spelt correctly too. Did you say you couldn't see your ship at teh dealer? Check teh models forum for that problem and its solution - its somewhere around (maybe in this forum too) - and see if you have got it right.
By the way - LOD ranges - only need something like 0, 3000 for your ship - as over 3k you can only see MASSIVE ships - so get rid of those lod ranges and just have 0, 3000 or 0, 9999 if you MUST!
If its not working, comment out all the weapons, shield, turret, thruster, CM, Mines and everything else in shiparch.ini file - it don't matter about those - just keep it simple. Copy an existing one, but change the CMP and MAT file its pointing to (and the lod ranges too!) and see if that works.
tbh - my guess is the modelling lot will get you working - cause I don't see anything staring out at me here
First - engines - you only need one, having two causes problems with engine kill. So to make flames come from both nozzles - num_exhaust_nozzles = 2
(i think thats the line - its in the post you made of your shiparch.ini as 1)
That number represents teh amount of HpEngine mounts you have- so you have HpEngine01, HpEngine02
If you wanted four nozzles, then you would have four engnie mounts (HpEngine01 - HpEngine04 - and make the num of nozzles = 4).
Next - take it the lines to your CMP are correct there.
Goods.ini - to find out if something works, you only need the MINIMUM to get going - so engine, scanner, powerplant. Get rid of lights, shields etc till later.
I would get the UTF editor out, and check that all your hardpoints are spelled correctly, and that you have everything done right. Check the sub nodes are spelt correctly too. Did you say you couldn't see your ship at teh dealer? Check teh models forum for that problem and its solution - its somewhere around (maybe in this forum too) - and see if you have got it right.
By the way - LOD ranges - only need something like 0, 3000 for your ship - as over 3k you can only see MASSIVE ships - so get rid of those lod ranges and just have 0, 3000 or 0, 9999 if you MUST!
If its not working, comment out all the weapons, shield, turret, thruster, CM, Mines and everything else in shiparch.ini file - it don't matter about those - just keep it simple. Copy an existing one, but change the CMP and MAT file its pointing to (and the lod ranges too!) and see if that works.
tbh - my guess is the modelling lot will get you working - cause I don't see anything staring out at me here
Hello I had the exact same problem but I did something into the model and exported the things back and now I get a Crash to desktop each time I try to get to the ship dealer... The FL Server no more crashes though. I dunno where to find an error log!
btw the thing I did was to resize the texture I used to 128X128 (multiple of 2)
goods.ini :
<pre><font size=1 face=Courier><font size=1 face=Courier>
[Good
nickname = st_hull
category = shiphull
ship = sabertooth
price = 1000
ids_name = 12003
item_icon = Equipment\models\commodities\nn_icons\li_elite.3db
[Good
nickname = st_package
category = ship
hull = st_hull
addon = ge_le_engine_01, internal, 1
addon = li_elite_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark02_hf, HpShield01, 1
addon = contrail01, HpContrail01, 1
addon = contrail02, HpContrail02, 1
addon = contrail03, HpContrail03, 1
addon = contrail04, HpContrail04, 1
addon = contrail05, HpContrail05, 1
</font> </font></pre>
market_ships.ini :
<pre><font size=1 face=Courier><font size=1 face=Courier>
[BaseGood
base = Li01_01_base
marketgood = st_package, 1, -1, 1, 1, 0, 1, 1
</font> </font></pre>
shiparch.ini
<pre><font size=1 face=Courier><font size=1 face=Courier>
[Ship
ids_name = 237033
ids_info = 66567
ids_info1 = 66568
ids_info2 = 66608
ids_info3 = 66569
ship_class = 1
nickname = sabertooth
msg_id_prefix = gcs_refer_shiparch_Libhf
mission_property = can_use_berths
LODranges = 0, 75, 150, 1300
type = FIGHTER
DA_archetype = ships\BOSTON\SABERTOOTH\interceptor.cmp
material_library = ships\BOSTON\SABERTOOTH\interceptor.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\l_elite.ini
pilot_mesh = generic_pilot
nanobot_limit = 54
shield_battery_limit = 54
mass = 150.000000
hold_size = 30
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 400
fuse = intermed_damage_smallship02, 0.000000, 200
fuse = intermed_damage_smallship03, 0.000000, 133
max_bank_angle = 30
camera_offset = 8, 34
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 5600
explosion_arch = explosion_li_elite
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 = 50000.000000, 50000.000000, 230000.000000
angular_drag = 40000.000000, 40000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 4
shield_link = l_elite_shield01, HpMount, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
</font> </font></pre>
Edited by - Friendly_fire on 7/21/2004 2:40:05 PM
btw the thing I did was to resize the texture I used to 128X128 (multiple of 2)
goods.ini :
<pre><font size=1 face=Courier><font size=1 face=Courier>
[Good
nickname = st_hull
category = shiphull
ship = sabertooth
price = 1000
ids_name = 12003
item_icon = Equipment\models\commodities\nn_icons\li_elite.3db
[Good
nickname = st_package
category = ship
hull = st_hull
addon = ge_le_engine_01, internal, 1
addon = li_elite_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark02_hf, HpShield01, 1
addon = contrail01, HpContrail01, 1
addon = contrail02, HpContrail02, 1
addon = contrail03, HpContrail03, 1
addon = contrail04, HpContrail04, 1
addon = contrail05, HpContrail05, 1
</font> </font></pre>
market_ships.ini :
<pre><font size=1 face=Courier><font size=1 face=Courier>
[BaseGood
base = Li01_01_base
marketgood = st_package, 1, -1, 1, 1, 0, 1, 1
</font> </font></pre>
shiparch.ini
<pre><font size=1 face=Courier><font size=1 face=Courier>
[Ship
ids_name = 237033
ids_info = 66567
ids_info1 = 66568
ids_info2 = 66608
ids_info3 = 66569
ship_class = 1
nickname = sabertooth
msg_id_prefix = gcs_refer_shiparch_Libhf
mission_property = can_use_berths
LODranges = 0, 75, 150, 1300
type = FIGHTER
DA_archetype = ships\BOSTON\SABERTOOTH\interceptor.cmp
material_library = ships\BOSTON\SABERTOOTH\interceptor.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\l_elite.ini
pilot_mesh = generic_pilot
nanobot_limit = 54
shield_battery_limit = 54
mass = 150.000000
hold_size = 30
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 400
fuse = intermed_damage_smallship02, 0.000000, 200
fuse = intermed_damage_smallship03, 0.000000, 133
max_bank_angle = 30
camera_offset = 8, 34
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 5600
explosion_arch = explosion_li_elite
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 = 50000.000000, 50000.000000, 230000.000000
angular_drag = 40000.000000, 40000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 4
shield_link = l_elite_shield01, HpMount, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
</font> </font></pre>
Edited by - Friendly_fire on 7/21/2004 2:40:05 PM
Names in bold during the post signify the start of your help bit
@Friendly Fire :Always difficult to find errors in shiparch - just cause the entries aer SOooo big - and i am knackerd All i have done is to rename it to keep it simple and easy (i know you had it easy, but play along ). When trouble shooting - the secret is to make it as EASY as possible - so cut down the number of vairables. I tend to copy old ship entries (like the defender), then paste and rename the nicknames, change the DA_Archetype and material lines, and correct the mounts. The Goods.ini i do the same, but this time i then remove anything other than the 3 basic things - Engine, POwersupply, Scanner (needed to fly). I also changed your LOD range.
[Good
nickname = sabertooth_hull
category = shiphull
ship = sabertooth
price = 1000
ids_name = 12003
item_icon = Equipment\models\commodities\nn_icons\li_elite.3db
[Good
nickname = sabertooth_package
category = ship
hull = sabertooth_hull
addon = ge_le_engine_01, internal, 1
addon = li_elite_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
market_ships.ini :
[BaseGood
base = Li01_01_base
marketgood = sabertooth_package, 1, -1, 1, 1, 0, 1, 1
shiparch.ini
[Ship
ids_name = 237033
ids_info = 66567
ids_info1 = 66568
ids_info2 = 66608
ids_info3 = 66569
ship_class = 1
nickname = sabertooth
msg_id_prefix = gcs_refer_shiparch_Libhf
mission_property = can_use_berths
LODranges = 0, 3000
type = FIGHTER
DA_archetype = ships\BOSTON\SABERTOOTH\interceptor.cmp
material_library = ships\BOSTON\SABERTOOTH\interceptor.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\l_elite.ini
pilot_mesh = generic_pilot
nanobot_limit = 54
shield_battery_limit = 54
mass = 150.000000
hold_size = 30
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 400
fuse = intermed_damage_smallship02, 0.000000, 200
fuse = intermed_damage_smallship03, 0.000000, 133
max_bank_angle = 30
camera_offset = 8, 34
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 5600
explosion_arch = explosion_li_elite
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 = 50000.000000, 50000.000000, 230000.000000
angular_drag = 40000.000000, 40000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_openbaydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 4
If you still crash, do the "copy of shiparch entry" and rename it for yours. Don't forget to change archetypes, and LOD, and remove the mounts entries for stuff like guns/shields for now. IDS doesn't matter at all. Then see if that works. After that, i would look at your model.
@Teslor - just uninstall FL, and then reinstall. Then install patch (only if your going to run a server though), and it should be fine. This aint a microsoft support office, so i have no manual as to what those errors mean (in other words - that maens nothing to me).
@Gold Dragon - fraid its a case of start again, cause i did that myself, and it does work. YOu have made an error somewher - could eb as LITTLE as a spelling error. Somethign is wrong though . OR are you doing the large on i did about ti?
Also - before starting again, humour me, and go to :my documents/my games/freelancer/accts/single player - and delete them all (or cut and paste back to main directory of "my games' if you wish to keep save games!, and then try it.
@Pheonix - who does the base belong to in the system files? Have you got them both matching here? Has your system got enconuters with enemy of that faction (who is it, daumann?) - so try plonking enconters with Red Hessians/Corsairs/Outcasts/Xenos/Rogues/Unioners in the system - with all the vignettes in there. You cannot get missions unless there are encounters of that faction in the system, and with vignettes over them
Edited by - Chips on 7/21/2004 5:22:52 PM
@Friendly Fire :Always difficult to find errors in shiparch - just cause the entries aer SOooo big - and i am knackerd All i have done is to rename it to keep it simple and easy (i know you had it easy, but play along ). When trouble shooting - the secret is to make it as EASY as possible - so cut down the number of vairables. I tend to copy old ship entries (like the defender), then paste and rename the nicknames, change the DA_Archetype and material lines, and correct the mounts. The Goods.ini i do the same, but this time i then remove anything other than the 3 basic things - Engine, POwersupply, Scanner (needed to fly). I also changed your LOD range.
[Good
nickname = sabertooth_hull
category = shiphull
ship = sabertooth
price = 1000
ids_name = 12003
item_icon = Equipment\models\commodities\nn_icons\li_elite.3db
[Good
nickname = sabertooth_package
category = ship
hull = sabertooth_hull
addon = ge_le_engine_01, internal, 1
addon = li_elite_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
market_ships.ini :
[BaseGood
base = Li01_01_base
marketgood = sabertooth_package, 1, -1, 1, 1, 0, 1, 1
shiparch.ini
[Ship
ids_name = 237033
ids_info = 66567
ids_info1 = 66568
ids_info2 = 66608
ids_info3 = 66569
ship_class = 1
nickname = sabertooth
msg_id_prefix = gcs_refer_shiparch_Libhf
mission_property = can_use_berths
LODranges = 0, 3000
type = FIGHTER
DA_archetype = ships\BOSTON\SABERTOOTH\interceptor.cmp
material_library = ships\BOSTON\SABERTOOTH\interceptor.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\l_elite.ini
pilot_mesh = generic_pilot
nanobot_limit = 54
shield_battery_limit = 54
mass = 150.000000
hold_size = 30
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 400
fuse = intermed_damage_smallship02, 0.000000, 200
fuse = intermed_damage_smallship03, 0.000000, 133
max_bank_angle = 30
camera_offset = 8, 34
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 5600
explosion_arch = explosion_li_elite
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 = 50000.000000, 50000.000000, 230000.000000
angular_drag = 40000.000000, 40000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_openbaydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 4
If you still crash, do the "copy of shiparch entry" and rename it for yours. Don't forget to change archetypes, and LOD, and remove the mounts entries for stuff like guns/shields for now. IDS doesn't matter at all. Then see if that works. After that, i would look at your model.
@Teslor - just uninstall FL, and then reinstall. Then install patch (only if your going to run a server though), and it should be fine. This aint a microsoft support office, so i have no manual as to what those errors mean (in other words - that maens nothing to me).
@Gold Dragon - fraid its a case of start again, cause i did that myself, and it does work. YOu have made an error somewher - could eb as LITTLE as a spelling error. Somethign is wrong though . OR are you doing the large on i did about ti?
Also - before starting again, humour me, and go to :my documents/my games/freelancer/accts/single player - and delete them all (or cut and paste back to main directory of "my games' if you wish to keep save games!, and then try it.
@Pheonix - who does the base belong to in the system files? Have you got them both matching here? Has your system got enconuters with enemy of that faction (who is it, daumann?) - so try plonking enconters with Red Hessians/Corsairs/Outcasts/Xenos/Rogues/Unioners in the system - with all the vignettes in there. You cannot get missions unless there are encounters of that faction in the system, and with vignettes over them
Edited by - Chips on 7/21/2004 5:22:52 PM
THANKS CHIPS!!! I dunno what you changed but now I can see my ship! I can go buy it and I can see it on the launch pad!
2 minor bugs :
-My ship is upside down
-The engines are facing the side of my ship lol
1 MAJOR bug :
I got the exact same error as Teslor had when he tried to use his ship : the thing with IVP something..
this exactly but with different paths :
E:\FL\Scratch\Source\Common\physys.cpp(634) : *** ERROR: BuildIVP_Real(): failed to create ivp_real for part (Root) in file (ships\wreaththu\fighter01.cmp).
E:\FL\Scratch\Source\Common\CShip.cpp(1479) : *** ERROR: CShip::init_physics(): Failed to create ivp_real for ships\wreaththu\fighter01.cmp. Expect a crash.
It seems like there are many ppl with this bug, but no one to fix it!!
Now what do I do?????
Edited by - Friendly_fire on 7/21/2004 5:41:52 PM
2 minor bugs :
-My ship is upside down
-The engines are facing the side of my ship lol
1 MAJOR bug :
I got the exact same error as Teslor had when he tried to use his ship : the thing with IVP something..
this exactly but with different paths :
E:\FL\Scratch\Source\Common\physys.cpp(634) : *** ERROR: BuildIVP_Real(): failed to create ivp_real for part (Root) in file (ships\wreaththu\fighter01.cmp).
E:\FL\Scratch\Source\Common\CShip.cpp(1479) : *** ERROR: CShip::init_physics(): Failed to create ivp_real for ships\wreaththu\fighter01.cmp. Expect a crash.
It seems like there are many ppl with this bug, but no one to fix it!!
Now what do I do?????
Edited by - Friendly_fire on 7/21/2004 5:41:52 PM
Hey everyone
I was just wondering if someone could tell me how to change the navmap background OR if i give them an image if they could change it for me. I have done some research and tried to do it on my own but no luck so far. I am using the UTF editor program and i found a file called "navmapbackground.cmp". so i am using this and i found a "node" or something in there which is textures and theres a file thing which i exported as a .jpg and a .bmp and various other image extentions but everytime i cant see any picture of the navmap background so that i can edit it. So any help would be appreciated - greatly.
Another question i have got is Single Player Missions. HAS ANYONE HAD ANY SUCCESS SO FAR. If so can u please post and tell me about it. Again i have experimented slightly but no major breakthroughs as of yet - Im still hopin
Anyway thats all
Thanks for a great forum guys....
I was just wondering if someone could tell me how to change the navmap background OR if i give them an image if they could change it for me. I have done some research and tried to do it on my own but no luck so far. I am using the UTF editor program and i found a file called "navmapbackground.cmp". so i am using this and i found a "node" or something in there which is textures and theres a file thing which i exported as a .jpg and a .bmp and various other image extentions but everytime i cant see any picture of the navmap background so that i can edit it. So any help would be appreciated - greatly.
Another question i have got is Single Player Missions. HAS ANYONE HAD ANY SUCCESS SO FAR. If so can u please post and tell me about it. Again i have experimented slightly but no major breakthroughs as of yet - Im still hopin
Anyway thats all
Thanks for a great forum guys....
@Friendly Fire
All I can think of is that you haven't created a "root" mesh in your model, hence why it can't be created. Open the cmp file up with the utf editor and make sure you have a "Root" node under "Cmpnd", and that the filename is the same as the mesh 3db file below. Also make sure the "index" equals 0 and the "Object Name" is "Root".
I've even drawn you a picture:
@Phoenix
The nav map texture is stored in "C:\Program Files\Microsoft Games\Freelancer\DATA\INTERFACE\NEURONET\NAVMAP\NEWNAVMAP\nav_prettymap.3db". Open it up with the UTF editor and look under "Texture Library -> fancymap.tga". Export the "MIP0" node under this as a TGA file, do what you like with it and then import it back in.
This be the node you are looking for.
All I can think of is that you haven't created a "root" mesh in your model, hence why it can't be created. Open the cmp file up with the utf editor and make sure you have a "Root" node under "Cmpnd", and that the filename is the same as the mesh 3db file below. Also make sure the "index" equals 0 and the "Object Name" is "Root".
I've even drawn you a picture:
@Phoenix
The nav map texture is stored in "C:\Program Files\Microsoft Games\Freelancer\DATA\INTERFACE\NEURONET\NAVMAP\NEWNAVMAP\nav_prettymap.3db". Open it up with the UTF editor and look under "Texture Library -> fancymap.tga". Export the "MIP0" node under this as a TGA file, do what you like with it and then import it back in.
This be the node you are looking for.
hi,
can anyone help me out?
I've made my own mod, and it runs without a glitch. It's just that when I start a new game (as in the campaign thingie), Freelancer runs the whole "destruction of FP7" movie fine. but when it's over, the loading message shows momentarily and then it crashes back 2 my desktop. Some advice would be greatly appreciated....
Thanks
if I wasn't so lazy, this would've been a signature...
can anyone help me out?
I've made my own mod, and it runs without a glitch. It's just that when I start a new game (as in the campaign thingie), Freelancer runs the whole "destruction of FP7" movie fine. but when it's over, the loading message shows momentarily and then it crashes back 2 my desktop. Some advice would be greatly appreciated....
Thanks
if I wasn't so lazy, this would've been a signature...
Well that's got it narrrowed down to around half the files in the game - we need some more info
> Have you modified the SP missions in any way?
> Have you modified the New York or Freeport 7 System?
> Have you removed anything from the game?
Basically, what kind of things have you modified?
Edited by - Accushot on 7/29/2004 9:12:52 AM
> Have you modified the SP missions in any way?
> Have you modified the New York or Freeport 7 System?
> Have you removed anything from the game?
Basically, what kind of things have you modified?
Edited by - Accushot on 7/29/2004 9:12:52 AM
I set up new factions and they are hostile to existing factions and to each other. One is unlawful and one lawful. Also I add encounters (area_assault, area_defend, custom ones) and they appear correctly. But they do not attack each other or other factions. I'm sure that I have no problem in the initialworld.ini, faction_prop.ini ... everything seems to be correct. Is there any other .ini file that must be changed ? I only tried in single player.
An other problem is, that my new factions does not offer me random missions. I have defined vignette zones and add the faction code to vignetteparams.ini. May be it is the same problem. Freelancer seems not to know my new factions and their reputation against each other ?!
An other problem is, that my new factions does not offer me random missions. I have defined vignette zones and add the faction code to vignetteparams.ini. May be it is the same problem. Freelancer seems not to know my new factions and their reputation against each other ?!
@ accushot
~here are some answers:
-I didn't mess with the storyline.
-I didn't edit NY, nor did I edit FP7,
-I didn't delete any files (at least, not that I know of), I just replaced them through FLMM (.zip.flmod).
~furthermore, I edited the standard ini's you'd use 4 modding, you know, the misc_goods, shiparch etc. (in the equipment folder):
-changed and created some weapons (and their dll entry's).
-balanced out the armor ratings, weapon levels, etc. in shiparch (to make the game a bit more fair ).
-added the Ku and Li vhf's(also in shiparch, goods etc.)
-created custom (mountable)thrusters, scanners, tractors and armor boosts(+ dll entry's).
-Set all this stuff up for sale..
oh, and I made my own custom DLL entry's in an empty DLL file, not overwriting any of the game's entry's.
That's all I can think of.
if I wasn't so lazy, this would've been a signature...
Edited by - -Gameon- on 8/2/2004 2:33:34 AM
~here are some answers:
-I didn't mess with the storyline.
-I didn't edit NY, nor did I edit FP7,
-I didn't delete any files (at least, not that I know of), I just replaced them through FLMM (.zip.flmod).
~furthermore, I edited the standard ini's you'd use 4 modding, you know, the misc_goods, shiparch etc. (in the equipment folder):
-changed and created some weapons (and their dll entry's).
-balanced out the armor ratings, weapon levels, etc. in shiparch (to make the game a bit more fair ).
-added the Ku and Li vhf's(also in shiparch, goods etc.)
-created custom (mountable)thrusters, scanners, tractors and armor boosts(+ dll entry's).
-Set all this stuff up for sale..
oh, and I made my own custom DLL entry's in an empty DLL file, not overwriting any of the game's entry's.
That's all I can think of.
if I wasn't so lazy, this would've been a signature...
Edited by - -Gameon- on 8/2/2004 2:33:34 AM
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