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

The general place to discuss MOD''ing Freelancer!

Post Mon Aug 02, 2004 3:52 am

Hi there !
I'm having trouble changing the font color of FL...
I know it sounds stupid, but i'm working now on a new FL skin !
Well, actualy, it only change the actual blue color of the menu to yellow !
The only problem i got with it is the font color witch doesn't match with the menu color... Yellow background with blue texts is, er- not good !
So, if someone know how, plz tell me !

Note : I tryed editing the rich_font.ini file, but it didn't change anything...
May it be hardcoded ?

@ -Gameon- :
The problem comes form Li01_01. That's all I can say ^^ !

Edited by - Archangel on 8/2/2004 5:22:18 AM

Post Mon Aug 02, 2004 7:00 am

@Gameon
There are a lot of things that could be causing this, here are a few of the most likely. This is assuming that multiplayer works fine, as you said before:

1. One of the market files, for commodities, ships and/or equipment, could be corrupt. Fairly easy to fix this one, just try loading a game in multiplayer - if it works then this isnt the problem

2. Could be the Freeport 7 system that is causing errors. If you have enabled access to it try flying there and see if it crashes.

3. The problem could be with Manhattan, since after the movie you are plonked by FL onto the planet. Try landing on there in multiplayer, see if it crashes when you do so. This is the most likely problem

4. If none of these work, try restoring the various mission folders to the "MISSIONS" folder. So copy the M01A, M01B, M02 folders etc. from the SDK and paste then into your version.

5. If that doesn't work then make a backup of every file that you have modified, and reinstall Freelancer. Then copy the Freelancer SDK over the top and replace your files.

@Archangel
I'm pretty sure you just need to edit the "color = " lines in DATA/FONTS/rich_fonts.ini, they are in RGB format.

Post Mon Aug 02, 2004 12:16 pm

Nope...
Already tried.
In freelancer.ini, I found this programers' comment across the reference to the font.ini file :
"directory for in-proc file loading"
It seems to have a link to multiplayer.
But I tried altering the colors, and it changes nothing, even in MP...
Another hardcoded thing, isn't it ?

Ps : I'm going to sleep, so I will answer later !

Edited by - Archangel on 8/2/2004 1:25:03 PM

Post Tue Aug 03, 2004 5:07 am

In fact, it only change some texts color.
In the save menu for exemple : the text witch says your location and money will be affected. But nothing else.

Post Tue Aug 03, 2004 11:34 pm

display problems with flyable gunboat

Hi, I've made a flyable bretonian gunboat (using the tutorial from chips). All worked fine but I have 2 problems with the ginboat.

1. the rotatable ship at the shipdealer is scaled too big. also the placement ist not very satisfying. The bottom of the ship is half vanished at the ground and it's not centered (beside the HpMount).

Are there some parameters to scale and place the ship correctly at the shipdealer?

2. Using the: can_use_berths for docking at stations cause problems on small stations like a dreadnought. Cou can dock there but the hangar is to small and you will crash into it or stuck in it. It works fine on planets.

Is there anyway to restrict this on large stations like planets ?

Thanks for your help.

Post Wed Aug 04, 2004 12:26 am

@eisfuerst:
the HpMount not only is responsible for the placement in the shipdealer, but also for docking, which is more important in my view.

the docking sequence is intiated when the HpMount is withing the specified range (in solararch.ini) of the base's HpDock hardpoint.

usually, for not too large capships (gunboats) the "berth" docking works fine if you move the HpMount to the front of the ship, maybe even "in front" of the ship if nessessary. with utf-edit you can modify the position of the mount easily.
this will of course mess up the display in the shipdealer.

-> you either have confortable docking OR a good display in the shipdealer.
having both right is very hard - kinda impossible for huge ships.

btw, the zoom and display of the minimodel in the shipdealer cant be changed to my knowledge.

i hope this helped,
Fjord

---------------------------------
Excelcia Mod Leading Developer

Post Wed Aug 04, 2004 9:02 am

Thanks @LordFjord

Editing the HpMount point with UTF works fine. It's a little bit testing to have still see your ship at the shipdealer and also could use berths.

But there is one problem left ...
The can_use_berths docking type allows my gunboat also to dock at a battleship (dreadnought for example) with the effect ... that the hangar bay is too small and it will not move into it. Using the moors docking type doesn't work I think because I could not enter the base. Is there a possibility to avoid that some type of ships could dock with a battleship?
Or could I make custom identifiers for the docking method like can_use_berths_2 and at this to all stations in the solararch.ini but not to battleships for example?

And another question: Is it possible to change the camera position for looking backward (V key) ? I'm within my gunboat.

Thanks again.

Post Wed Aug 04, 2004 10:05 am

Set the mission property to "can_use_large_moors" to only allow your ship to moor at planets and stations like West Point, which have mooring fixtures.

To fix the external camera, you need to open the cockpit file in Data/Cockpits. The line "tether = " specifies the position, relative to the HpMount, of the camera when in turret view.

Post Wed Aug 04, 2004 11:16 am

To fix the external camera, you need to open the cockpit file in Data/Cockpits. The line "tether = " specifies the position, relative to the HpMount, of the camera when in turret view.

@Accushot:
it`s turret view there but not rear view .. as i have figured out .. but maybe the back view is mirrored relative to hpmount .. hm, no cause my custom camera offset and tether values fit properly but nothing happens to rear view ..

@eisfuerst:
you will have to goto solararch.ini, do some editing there ..

for example:

[Solar
nickname = docking_fixture
ids_name = 261158
ids_info = 66141
type = STATION
DA_archetype = solar\dockable\space_docking_fixture.3db
material_library = solar\Solar_mat_tink.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 6000
mass = 10000.000000
loadout = docking_fixture
docking_sphere = moor_medium, HpDockMountA, 5.000000
docking_sphere = moor_medium, HpDockMountB, 5.000000
docking_sphere = moor_medium, HpDockMountC, 5.000000
docking_sphere = moor_large, HpDockMountD, 5.000000
solar_radius = 300
hit_pts = 999999961690316250000000000000000000.000000

to make docking fixtures work for human controlled ships, these lines are important:

docking_sphere = moor_medium, HpDockMountA, 5.000000
docking_sphere = moor_medium, HpDockMountB, 5.000000
docking_sphere = moor_medium, HpDockMountC, 5.000000
docking_sphere = moor_large, HpDockMountD, 5.000000

change to:
docking_sphere = jump, HpDockMountA, 400.000000

make it "JUMP" instead of moor, notice that it will take load of time to moor (cause it`s still a mooring point)
so edit the last value .. guessing 400 (still trying values here .. should be distance in between the ship enters a base / dock animation starts? .. btw read also the ingame distance is half of what you enter here, i think i remembered that right)

now you could replace all large and medium moors, but you could also remove some dock mounts so there`s no large mooring at some type of base .. only the smaller cap ships may dock there not BS ..

hope it helped


greetz

Edited by - RimShot on 8/4/2004 12:18:16 PM

Post Wed Aug 04, 2004 11:18 am

Hi Accushot,

I've tried to use large_moors but it doesn't work. Docking at West Point is sometimes possible (must hit ESC key to enter the base). But after leaving the ship is between the walls of the base and I couln't move. I played already a litte bit with adjusting the HpMount point. Without success. My bretonian gunboat couldn't dock on moors. It's possible on berths but not at a dreadnought. Do you know a working mod for this ? Maybe I could look into their files and compare it.

Thanks.

Post Wed Aug 04, 2004 11:25 am

does anyone know if it`s possible to make a ship enter+leave a planet through docking fixture?

cause i managed to make ships dock at the mooring point, goto the base, but when it leaves the base .. going through the docking ring ..
no good, have to use ghost docking ring and decrease planet damage radius ..

Post Wed Aug 04, 2004 12:37 pm

@Eisfuerst , to be honest I'm not sure how it's done. You could try looking at the values in solararch.ini for the docking spheres. E.g. for the dockable rheinland battleship:

[Solar
nickname = r_battleship
...
docking_sphere = berth, HpDockMountA, 2, Sc_open dock a
docking_sphere = moor_medium, HpDockMountB, 5.000000
docking_sphere = moor_large, HpDockMountC, 5.000000
...

See the berth line? Change the value 2 to a higher number; this is the distance you have to get to to use the berth. Hopefully it will also start you further from the dock, stopping you getting stuck. If that doesn't work, take a look at Evolutions, Chips got it to work somehow

@Rimshot , not sure if it's possible, but here's a theory. The jumpgates/jumpholes etc. have an entry that tells FL where the player should appear when they exit the gate. So find "nickname = dock_ring" and add the line "jump_out_hp = HpExitPosition".

Next use the UTF editor to create a new hardpoint, at about 10 units above and 5 out from the HpMount, name it "HpExitPosition". Hopefully this should cause you to exit well clear of the dock ring, let me know if it works

Edited by - Accushot on 8/4/2004 1:38:48 PM

Post Wed Aug 04, 2004 1:01 pm

So, none knows how to change fonts color ?
Too bad !

Post Thu Aug 05, 2004 6:26 am

thx Accushot for the hint ..

will try "jump_out_hp =" with the mooring fixture, just using an existing hardpoint to see if it works ..

will try asap and let you know of course (later today or tomorrow i think)


greetz

Post Thu Aug 05, 2004 9:45 am

@RimShot & Accushot

Thanks. Changing docking_sphere = jump works fine. My Testship (a bretonian gunboat) now can dock and enter the station. This works also docking with a battleship like the dreadnought. But in this case you will see your BIG ship on the deck. A flaw and not changeable ?!
In solararch.ini you have to define a jump_out_hp like Accushot wrote. Than your able to leave the station. Can use a already defined Hp point. I defined an jump_out_hp with the dreadnought.
There is still one thing incorrect: if in the solararch.ini (for the dreadnought) a docking_spheer = berth and a docking_sphere = jump is defined ... you can dock correctly with the big ship but will leave every time using the berth script. I also made test with an planet docking ring with additional docking fixture (should concern your problem RimShot). It's the same. Docking with the fixture and jump method is no problem, but for leaving always the berth script is used.

I found a work-around ... maybe ... is also working for the dreadnought (had to test it):

make a second new_base.ini for the docking_fixture (the same as for the docking_ring). Just put it into system.ini under the docking_fixture object dock_with = new_base and also add it to universe.ini. Now you can dock using moors and enter the base and also leave it with the jump_out_hp method. Using a smaller ship which can_use_berths works as always :-) The bad thing is ... you really have to edit all entries for both bases (goods.ini, mbase.ini ...). A lot of work.

thx & greetz

Edited by - eisfuerst on 8/5/2004 11:40:20 AM

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