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The general place to discuss MOD''ing Freelancer!

Post Sat Jan 10, 2004 11:19 pm

Thanks deathwalker10982, I'll give it a look.

I've just made a rhineland gunboat fighter. Its awesome. I made a new encounter so only one will spawn at a time. Its like area gunboats, but with a very aggresive pilot. I gave them nomad effect gunboat turrets, so they sound great. I've got caship type encounters (which I learned from Neplilims great tutorial), so they all crowd around enemy capships like pack of wolves, firing everything they've got. I love it when a mod really works well.

S

Post Sun Jan 11, 2004 8:14 am

Ricardius
i donno what you mean... they are from different countrys!!!
what do I have to do so that an admin of mine have access to change with IONCROSS things on my server ? what does he have to do ?

Post Sun Jan 11, 2004 9:43 am

Alaska to NY jumpgate - nothing to do with anything really - its the systems_shortest_path.ini and systems_shortest legal/illegal. Make it so that it has a path for both and both ways (eg Li01, Li05, Li01, Li05 at the bottom of each of the paths there), then make a systems connection line, add

[systecoentethingyhere
LI05, LI05, LI05
Li05, Li01, Li05, Li01

That should fix you up.
Jumpholes, typically, are an illegal method of travel - so cops won't take that route.

I found story exclusion zones around some areas in the game - but all the jumpholes i opened by doing that work in MP - so i just went to Tohoku etc.

You have to make your own to get to the unknown systems - just don't forget the system connections.


oh - and if you found something that edits the newplayer.fl (not the MP one) by decrypting it - then please let me know - as I am sure this is where you can add a new faction so that they respond correctly to everything (including YOU!) - as editing it for MP produces the correct result!!

(in SP they are neutral - to everything)

Also - be careful when you edit alaska system as its a storyline system - you cannot move things aorund in there - or create stuff to impede the story in anyway - unless your mod is not for SP - at which point - sod it, clean the place out - i did, until i transfered it to the guixiang province that it is today!

Edited by - Chips on 1/11/2004 9:46:24 AM

Post Sun Jan 11, 2004 10:53 am

Chips...Yeap, that was it....it had no legal-illegal path to and from Alaska, so "no one used" the gate, just the "copied in" jumpholes, which were already listed in the path ini files. Alaska wasn't permitted to use jumpgates. ....I simply forgot the simple rule of, everything needs to be "permited"to work for it to function....



Edited by - Ricardius on 1/11/2004 10:53:55 AM

Post Sun Jan 11, 2004 7:58 pm

don't know if u read this Chips...but where can i get a decent ship building program...

ie: Milkshape but better?

-~Saber~-

Post Mon Jan 12, 2004 12:15 am

thnx steve.... i still have problems with trade routes. It seems when i create on path for it the game goes CTD to me when i go out of my base... I have declared transports for it so it can be used and tradep encounter parameter. what can be so wrong with it. Found out the missing names in my cruiser ships. I for got to declare the large ships name in my lsf group in faction_prop.ini

All I do for LOVE

Post Mon Jan 12, 2004 2:37 am

there are many programs, however, at the mo only milkshape has a CMP exporter - which is what FL uses - so whatever you build in, you will have to come back to Milkshape until someone makes CMP exporters for the others.

Basically - i am crap at modelling - but i did give it a go. After a while - the ONLY one i made anything even resembling a ship in, was milkshape. I actually found it easier to use than any of the others! lol

Needless to say, i don't make models though

Post Mon Jan 12, 2004 9:32 pm

Firebase,
I've done a similar thing with Interspace commerce as I think your doing with the LSF. I've added ships etc.

Whenever I've had a problem with a patrol route its usually been something to do with my new npc ships.

You could try checking out these just to rule them out,

correct tradep for ship type declared in factionprop, ie tradep_trade_transport for a transport etc,
npcship.ini - designations and loadouts,
faction props.ini - npcships, formations,
loadouts.ini,


S

Post Tue Jan 13, 2004 4:31 am

what do I have to do so that an admin of mine have access to change with IONCROSS things on my server ? what does he have to do ?

Post Tue Jan 13, 2004 5:01 am

Erm - if anyone is interested i will add a quick tutorial into making any faction fly anything you want or sommat - like to go with making new factions, but instead make it into getting them into custom ships............



Anyways - to add YOUR items to IFLSO (Ioncross Freelancer Server Operator) - you need a few things.

1. Notepad
2. IFLSO
3. Frontend Hash Key Generator By Crabtree (bloody brilliant tool)
4. Some time.


Okay - first you find your new stuff. Now - make an empty text file in notepad,
now in there you want to put your new equipment in the following setup.

nickname = ini file nickname, what name you want it to appear as

Now - confused? Well - examples are the best way.

nickname = li_fighter, Patroit
nickname = te_ku_destroyer, Kusari destroyer

Okay - there you have two examples, on from the game, on from my mod.

NOw here is another one,

nickname = shield05_mark03_lf, Second hand fighter shield

Okay - i think you are getting it now, so nickname = is JUST THAT - the words nickname =
That is fixed, so i create about 200 of those in my text file to speed up the process. After the = sign is the nickname in the files - how the game refers to it, just like li_fighter in the shiparch.ini file is referring to the patroit - that is its nickname to the game, throughout the game the files refer to li_fighter

After the comman you want the name that will appear to the admin running IFLSO - so you could have it saying "piss off" instead of the name, and when he looked at a characters loadout - it might tell him to piss off............of course - as amusing as that may sound - i don't think a) He would appreciate it, or b) that he would run your mod - so i suggest using the names that you want them called by.

now - once you have done this - save the file (with a name for the stuff - like ships.txt if its your ships)

Now then - copy the file into the front end hash key gen directory. Then run the crabtree tool (NOT FLHash.exe - but HIS exe file - it has an icon )

Now - click on file, then load, and then load your file up. IT will flash the screen as it runs FLHash.exe on EVERYTHING that is in your save file. It will output it to the other side, where you just highlight it, and then add it to your IFLSO files

Simple eh?

Have fun
Chips

Post Tue Jan 13, 2004 9:55 am

What about my question ? anyone ? Chips ? HELP!

Post Tue Jan 13, 2004 11:21 am

OH sorry - thought that was answering your question. you mean have remote access - that is in the works if i understood Joe the other day - its coming in the new version - which he is working on.

Post Tue Jan 13, 2004 6:43 pm

Firebase's question on trade routes got me trying out one in a new system I've just made. It crashes the game. The ones I've put in the games' systems have all worked ok, so my npc's, props and encounters are all ok.

Is the shortest path files critical to setting any trade route within a new system ? A route that goes from A to B within a system, not one leaving a system. I may have the same problem as Firebase as I'm now asking the same question on trade routes. I thought that all encounters and route pathes operated completely independantly of the other systems. Am I wrong?


S

Post Tue Jan 13, 2004 7:20 pm

There needs to be systems shortest paths named in the relative ini files (systems shortest path.ini etc) just cos without the conenctions - the game crashes. If you make a system and try to jump to it without any entries - you will crash alonng the way.

Post Wed Jan 14, 2004 4:22 am

lol - read back and saw jumpgate angles.

Here is a quickie.


rotate = 0, 0, 0
That is flat horizontal plane looking forward towards you (if i remember right!)


rotate = 0, -90, 0
Same planet - looking..........to the right i think...



rotate = 0, 90, 0
Same plane again - looking to the left (or vica versa for those two!)


rotate = 90, 0, 0
this is looking downwards.........or upwards

rotate -90, 0, 0
Same again - looking upwards (facing up that is) or down



rotate 0, 0, 90
turns the thing 90 in a circle - like twisting an umbrella - doesn't move it up or down, or rotate it left or right - just spins it a bit.

I think that is them all - i cannot remember withtout looking in the ini files- and to be honest.............i can't be bothered for once ! lol (cause am sure i am right). I did a whole ream of positional stuff - including making tradelanes go straight up/down and all sorts. however - it worked fine one way, but not the other - regardless of angles. I also made angeld ones that worked - but on the return something would go wrong about half way - and you would never leave the lane - but never move either! lol

Also made one go round in a circle - as well as going up / down in a circle - like a roller coaster. It was fun - but impractical - and i got complaints about how ****y it was as well :/

So - there we go - just a quick one for you (cos originally i was going to build things a 'level' up from the other stuff - ie, new berlin - add a vertical tradelane - and then it goes up 30k. 30k above the rest of the system i build another layout with about 4 bases up there, and their own tradelanes (all horizontal etc) - but preliminary shots and playability weren't as good as building a new system! So it got shelved.

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