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Post Tue Oct 07, 2003 7:47 am

There is a program called UTF Editor, made by HCl. In MAT files you store texture for model, it must be an uncompressed TGA of size 256x256 pixels, also best working are those in 256 colors (altough it isn't most). If you have a multitexture model, talk to someone else, I'm still o new one in FL modding.

http://www.lancersreactor.com/t/editing ... asp?id=202


Rheinland über alles!

Post Tue Oct 07, 2003 11:07 am



"I don't suffer from insanity, I enjoy every minute of it!"

Post Tue Oct 07, 2003 8:51 pm

Chips, i have a question for you. Before I ask I'd like to say i'm deffinitly not new to INI editing.

I'm attempting to give planet Primus and planet Gammu random missions. However all I'm getting is "No missions available at this time. come back later when your sane" =P

1. I've tried giveing vegnette zones, no go.
2. I tried setting the faction wheight of the order in an ecounter to the same as the nomads, and changed around for about an hour trying to get this working.

3. Added the necessary lines for offering missions, for primus;gammu. I've allso changed in mbases the offer_missions = true - tool used: Advanced Replacer =)

4. adding to encounter zones "mission_eligible = True"
5. setting the system's faction to the order
6. Copying patrol paths from other systems into Ew06
7. Anything and everything?

pasted line of current EW06.ini system file:

[SystemInfo
name = Ew06
space_color = 0, 0, 0
local_faction = fc_or_grp

[EncounterParameters
nickname = tradep_trade_transport
filename = missions\encounters\tradep_trade_transport.ini

[EncounterParameters
nickname = tradep_trade_trader
filename = missions\encounters\tradep_trade_trader.ini

[EncounterParameters
nickname = tradep_trade_smuggler
filename = missions\encounters\tradep_trade_smuggler.ini

[EncounterParameters
nickname = tradep_trade_freighter_smuggler
filename = missions\encounters\tradep_trade_freighter_smuggler.ini

[EncounterParameters
nickname = tradep_trade_freighter_pirate
filename = missions\encounters\tradep_trade_freighter_pirate.ini

[EncounterParameters
nickname = tradep_trade_freighter
filename = missions\encounters\tradep_trade_freighter.ini

[EncounterParameters
nickname = tradep_trade_armored
filename = missions\encounters\tradep_trade_armored.ini

[EncounterParameters
nickname = tradep_miner_transport
filename = missions\encounters\tradep_miner_transport.ini

[EncounterParameters
nickname = tradep_armored_prisoner
filename = missions\encounters\tradep_armored_prisoner.ini

[EncounterParameters
nickname = tradelane_trade_transport
filename = missions\encounters\tradelane_trade_transport.ini

[EncounterParameters
nickname = tradelane_trade_freighter
filename = missions\encounters\tradelane_trade_freighter.ini

[EncounterParameters
nickname = tradelane_trade_armored
filename = missions\encounters\tradelane_trade_armored.ini

[EncounterParameters
nickname = tradelane_armored_prisoner
filename = missions\encounters\tradelane_armored_prisoner.ini

[EncounterParameters
nickname = patrolp_pirate_patrol
filename = missions\encounters\patrolp_pirate_patrol.ini

[EncounterParameters
nickname = patrolp_gunboats
filename = missions\encounters\patrolp_gunboats.ini

[EncounterParameters
nickname = patrolp_gov_patrol
filename = missions\encounters\patrolp_gov_patrol.ini

[EncounterParameters
nickname = patrolp_bh_patrol
filename = missions\encounters\patrolp_bh_patrol.ini

[EncounterParameters
nickname = patrolp_bh_assault
filename = missions\encounters\patrolp_bh_assault.ini

[EncounterParameters
nickname = patrolp_assault
filename = missions\encounters\patrolp_assault.ini

[EncounterParameters
nickname = new_encounter_example
filename = missions\encounters\new_encounter_example.ini

[EncounterParameters
nickname = miningp_trade_transport
filename = missions\encounters\miningp_trade_transport.ini

[EncounterParameters
nickname = miningp_scavenger
filename = missions\encounters\miningp_scavenger.ini

[EncounterParameters
nickname = area_trade_transport
filename = missions\encounters\area_trade_transport.ini

[EncounterParameters
nickname = area_trade_trader
filename = missions\encounters\area_trade_trader.ini

[EncounterParameters
nickname = area_trade_smuggler
filename = missions\encounters\area_trade_smuggler.ini

[EncounterParameters
nickname = area_trade_freighter_smuggler
filename = missions\encounters\area_trade_freighter_smuggler.ini

[EncounterParameters
nickname = area_trade_freighter_pirate
filename = missions\encounters\area_trade_freighter_pirate.ini

[EncounterParameters
nickname = area_trade_freighter
filename = missions\encounters\area_trade_freighter.ini

[EncounterParameters
nickname = area_trade_armored
filename = missions\encounters\area_trade_armored.ini

[EncounterParameters
nickname = area_scout
filename = missions\encounters\area_scout.ini

[EncounterParameters
nickname = area_scavenger
filename = missions\encounters\area_scavenger.ini

[EncounterParameters
nickname = area_repair
filename = missions\encounters\area_repair.ini

[EncounterParameters
nickname = area_nomads_m13
filename = missions\encounters\area_nomads_m13.ini

[EncounterParameters
nickname = area_nomads
filename = missions\encounters\area_nomads.ini

[EncounterParameters
nickname = area_lifter
filename = missions\encounters\area_lifter.ini

[EncounterParameters
nickname = area_gunboats
filename = missions\encounters\area_gunboats.ini

[EncounterParameters
nickname = area_defend
filename = missions\encounters\area_defend.ini

[EncounterParameters
nickname = area_bh_scout
filename = missions\encounters\area_bh_scout.ini

[EncounterParameters
nickname = area_bh_defend
filename = missions\encounters\area_bh_defend.ini

[EncounterParameters
nickname = area_bh_assault
filename = missions\encounters\area_bh_assault.ini

[EncounterParameters
nickname = area_assault
filename = missions\encounters\area_assault.ini

[EncounterParameters
nickname = area_armored_prisoner
filename = missions\encounters\area_armored_prisoner.ini

[TexturePanels
file = universe\heavens\shapes.ini

[Music
space = music_omicron_space
danger = music_omicron_danger
battle = music_omicron_battle

[Dust
spacedust = Dust

[Asteroids
file = solar\asteroids\Ew06_nomad_asteroids.ini
zone = Zone_Ew06_artifacts

[Ambient
color = 20, 60, 60

[Background
nebulae = solar\starsphere\starsphere_ew06.cmp

[LightSource
nickname = Ew06_system_light
pos = 0, 0, 0
color = 255, 50, 0
range = 100000
type = DIRECTIONAL
atten_curve = DYNAMIC_DIRECTION

[Object
nickname = Ew06_Sun
ids_name = 261049
pos = 0, 0, 0
ambient_color = 255, 255, 255
archetype = sun_1000
star = sm_red_sun
atmosphere_range = 8000
ids_info = 66155

[Object
nickname = Ew06_to_Hi02_hole
ids_name = 260902
pos = 3882, 0, 19991
archetype = jumphole
ids_info = 60212
jump_effect = jump_effect_hole
goto = Hi02, Hi02_to_Ew06_hole, gate_tunnel_bretonia
visit = 0

[Object
nickname = Ew06_sun_1000_1
pos = 145000, 0, -130000
archetype = sun_2000
star = ew06_sun2
atmosphere_range = 8000
ids_info = 66155

[LightSource
nickname = Ew06_system_light2
pos = 145000, 0, -130000
color = 0, 174, 50
range = 260000
type = DIRECTIONAL
atten_curve = DYNAMIC_DIRECTION

[zone
nickname = Zone_Ew06_sun_death
pos = 154, 0, 162
shape = SPHERE
size = 7000
damage = 10000
sort = 99.500000
density = 0
relief_time = 0

[zone
nickname = Zone_Ew06_radiation
pos = 463, 0, 485
shape = SPHERE
size = 50000
spacedust = attractdust_orange
spacedust_maxparticles = 120
sort = 99.500000
toughness = 19
density = 3

repop_time = 25
max_battle_size = 4
pop_type = Background
relief_time = 35
faction_weight = fc_n_grp, 10
faction_weight = fc_or_grp, 12
encounter = area_nomads, 19, 0.250000
faction = fc_n_grp, 0.5
encounter = area_nomads, 19, 0.250000
faction = fc_or_grp, 0.5

[zone
nickname = Zone_Ew06_artifacts
pos = 4388, 0, 15324
rotate = 0, -80, 0
shape = ELLIPSOID
size = 40000, 20000, 40000
sort = 99.500000

[zone
nickname = Zone_Ew06_monkey_planet_death
pos = -11286, 0, 9603
shape = SPHERE
size = 2100
damage = 2000000
visit = 128
sort = 99.500000
density = 0
relief_time = 0

[Object
nickname = Ew06_robot_planet
ids_name = 261790
pos = 20162, 0, 13301
archetype = planet_icemntcld_2000
ids_info = 65819
spin = 0, 0.001000, 0
atmosphere_range = 2200
burn_color = 255, 222, 160
base = Ew06_02_Base
reputation = fc_uk_grp

[Object
nickname = Ew06_planet_monkey
ids_name = 261789
pos = -11286, 0, 9603
archetype = planet_rckbrn_2000
ids_info = 65819
spin = 0, 0, 0
atmosphere_range = 2200
burn_color = 255, 222, 160
base = Ew06_01_Base
reputation = co_shi_grp

[zone
nickname = Zone_Ew06_robot_planet_death
pos = 20162, 0, 13301
shape = SPHERE
size = 2100
sort = 99.500000

[zone
nickname = Zone_Ew06_monkey_exclusion
pos = -11084, 0, 9937
shape = SPHERE
size = 5000
sort = 99.500000

[zone
nickname = Zone_Ew06_robot_exclusion
pos = 20373, 0, 13315
shape = SPHERE
size = 5000
sort = 99.500000

[Object
nickname = Ew06_dock_ring_1
ids_name = 261192
pos = -9076, 0, 10497
rotate = 0, 65, 0
archetype = dock_ring
dock_with = Ew06_01_Base
ids_info = 66141
reputation = fc_uk_grp
behavior = NOTHING

[Object
nickname = Ew06_dock_ring_2
ids_name = 261193
pos = 17796, 0, 13150
rotate = 0, -95, 0
archetype = dock_ring
dock_with = Ew06_02_Base
ids_info = 66141
reputation = fc_uk_grp
behavior = NOTHING

[Zone
nickname = Zone_Ew06_destroy_vignette_1
pos = -2271, 0, 20765
shape = SPHERE
size = 10000
mission_type = unlawful, lawful
sort = 99.5
vignette_type = open


Edited by - Azag on 07-10-2003 21:52:58

Post Tue Oct 07, 2003 8:55 pm

As you can see above, I've even added all encounters, heh.

Please do not worry about this line:

encounter = area_nomads, 19, 0.250000
faction = fc_or_grp, 0.5

area_nomads is just formation data thats not ship specific

Post Wed Oct 08, 2003 12:03 am

OKay Azag - sorry, don't think i have talked to you before. I am having a leetle trouble my end right now, and to put it mildly........I am totally baffled. One thing is really delaying me right now - and that is MY missions toO! LOL
Co-incidence. Now i have got them to work FINE in the past, but one thing i have been doing is putting off sorting this area out as SOON as i hit a prob. Instead, i left it and carried on as i had TONS of stuff to do. Now i have no-where NEAR as much too do - so i will now dedicate time to sorting out my missions!! Why? Cause i too have done EVERYTHING i can think of, my entries are correct etc, so now comes my fav part. The fiddling part.

Till this time (well about 3 days ago) mission sorting hadn't been a prob. I tried it, it cocked up, Giskard gave me suggestions as to the error (missions = true line) that fixed it, since then i haven't done any investigation into the area - because...........why fiddle when it works!!!! Now however, i have a prob - you have a prob. I will now devote time to thoroughly sorting out this area and getting it all sorted!. How long? Who knows - could be one hour, could be a week - but sort it i will!! (I hope). If you don't want to wait that long, the following people will help as they always do (ie - they post replies) -
Giskard
Wanderer
Victor
Downwind_thief

Now - giskard is a dead cert, pretty sure Victor can sort you out too - Wanderer will know this area as well - downwind_thief shows alot of knowledge! Go for the first three as i know for sure, after that try downwind. I don't actually know him, but he knows some stuff!! - wouldn't surprise me if he could help here. As for me, i will get back to you as soon as i have anything POSITIVE to tell you! LOL
Apart from that, erm - do what i do - backup your mod fully, then fiddle like crazy!!!

Sorry but i thougt i was 'competant' in this area, but i have everything set correct and it aint working..........so i aint yet - but will be (soonish)

Post Wed Oct 08, 2003 2:19 am

Curses! i was hoping someone out there who knew, lol... This thing has me tottaly baffled. It has me to the point of running around the house screaming "walalalalala" for 4 hours.

I keep asking myself, "What am I doing wrong?". I've been going through so many system INIs reading their mission vegnettes, and anything else possible that i'm at the point of turning into an INI myself, lol.

I took another shot it at.. and failed. This time I tried changing both planet's factions to the order.. no dice.

behavior = insanity
arrival = notgettingmissionsworking
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = closetoinfinite

Post Wed Oct 08, 2003 8:00 am

k either iam to tierd or you confused me looked in encounter arae have no file with that name for battle ships / or capatail ships do i make the file from scracth
because there in load out stuff seen them there nanos work now made a mastake thanks for the info / there are a couple off load out ship files that arnt in the encounter list on my machine did a freash install still not there??? so if you can let me no thanks n have a nice day

Post Wed Oct 08, 2003 4:57 pm

It just gets more bizzaa - now i don't even have any populations IN the bar. No-one will appear in my new bars. I have all the dealers and barman - so its deff right, but no population. I think my forehead also has a monitor print in it. I have created a zone that behaves like a patrol (but i still can't get a patrol in a box shaped zone), which i then tried to make mission available - but without even a bar population (this is really baffling!!) i really am at a loose end. I don't think i am doing anything wrong with missions right now, as placing characters in a bar works.......usually - the fact that it isn't now...........is...........hmm

About the enounters termoshad. Do you have capital ship encounters on or not? If you do, then it will be in FLMM - as that copies the files out from there and INTO the game to turn the mod on. Check the system file for LI01 in there instead and look for them - otherwise they might have used a script - at which point its alot more difficult - you will have to go to Nephilms tutorial on battleship encounters!

Post Wed Oct 08, 2003 5:59 pm

Encounters are not the problem. The above was suppose to be a joke =P.

Perhaps somehow Random Missions are hardcoded for bases in a certain way?

Here's something to think about: Perhaps we should investigate how the random mission generator knows the number of people in a system. For example Omicron Beta will only give missions to 2 people who are docked with Ruiz. Sometimes it's possible for the third person to get a mission, but they're mostly 93k ones, or they're out of system. When this happens the job board says "Too many players are accessing the job board, come back later".

Edited by - Azag on 08-10-2003 19:05:55

Post Wed Oct 08, 2003 11:10 pm

"Okay, This is what I know..."

With the excellent turorial I have recieved here...and a lot of free time reading the codes and scripts, I have been able to covert the Bottom Unknown System into a fine little home for Trent. (Thank you Chips and others for the lessons...) But alas, I have reached something that I am having trouble with. Not that I can't do the mechanics, I just don't know what to look for....

I would like to set up a "game generated" trade route from Gammu to Primus. Similar to scenes we see when flying about. Like when you are told "...pattren is full you'll be cleared to land...." and actually see a ship or ships going thru the docking ring; or seeing a ship mooring; or ships going in to the trade lines and so forth.

I think it has to do with the Encounter Paramnters, and Zones in which the ships operate in, but I have no clue of what specific items to look for. I have worked out the co-ordinates of "where they need to fly in" and the shape of the orbit paths. I understood that. But as the Pakleds say..."I need to make it go..."

And a brief question. When creating a jump lane, is there a set distance between jump gate to jumpgate, or is it such that they just need to have to be in a stright line, all connected and with each a specific co-oridnate, along a start and finish point? When I look at ones already made I can't tell if they are equi-distant from each other or not. (I can tell they are in a straight line).

Post Thu Oct 09, 2003 12:18 am

Okay - easy ones first.........encounters were for Termoshad not you dude - not sure what he is up too with his encounters for a server right now.

For yourself. You got just an ambient population in the unknown system? Try making another zone or two and then making them into some attack_patrol acting way or something. You can even make them mission eligable too. the reason i say this is as right now i haven't actually tried to do it in the Unknown just yet - i am on the custom systems. usually i try something before typing about it - hence why i know what i type works.

Example - of course not tested - but have a fiddle:
[zone
nickname = Zone_nomad_patrol12
pos = 10000, 0, 31000
shape = SPHERE
size = 7000
sort = 1
toughness = 40
density = 12
repop_time = 100
max_battle_size = 4
pop_type = attack_patrol
relief_time = 100
mission_eligible = true
faction_weight = fc_n_grp, 10
density_restriction = 4, lawfuls
encounter = area_nomads, 19, 0.10000
faction = fc_n_grp, 1.000000

but to be honest - personally i would test with another faction - like Rouges or something - and make the base a liberty base instead. See if using a liberty base and a rogues ambient population and attack_patrol zone or two along with your vignettes gives missions - as there might not be a 'go to here and kill those pesky blue shimmering nomads dudes!' mission availability - so try the others instead! See what goes on (or corsairs and make a bounty hunter base or somethig like that! (note - if you choose Lib Police- i don't think they are hostile with corsairs - GMG are though.........

Okay - @ Ricardus - this is for you.......however - its also more tricky and crash ridden than you know. That is because right now i haven't been able to overlap zones without the game crashing (ambient zones are fine - its patrols that crash it) - however, trade lanes
Avergae distance between gates is about 7k - although in theory it can be anything - just make sure its 3 gates minimum so it doesn't have a fit.

Next - to set up a que at a base - you need the ambient population or base population pumping up. Now here is that HARD part - and i haven't tried this IN game systems - but i have done it in custom systems. Basically - create your tradelanes in your system (make sure you name the gates correctly and with numbers unused). At this point - you can give it a nice population (you see traffic going up and down the lane)
You need something like this *fiddles in his files*

its orientation matches the tradelanes that i have this thing on, and also - it is positioned DIRECTLY into the middle of the tradelane
[zone
nickname = Zone_Rh06_Tradelane_1
pos = 37000, 0, -19100
rotate = 0, -120, 0
shape = BOX
size = 520, 520, 60000
comment = . Tradelane
lane_id = rh06_1
tradelane_down = 15
sort = 2
toughness = 10
density = 6
repop_time = 15
max_battle_size = 4
pop_type = major_tradelane
relief_time = 15
faction_weight = co_khc_grp, 10
faction_weight = rh_m_grp, 10
faction_weight = co_rs_grp, 10
encounter = tradelane_trade_armored, 10, 0.050000
faction = co_khc_grp, 0.500000
faction = rh_m_grp, 0.500000
encounter = tradelane_trade_freighter, 10, 0.200000
faction = co_khc_grp, 0.250000
faction = rh_m_grp, 0.250000
faction = co_rs_grp, 0.250000
encounter = tradelane_trade_transport, 10, 0.100000
faction = co_khc_grp, 0.250000
faction = rh_m_grp, 0.250000
faction = co_rs_grp, 0.250000

The tradelane ISN'T 120000 long, at all - its 60,000 long, so its positioned in the middle - therefore half way (center point of zone is the middle of the zone size) so 30000 extends either side of that.
With my 'tradelane' population - the lanes come alive. I have the zones end about 2k before my next population zone starts to aviod clashes. Now, i haven't made overlapping zones,but the game has hundreds, just like i cannot make patrol paths either - just think the game hates them. Of course - your system needs the correct parameters at the top for those tradelane encounters - put them in. Now - if you do this a normal system - you can create the tradelane - but unless the system only has a ambient population (like the unknowns) then you will probs crash the game when you reach zone collisions. Of course - you then need to do this everywhere you go. I personally have jumpgate populations, followed by tradelane populations, then base populations etc through my systems. This means you get ships arriving by a variety of methods - including the jumpgate, then going to the tradelane - down to the base and landing. of coures - they aren't the same ship all the way there, but it looks like the area is buzzing!!

About the missions by the way, am having such hair pulling problems that i have asked Giskard for some help, and he has kindly agreed to take a look at the files for me (my mbases.ini) as there might be something i have missed there.

I really do hope he can help out, otherwise i have 30 odd bases in four systems without any missions! Dammit





Edited by - chips on 09-10-2003 04:00:09

Post Thu Oct 09, 2003 1:55 am

*ima noob help*

Mess With the Best Die lIke the Rest
Check out my Freelancer Website FLPoliceclan.tripod.com
AIM SN - SuBZeRo69069 (feel free to IM me if you need any Modding help)

Post Thu Oct 09, 2003 3:58 am

can anyone tell me wat u got 2 edit to make a system be there and wat u use 4 the background...Please

and also how do u no wat all the files are

Post Thu Oct 09, 2003 10:09 am

Hey Chips!

Yep i'm back! I would like to know if you know or know of anyone that has a weapons tutorial. I found two but they just copy and then edit the ini files! I would like to make one from scratch and import it into my mod.

Any help would be greatfull!

Yeti

_____________________________

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

Edited by - -{Yeti}- on 09-10-2003 11:17:06

Post Thu Oct 09, 2003 4:03 pm

hi me again well what iam doing with the ai/npc is trying to make them fight like a real human in battle almost there but only prop iam having is how to tell what ai/npc r in what system the big boys like the ones starting out new dont eather have to give more money to start or bigger ship dont realy want to do this all i want to do is the farther out you go the harder it will get but intheroy if you have 100 small ship shot one player odds r ur dead nomatter how good you r
hate it when you can kill everything like in newyork you have the titan you can kill everthing in site and fly away in real life you would be dead if they where players or have to figure way ai/npc might att strong player one way n lower player anuther if posable i dont no
2nd how do you make other things eligal??? might include your id chip with pirates
3rd some one said you can unlock jump gates for all player???
4th some one also said they new how to change wepons dmg n speed (is that server side or a mod)
5th if some one has a list of all battle ships or any other ships encounters not in multi play for all system that would help me speed up the encounter files for them in all systems.
6th has any one been to the easter egg system fond that in jumpgates list i no i havent??? in initialworld data might be single player mission 11 file area

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