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a question about getting the nav map when you enter the game
The general place to discuss MOD''ing Freelancer!
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Here is a mod by BlazeME called Complete Nav Map.
This mod gives the complete nav map, including hidden wrecks and such.
Link below
http://www.lancersreactor.com/t/Downloa ... asp?ID=730
"It doesn’t matter what universe you’re from. That’s got to hurt!"
This mod gives the complete nav map, including hidden wrecks and such.
Link below
http://www.lancersreactor.com/t/Downloa ... asp?ID=730
"It doesn’t matter what universe you’re from. That’s got to hurt!"
I think it is important to note what is changed to show bases etc on the Nav map, and not just to blindly apply a mod.
For those um... fussy? people like me who would like this info:-
Changing the visit = 0 to visit = 1 is fine where visit = 0 for an object.
But - the visit = parameter consists of a whole byte (8 binary data bits), each with a purpose. The bit with value = 1 is the lowest bit of the byte - bit 0. The action of the '1' bit is just to make the object visible on the Nav Map, even before it's been visited by the player. The other 7 bits of the byte also have functions in the Nav Map, and these are dependent on what the object is.
So to cut a long story short, because I do believe this has already been described more fully in this forum...
Always change the visit = parameter by adding '1' to its original value, not by changing it to '1'...
If it is 32, make it 33. If it is 36, make it 37. In this way you will preserve the other display functions, like ensuring the infocard is displayed and not just the name and background of the object.
Bases have 3 different bits of info that are displayed in the navmap:- info about the owning faction, commodities with buy and sell prices, equipment, and ships sold on the base. Making bases visit = 1 removes that info until the player visits the base. Zones can be mineable - that is switched on and off by bit 2 (value 4). Changing visit = 36 to visit = 1 will mean the zone does not show as mineable on the nav map.
Note - if the object's visit = parameter is 128 (invisible) and you want to make it visible, then make it the same as a similar object that is visible. This may mean you have to look in another system's .ini file to find one.
Hope this helps.
Roleplay: - the art of self-deceipt!
For those um... fussy? people like me who would like this info:-
Changing the visit = 0 to visit = 1 is fine where visit = 0 for an object.
But - the visit = parameter consists of a whole byte (8 binary data bits), each with a purpose. The bit with value = 1 is the lowest bit of the byte - bit 0. The action of the '1' bit is just to make the object visible on the Nav Map, even before it's been visited by the player. The other 7 bits of the byte also have functions in the Nav Map, and these are dependent on what the object is.
So to cut a long story short, because I do believe this has already been described more fully in this forum...
Always change the visit = parameter by adding '1' to its original value, not by changing it to '1'...
If it is 32, make it 33. If it is 36, make it 37. In this way you will preserve the other display functions, like ensuring the infocard is displayed and not just the name and background of the object.
Bases have 3 different bits of info that are displayed in the navmap:- info about the owning faction, commodities with buy and sell prices, equipment, and ships sold on the base. Making bases visit = 1 removes that info until the player visits the base. Zones can be mineable - that is switched on and off by bit 2 (value 4). Changing visit = 36 to visit = 1 will mean the zone does not show as mineable on the nav map.
Note - if the object's visit = parameter is 128 (invisible) and you want to make it visible, then make it the same as a similar object that is visible. This may mean you have to look in another system's .ini file to find one.
Hope this helps.
Roleplay: - the art of self-deceipt!
Hi Richard.
This problem smells of incompatible saved games to me. It happens sometimes when you re-install Freelancer, or if you change to a mod or back again.
Did you delete them? They should be in your folder My Documents\My Games\Freelancer\Accts...
Delete the lot, or if you think you might want them then just change the name of the Accts folder to something like "Old Accts".
Ioncross will work, you need to change the Freelancer window name in the configuration panel to eb exactly the same as the FL Server window name. Not easy to get it right sometimes! lol
Remember to put in the Ioncross Gamedata files for the mod you're running each time you change mods. Most people don't know to do these 2 things.
All the best.
Roleplay: - the art of self-deceipt!
This problem smells of incompatible saved games to me. It happens sometimes when you re-install Freelancer, or if you change to a mod or back again.
Did you delete them? They should be in your folder My Documents\My Games\Freelancer\Accts...
Delete the lot, or if you think you might want them then just change the name of the Accts folder to something like "Old Accts".
Ioncross will work, you need to change the Freelancer window name in the configuration panel to eb exactly the same as the FL Server window name. Not easy to get it right sometimes! lol
Remember to put in the Ioncross Gamedata files for the mod you're running each time you change mods. Most people don't know to do these 2 things.
All the best.
Roleplay: - the art of self-deceipt!
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