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**Tutorial** - System Building from scratch.

Here you find the different tutorials on editing and MODing Freelancer

Post Mon May 19, 2003 10:30 pm

hmmmm
"solarstarspherestarsphere_stars_caps.cmp" and many of the directories in the tutorial are missing their backslashes...

As an example "solarstarspherestarsphere_stars_caps.cmp" is supposed to be "solar\starsphere\starsphere_stars_caps.cmp" isn't it?

EDIT: I tried this tutorial and i had exactly the same problem,

Edited by - Salamander on 19-05-2003 23:36:28

Post Mon May 19, 2003 10:49 pm

If you get an error try looking at the C:\WINDOWS\Application Data\Freelancer\FlSpew.txt file
and look for references to your system id (eg LI01)

It mentions something about GCS or something...

(To me anyway)


Edited by - Salamander on 19-05-2003 23:49:45

Post Thu May 29, 2003 5:51 pm

Quote from the tutorial:

"[BaseGood
base = my01_01_base
MarketGood = commodity_boron, 0, -1, 0, 0, 1, 5.500000
MarketGood = commodity_gold, 0, -1, 0, 0, 1, 1.120000
MarketGood = commodity_toxic_waste, 0, -1, 150, 500, 0, 55
MarketGood = commodity_scrap_metal, 0, -1, 150, 500, 0, 11
MarketGood = commodity_oxygen, 0, -1, 0, 0, 1, 0.600000
MarketGood = commodity_water, 0, -1, 0, 0, 1, 0.600000
MarketGood = commodity_food, 0, -1, 0, 0, 1, 0.724100
MarketGood = commodity_mox_fuel, 0, -1, 0, 0, 1, 0.400000
MarketGood = commodity_H_fuel, 0, -1, 0, 0, 1, 1.140000
MarketGood = commodity_basic_alloys, 0, -1, 0, 0, 1, 1.800000
MarketGood = commodity_super_alloys, 0, -1, 0, 0, 1, 2
MarketGood = commodity_high_temp_alloys, 0, -1, 0, 0, 1, 10
MarketGood = commodity_superconductors, 0, -1, 0, 0, 1, 6
MarketGood = commodity_optical_chips, 0, -1, 0, 0, 1, 4.500000
MarketGood = commodity_construction_machinery, 0, -1, 0, 0, 1, 3.400000
MarketGood = commodity_pharm, 0, -1, 0, 0, 1, 0.526300
MarketGood = commodity_ship_hull_panels, 0, -1, 0, 0, 1, 2
MarketGood = commodity_polymers, 0, -1, 0, 0, 1, 4
MarketGood = commodity_optronics, 0, -1, 0, 0, 1, 5.666700
MarketGood = commodity_engine_components, 0, -1, 0, 0, 1, 5.333300

I'll have a guess here and say the values mean Lvl required to buy item, reputation -1 = hostile, 0 = neutral, 1 = friendly required to buy item. The third and forth numbers say the base produces this item and probably indicates the amount available. The others I do know about but the figure with decimal point in it is a price modifier. 0.5 is sells at half price, 1.5 sells at 1.5 times the base price of that item."

The last digit in the setting *IS* a modifier to the base price of the item. The second to last digit indicates whether or not the base pays full price or 1/3 price when buying the item from the player. The commodities are set to a 1, so when you sell them back you get the "list" price. The ship equipment is set to a 0, so the base only pays 1/3 the purchase price when the player sells the item. It appears that equipment and commodities are handled by the same subroutine. The ship settings are a different story, I haven't quite figured that out yet.

Hope this helps,
Phoenix

Post Fri Oct 03, 2003 6:38 pm

giskard, one thing about your tutorial:

1. The tutorial you done is the greatest tutorial ever done to make a new system from scratch.
2. The link to zen's dll-ids_name editing blah blah, is broken, and www.lop.com (hate that spam) comes up. Please fix it! I need it. Or post the link to me at:

"[email protected]", the above profile email works.

Post Fri Oct 31, 2003 12:24 pm

hmm, several people have mentioned errors when jumping into their new systems. First attempt, followed the tut (great tutorial giskard btw) and when i tried to jump to new system, i got trapped in never ending warp after white flash.
Second attempt followe tut, and now it just crashes to desktop straight after the white flash. I have gone over my system.ini and universe.ini loads.. cannot find a single error!

Post Tue Nov 04, 2003 9:51 pm

Hi.
Try deleting [Nebula and [Asteroids in your own xx01.ini it worked well with me


Edited by - tedd on 04-11-2003 21:54:47

Post Mon Nov 10, 2003 8:06 pm

If it's been mentioned already... tough

if developing a system using FLserver and FL you can 'move' objects without shuting down FL. log off your FLserver, close FLserver make your move in systemwhatever.ini then restart FLserver. log in in FL and voila

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

having infiltrated so many government installations I am now availble in your local store

Post Tue Nov 11, 2003 3:48 am

Hi everyone!

Great tutourial, Giskard!

Thanks, Tedd. I was getting spit back onto my desktop because of those empty Asteroid and Nebula entries.

I have leared a ton of new stuff about how FL works just by reading the first 1/3 of the tutorial and this thread. Man, I have some great ideas for new systems...

Also, for those who don't know, there's a way you can add those custom DLL names and descriptions to objects in your new system with barley any work if you use the GENERATESTRRES and GENERATEXMLRES commands in your mod's FLMM script. See the thing about "How do I make my mod work with FLMM?" included with FLMM for more info.

Thanks!



- AlPal

--------------------------

Arguing on the Internet is like competing in the Special Olympics - even if you win, you're still retarted.

Edited by - alpal on 11-11-2003 03:48:56

Post Fri Nov 14, 2003 2:07 am

Here is a question i keep getting asked.

Q) Why does my mod crash when I add a new jumpgate to Newyork ?
A) Because you added it to Newyork, move it some place else and it will work.

Newyork is one veru unstable system when you add stuff to it.

Giskard

Respawn, the Home of the Hostile Universe Mod

Post Fri Nov 21, 2003 5:22 am

I want to congratulate giskard on a most excellent tutorial. It helped me solve quite a few problems - I modified the alaska system and added a new faction and with a few other bits and pieces of info picked up here and there in the forums actually got it all working.

One suggestion though - in the Adding Characters section - there is one very important point I think should be made. When you modify mbases.ini - if you use that wonderful ini editor available here be very very careful - all those sections HAVE to be order or the peeps don't work (I figured that out when I managed to make Manhattan depopulated). You have to have MBase, then MVendor, then BaseFaction, then GF_NPC, then MRoom...and thats for each base. The FLIni editor is a great tool but it splits all those things out into separate tabs and when you insert stuff it doesn't keep them in order unless you are very careful. Of course if you edit the ini file in notepad or something you still have to watch the order...get something in the wrong place and it no worky:-)

Once again the system tutorial really helped and I for one appreciate all the time and effort it took to write up. Thanks again!

Post Sun Nov 23, 2003 3:04 pm

Now if someone can just figure out how to add new sound files....and that weird system used to specify who the base owner is in universe.ini....I've started looking at the sound files...all the conversations are stored in bits and pieces in those utf files in the audio directory...one catch...the nodes have these numbers, not names....obviously they're like the owner ids in universe.ini...the game must figure out what to use through some encryption scheme or something because I don't see anywhere where you specify those...sound affects are easy...what we need here is the programmer who coded all that:-)

Post Sat Dec 06, 2003 4:45 am

Yo dudes !

my good m8 told me that they used a program to do it (he sorta knows a guy) ... the point is why dosnt any one make a system decoder/encoder? it is posuble i'm ot just saying it for some one to make one for (me) but it would make it so easyer for (you) and (me) of coures it might not be peafect probly realy hard with a program but...at least a locaion thing

Post Sun Dec 07, 2003 7:10 am

Perhaps it is just me, but I am unable to view this module, it appears to be not active.

Post Fri Dec 12, 2003 11:40 pm

i will agree

Post Sat Dec 13, 2003 1:59 am

same

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