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**Tutorial** - Creating a new system

Here you find the different tutorials on editing and MODing Freelancer

Post Wed Mar 12, 2003 7:33 pm

@dawn, you said it's
y+
/
/
x- ----0---- x+
/
/
y-

are you sure
Manhattan is at top of map and y number is negative
I think it's
y-
/
/
x- ----0---- x+
/
/
y+

Post Wed Mar 12, 2003 7:42 pm

IMO the most annoying thing of making a new system is creating the patrol paths for all the factions... it's really a pain in the ass

Post Wed Mar 12, 2003 8:43 pm

@archanon: jeah your right. thx for that

DAwn

Post Wed Mar 12, 2003 9:05 pm

Hey Dawn u r so great


your little brother ( <- goiler clown wa höhö ? )

Post Thu Mar 13, 2003 1:53 am

The server is modded, i run the server on the LAN. still i can't use the jump gate...

Dober
Alpha Eta Rho

Post Thu Mar 13, 2003 8:57 pm

lito and a few others might wana try this...i followed Dawn's tutorial, cutting and pasting as you do, and the game kept crashing as i entered the station, after playing the docking sequence....heres why

In SYSTEMS/DA01/BASES you create da01_01_base.ini

within it theres this part

[Room
nickname = Cityscape
file = Universe\Systems\Da01\Bases\Rooms\Da01_01_cityscape.ini

and there was my problem...i didnt have a Da01_01_cityscape.ini file, so i copied and renamed the li01_01_cityscape.ini to Da01_01_cityscape.ini and it works.

just goes to show you should always read the comments Dawn has put in, anyways i hope that helps some of you


thanks for a great tutorial Dawn

Post Fri Mar 14, 2003 2:36 am

i thought space seemed a little empty in the new system so i added a small debris field around the station u make using this tutorial..heres how
in the da01.ini add the following

[Asteroids
file = solar\asteroids\da01_debris_field_small.ini
zone = Zone_da01_debris_practice_001

[zone
nickname = Zone_da01_debris_practice_001
pos = -83976, 0, 49931
shape = SPHERE
size = 2000
property_flags = 132
Music = zone_field_debris
spacedust = debrisdust
spacedust_maxparticles = 150
sort = 99.500000


then make a new file called da01_debris_field_small.ini in /data/solar/asteroids/ with the followings lines in it

[TexturePanels
file = solar\asteroids\debris_shapes.ini

[Field
cube_size = 400
fill_dist = 1100
tint_field = 120, 120, 120

[properties
flag = debris_objects
flag = object_density_high

[Cube
asteroid = debris_med1, 0.700000, 0.200000, -0.200000, 35, 10, 20
asteroid = debris_large1, 0.200000, 0.800000, 0.300000, 45, 20, 0
asteroid = debris_med2, -0.300000, -0.300000, 0.800000, 85, 0, 185
asteroid = debris_large3, -0.200000, -0.100000, -0.600000, 105, 160, 25
asteroid = debris_small2, 0.000000, -0.700000, -0.800000, 35, 110, 60

[AsteroidBillboards
count = 200
start_dist = 700
fade_dist_percent = 0.700000
shape = debris_tri
color_shift = 1.100000, 1.100000, 1.100000
size = 120, 160

and thats it, u should now have a debris field around the station...

this will create a slightly smaller radiation field within the debris field, just add it in to you da01.ini

[zone
nickname = Zone_da01_radiation
pos = -83976, 0, 49931
shape = SPHERE
size = 1500
edge_fraction = 0.300000
damage = 40
interference = 0.500000
visit = 128
sort = 99.500000


Edited by - Decado on 14-03-2003 03:39:46

Post Fri Mar 14, 2003 12:25 pm

Hi all,

first excuse my bad english *gg

second congratz @ dawn 4 the nice mod

third i have a problem

I have modded 3 times and i think i made it all correct.

After rewriting the files with flini i start my server and became this error 10-15 times. I don`t no how to search this mistake. pls help me

This is the error:

header [DataNode value comm_sequence missing parameter 8

What can i do.

thx and greetz

Post Fri Mar 14, 2003 4:14 pm

hmm i don´t think it has something to do with the modded system. have you reinstalled the game??

Dawn

Post Fri Mar 14, 2003 6:12 pm

Yes Dawn,

after my first try i have reinstalled but after this patch again my Problem is the same

I think it is an compiling error, but i don`t no what i can do *grml

Now i´m waiting for a complete mod or new Infos. It comes new Inspirations every day

thx at the Moment

Post Fri Mar 14, 2003 6:34 pm

rewriting and compiling?? why? you dont have to. you can leave the decrompessed files where they are (i use bini. don´t know if it works with this fini either)

Dawn

Post Fri Mar 14, 2003 7:28 pm

uups, thats nice. I hope this is my problem.

I used flini to decompile and after patching i use also flini to compile back.

I try this tomorrow

thx4help Dawn

Post Sat Mar 15, 2003 8:37 am

flini???? bini???? erm???? whats that????

Post Sat Mar 15, 2003 12:35 pm

ok i´m new here,

that´s is a great ducomation of a new system,
but the Npc failt , we can adding hostile/friendly ships to a system
i hope my question became a answere.

sorry for my bad english :-)

cu then

TFK-Killermatrix

Post Sun Mar 16, 2003 7:28 am

Hey Dawn, I've tried substituting jumpholes for jump gate with odd effects, if i put two jump holes one in each system li01 and da01 for example along with the jumpgate in li01 and da01 the jumphole from li01 took me to jumpgate in da01 if i remove jumpgates it works sorta, if the jumphole is too close to trade lanes i.e next to docking ring on planet manhattan, npc ships actually dock and go though, ( they dont go anywhere just vaporize?) also had numerous npcs miss and crash into manhattan planet. pretty sad lol ,however if player does it game crashes. kinda odd. all in the future the problem with the best paths will have to be addressed otherwise i dont think you be able to do an active system (npc travelling etc)..

Mike

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