Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

SW Ships Coming Up! (TIE and Xwing FLMM Version Released )

The general place to discuss MOD''ing Freelancer!

Post Thu Apr 03, 2003 6:52 pm

i tried with just me in a tie at first, other players could only see the guns/equipment

then tried with me and 1 other player in a tie to see if we could see each other, but we could only see each others equipment...we could both see our own ties tho.

i removed the ai ties i had in, i could only see guns& equipment tho...there were 4 at a time

gonna try re installing FL, and try again, leaving out all my other mods until - just to make sure there not in someway responsible

Before you criticize someone, you should walk a mile in their shoes.........That way, when you criticize them, you're a mile away and you have their shoes.

Post Thu Apr 03, 2003 7:17 pm

I have tested the AI ships, and i am certain that you can see them fine. In fact there is a screenshot of Liberty Plice Flied the ties in formation at page 1 and that was on my own server.

One thing to be noted is that
LODrange = 0, 999999, 999999, 999999 line
the number CANNOT exceed 999999 because that is the max integer value allowed in FL. Anything bigger willl be stated in 1000000.000000 form so it become a floating value. If you exceeds the max integer value, the interger number will not be taken account correctly.

Oh btw, the server you are playing on must also have the tie fighter pack too in order for the ship to be properly implimented in the MP game.

anyhow, i am still looking into it.

rapid




Edited by - rapid on 03-04-2003 20:48:32

Post Thu Apr 03, 2003 10:23 pm

well i've reinstalled FL, and not applied any mods, except for adding a tie as shown Xocyll's earlier example. i mean adding , not the replacing of a ship, and i think this is where my problem lies :/

the only thing i did different from the exampe was to edit the nameresources.dll and create a name for it, and used that instead...the ship is purchasable, but invisible even in the ship trading area, a picture of it appear as you click on the icon to buy it.. and you can see it when u launch , dock or fly around, but only the person flying can see it




Before you criticize someone, you should walk a mile in their shoes.........That way, when you criticize them, you're a mile away and you have their shoes.

Post Fri Apr 04, 2003 12:25 am

just done another clean install of FL, and used the links for the auto instal IGx89 mentioned above.....sadly this still leaves me with exactly the same problems :/


Edited by - Decado on 04-04-2003 03:09:31

Post Fri Apr 04, 2003 6:33 am

Decado said"Well i've reinstalled FL, and not applied any mods, except for
>adding a tie as shown Xocyll's earlier example. i mean adding , not the
>replacing of a ship, and i think this is where my problem lies :/

>the only thing i did different from the exampe was to edit the
>nameresources.dll and create a name for it, and used that instead...the
>ship is purchasable, but invisible even in the ship trading area, a
>picture of it appear as you click on the icon to buy it.. and you can see
>it when u launch , dock or fly around, but only the person flying can see it

Ok as I said, I never bothered with the infocard aspect of things, but just now I masked out the other ships I had for sale at Pittsbugh and loaded the appropriate savegame.

Going to the ship dealer I see the Tie on the anti-gravity pad thing, and it shows when I'm in the equipment room doing weapons and such.

I don't do multiplayer since i'm one of those poor souls with 56K dialup.

I think you're likely find that everyone has to have _EXACTLY_ the same changes or else it won't know how to interpret the other players ships.

IE you have a Tie_fighter, and your friend has a tiefighter, with everything else the same, you'll each see your own ship, but you won't have a tiefighter defined in your shiparch.ini and he won't have a tie_fighter defined in his.

That's one of the main reasons I posted my settings, so people can just cut and paste (and add the missing right square brackets the board clips off) and avoid the naming issues.

Post Fri Apr 04, 2003 7:14 am

hey guys, rapid and i are doing some final testings on the tie interceptor, we'll also look into the issue brought up by Decado concerning the tie fighter. note that the interceptor wont be released until the defender is done as well. meanwhile, heres a pic, the interceptor is coming along quite nicely i must say






SaL.

Post Fri Apr 04, 2003 8:51 am

Heh, that looks saweet! Almost like a new star-wars game, not just a little mod!

(Oh, one thing to remember is what the TIE in TIE Fighter stands for - it means there are two engines. (TIE = Twin Ion Engines for those who don't know.))

Why make your own mistakes when someone else has already made them for you?
-Learn from the skeletons floating in the piranha pool: NO SWIMMING[!

Post Fri Apr 04, 2003 9:49 am

Yes, TIEs have only two LITTLE red exhausts, just below where you have placed your main engine.

Post Fri Apr 04, 2003 10:47 am

After doing a complete run with sal last night using both Tie Fighter and Tie Interceptor, we got some good results and also a major issues.

First, if both player have the exact same entry in their shiparch.in, then you will be able to see other people's Tie Fighters as well as your own. AI included of course.

Second, a major issue we are looking into right now is that Tie's ship hull acutally cannot be damaged by laser or turrets. It can only be damaged by mines, missles or torpedos.

If anyone know how to fix this issue please let me know, neither post here or email me. That would really help me alot, my thanks in advnace.

Some screens will be posted tomorrow from tonight's test run. Haven't seen them yet but from what I heard from Sal, they are quite... intense.




rapid

Post Fri Apr 04, 2003 11:36 am

Xocyll, i made sure eveyone had the same changes, hasnt made it appear tho....
i'd just like thank everyone who has put any time into trying solve this, i'll be trying again today, hopefully i'll get it sorted

The Interceptor looks way cool

HCl

Post Fri Apr 04, 2003 6:05 pm

Rapid, the collision problem is probably due to the lack of a .sur file (which define collision surfaces). I'm researching .sur files right now, but until we can create our own you can try to use an already existing one, it may be acceptable as a temporary measure.

Great work on your TIE models!

Mario

Post Fri Apr 04, 2003 7:32 pm

Oh.. i see now. That makes sense.

Thanks man. Keep up the good work, seems like alot of us are depending on you to complete our mods


rapid

Post Fri Apr 04, 2003 11:52 pm

Rapid can you help me make models I have lil more than basic experience in modeling but I can't do edge and perfect corners like you can so how about it?

Post Sat Apr 05, 2003 8:22 pm

Savako, sorry about the delay in this replay. I was busy working on the defender.
Still busy at it

First of all, thanks for your complement. Truly Appreciated that.

Secondly, Although modeling isn’t the hardest thing to do, but from what little I know about it, I must say that it’s not something you can sit down and learn how to do it well in one day. I had been doing it as a hobby for a year or so now using what little spare time that I have and I still can’t say that I am anywhere near mastering the school of modeling. Let along texturing, animation and lighting.

I would recommend you to download a 3D modeling program (Milkshape 3D is an excellent one to start with ) and start modeling thing around you to get the hang of it. Like a clock or a pen or instance.
Also definitely read up tutorials on the Internet for help and tips, they will haste your progress significantly.

it’s all about the journey and not the ending

rapid

Post Sun Apr 06, 2003 9:28 am

Finally, a update on the progress:
The Tie Fighter Pack will be released tomorrow after i get some sleep and finish typing up the .in files
It will include three ships models:

Tie Fighter (reskined and modeled)
Tie Interceptor
Tie Defender

Meanwhile, here are the some shots taken by Sal:





rapid






Edited by - rapid on 06-04-2003 10:30:31

Return to Freelancer General Editing Forum