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Pathfinding Mod Complete

The general place to discuss MOD''ing Freelancer!

Post Mon Apr 07, 2003 1:56 am

Pathfinding Mod Complete

I have completed a path-finding mod for MP. The computer wll now correctly use jump gates and jump holes to compute best path. It works exactly the same as it does for jump gates, in that it will use holes you have never visited. Nothing that can be done about this, it's just the way the game is set up.

Email me at

[email protected]

If you want a copy. Also, if someone would like to host this mod, I will send it to you. Archived size is 23K

CEylon

Post Mon Apr 07, 2003 1:03 pm

Can you please post some details here on how its' done and what files are changed?
That would really help to all people that prefer to it all by hand?

or e-mail me at [email protected]
Thanks

Edited by - Racer on 07-04-2003 16:58:07

Post Mon Apr 07, 2003 3:28 pm

could you emil me a copy to

[email protected]

thanks

Post Mon Apr 07, 2003 3:36 pm

Hi, I can host it for you

Mail me a copy to [email protected] and I will put it up! Then I will post here the link and anyone can download it. No popups or anything else!

"For all you need time, for this more[!"

Post Mon Apr 07, 2003 4:17 pm

I'm curious: what's wrong with the default pathfinding?

Post Mon Apr 07, 2003 4:33 pm

My problem with default pathing routines, is that you ignore jump holes that give definite advantages to your course. You can save a lot of time, essential for a freighter hauling perishables) by using jumpholes in many places.

So I changed the solararch.ini files, completely rewriting the jump_hole entries based on the jump_gate entry. Then I replaced shortest_legal_path.ini with shortest_illegal_path.ini, which is the one the game uses to define your shortest path in SP. As far as I can tell it does not take into account locked holes however. If I come across one, I will edit the file to remove it.

Thanks,
Ceylon

Post Mon Apr 07, 2003 6:25 pm

Hi, I got your mail and upped the file. Sorry for the delay, I'm making a Kusari Battleship Mod. I recompressed it into .zip; .ace (WinACE) is not so known as file format!

You can download it here!

"For all you need time, for this more[!"

Post Mon Apr 07, 2003 6:54 pm

Is there any way to make it compute when to cut out of a trade lane for shortest path? I find it a great annoyance to have to carefully watch my map until I'm perpendicular to my waypoint, it would be a lot easier if it did it for you.

There are only 10 kinds of people in the world:
those who understand binary, and those who don't.

Post Mon Apr 07, 2003 8:19 pm

Im looking at something similar to that. How to compute the best in-system path. Unfortunately. A trade lane is really on two points, a beginning and an end. There's lots of stuff in betwee, but the calculator doesn't seem to care about that.

I am working on it, but don't hold your breath.

BTW, someone is also making a FLMM script for my mod, and should post it as well.

If you find a bug, email me at the email in the original post, I'll take care of it.

Ceylon

Post Tue Apr 08, 2003 3:04 am

It's up for download as an auto-install mod archive in the FL Mod Manager sticky thread .

Post Tue Apr 08, 2003 10:33 pm

Hey can you explain to me what you changed in the solararch.ini file?

I would like to add this to my mod, but I have no idea what you changed and my entire solararch.ini has been modified,

Also how does this work if a gate or station has been destroyed?

YES, system gates can be destroyed so that techincally someone could be a compelte **** and trap everyone in one sector.

Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Post Tue Apr 08, 2003 11:07 pm

nice. It works great. I hate not using holes.

Post Thu Apr 10, 2003 6:12 pm

Basically, all Jump Holes' type has been changed to Jump Gates:

[Solar
nickname = jumphole
ids_name = 60211
ids_info = 66146
type = JUMP_GATE <-- this line is changed
DA_archetype = solar\dockable\jump_hole.3db
; the rest are snipped

Post Thu Apr 10, 2003 10:41 pm

Well, I have playtested it quite a bit, and have come across the following problems.

1: It doesn't always choose the best path. That means I need to go in and totally re-write shortest_legal_path.ini. I do not look forward to this.

2: Jumpgates have some characteristics that I can't find settings for. For example, Jumpgates have only one entrance. Unlike jumpholes, you can only approach from one angle. I would like to find out where this is defined, because it means you can no longer zip right into a hole, then hit dock. It makes combat much more difficult around a hole, because your freighter cannot flee into a hole directly. It also means that your autopilot sometimes gets you stck flying in circles around a hole if you try the above trick of zipping in. You get caught inside of a certain distance from the hole, and your ship can't turn fast enough to get out of it, so it keeps turning and turning, but always overshooting the hole. The only way out is to disable autopilot, fly away and try again.

I don;t necessarily think 2 is a problem, as being able to pop up right on top of a space anomaly and zip through without being killed seems silly. You should have to scan it and plot an entry. But it does change a vital tactic that many people will complain about.


Any other bugs?

Ceylon

Post Thu Apr 10, 2003 10:43 pm

Oh, yeah the only thing you need to change is the type. I originally changed much more information, but am working on it further. It appears that only the type affects the pathing. I am trying to figure out what the rest affects.

Ceylon

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