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The content may be outdated and links may not be functional.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

Pathfinding Mod Complete

The general place to discuss MOD''ing Freelancer!

Post Fri Apr 11, 2003 4:43 pm

So you (someone) are saying that by exchanging these two files (legal and illegal) would allow us to create new jump holes and jump hole zones into which ever system that targets to which ever system?

Basically lots of us are interested on just "understanding" how the legal and illegal path ini files work, the formula... the first two columns show source and target paths, but some of the routes are the same between three paths (including system)... hmmm... Please enlighten us, oh someone.

Post Fri Apr 11, 2003 5:44 pm

My theory is this -

Jumpgates are usually patrolled by the military and police. Shortest path which includes jump-gates are called 'legal' because they are usually used by the law-fearing ships. Notice that in the storyline all the rebels are using jumpholes . Hence shortest 'illegal' path.

Post Fri Apr 11, 2003 6:15 pm

You've got it basically right. That's why I need to re-write the path files to account for that. On the whole, illegal paths are usually shorter, however.

If you want to make new systems, you need to place the holes and gates, and include them in the shortest_legal, and shortest_illegal files. However, your nav_computer only uses jump_gates to caluclate paths. That's why you have to reclassify all jump_holes as jump_gates. That gives you the problems I mentioned, as some properties of jump_gates appear to be hard-coded. So it requires a change of tactics, until I can figure out how to change them.

Ceylon

Post Fri Apr 11, 2003 8:20 pm

I've got tutorial for adding new jumpholes from a system to another without changing any path files, 'cause it didn't need any changes on those, I found out.

http://www.lancersreactor.com/t/forum/t ... er&M=False

Post Fri Apr 11, 2003 11:48 pm

Uhh, doesn't seem to work for me. I got the FLMM mod and activated it, but the game still only uses jumpgates. When I first tried to test it I was in New York so I set a best path to a point close to the New York jumphole in Texas. I was guessing that if the mod had worked it would have used the Texas jump hole instead of the gate, but it did not. Also, when I was trying to set a best path in or out of a system that only has jump holes (no gates, like Omicron Theta) it could not set a path. So I have not noticed any change in the best path behavior. Maybe it just doesn't like me?

Post Sat Apr 12, 2003 1:09 am

That is odd. i have noticed that it is somewhat unpredictable when there are holes and gates to the same places. But it always works for me to systems with only holes. I am going to re-write the pathing files, but it is going ot take a while.

Ceylon

Post Sat Apr 12, 2003 4:09 am

The jump holes wll work fine if you use the default/original/unchanged path files (system, legal, and illegal).

Now, by changing the solararch.ini file, you basically change the game's architecture. Shouldn't be a problem, but try using default/original/unchanged files.

Mines work ^_^

Waiting for more input in thread:
http://www.lancersreactor.com/t/forum/t ... er&M=False

Return to Freelancer General Editing Forum