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Ringworld System: Developement thread.

The general place to discuss MOD''ing Freelancer!

Post Fri Jul 04, 2003 4:07 am

PS:

If you do make your market files for the system be sure not to install mine if i make them in the beta. I wouldnt want to over write yours.

The system names rw01.

Anyway here are the base names for you.

rw01_02_base
rw01_03_base
rw01_04_base
rw01_05_base
rw01_06_base
rw01_07_base
rw01_08_base
rw01_09_base

Layed out in an anti clockwise direction around the ring at regular interviews. All will contact shipyards. Actually, all should have shipyards already as i borrowed Wilberyshipyards base files to speed up developement.

At 3 ships per base your going to get 24 ships inside this system (maybe 4 more if i use rw01_01_base at the eclipse point) at the with 4 possible exits if you or i add extra tradelanes for the other 3 directions that current are not used. The distance between each base is about 15km and only 4 are connected directly to tradelanes. They are bases 2, 4, 6 & 8.

Bases 3, 5, 7 and 9 are half way between the tradelane exists. 1 trip around the tradelanes will reveal all the bases though, they are close to the tradelanes so existing the tradelane half way will get you to the others bases just as fast.

Giskard


Edited by - giskard on 04-07-2003 05:12:24

Post Fri Jul 04, 2003 4:15 am

If you want to make a contribution you can tell me what base views you like the best, eg for the bar. Just tell me the base name and i'll do the rest. I will be making all the bases look different inside.

No planet bases though, this is all space stations this system.

Also if you have a favourite system one that looks good with the stary backgrounds, tell me the system and and i'll see how it looks as the background for this system. May be a while before im ready to do that though. Depends on whether i want to finish placing the base objects or make a start on the system colours.

Giskard

Edited by - giskard on 04-07-2003 05:16:12

Post Fri Jul 04, 2003 6:56 pm

Well it seems like Freelancer has a limit of roughtly 150 objects per system. Objects as in solararch stuff.

Just hit the limit whilst adding stuff to the base ring. Adding more makes older objects vanish. Removing them makes them reappare.

The Base ring is now finished. Thats second biggest job outside of mbases.ini.

Giskard

Post Fri Jul 04, 2003 7:16 pm

I have a good backround. Its in either Megallen or Cortez, I cant remember which. Im pretty sure its Megallen though. (Right in the middle of the map, not in the astroid field. Tell me what you think.

And when he gets to heaven
to Saint Peter he will tell:
One more soldier reporting sir
I've served my time in hell

Post Fri Jul 04, 2003 11:08 pm

Good timing.

Im about to set the system colours.
Should have dev version available for you guys soon. So you can start exploring the system prior to its release. It wont be a mod but will contain all the stuff you need to add it to your mods or the original freelancer.

Btw the only gate is comes from the Leeds system, right next to the edinbourgh jumpgate. Might be handy of you save the game in that system before hand.

Not so far to travel

Giskard

Post Sat Jul 05, 2003 12:00 am

Hello all.

The system colours are done.
Check out my Gallery for a load of screenies of the new system.

Respawn Gallery

Here is the snapshot of the systems ini files. The link below contains instructions on how to install the current developement version of Ringworld. Its not a beta, nor is it an Alpha release, it is a work in progress release and the only claims I will make is that all 8 bases work, and so do the jumpgates and the tradelanes on my computer. By bases I literally mean the bases work, not mbases stuff, not missions, not market items, not base names.

Everything else is on the to do list.

Ringworld System Developement Version

Giskard

Edited by - giskard on 05-07-2003 01:38:09

Post Sat Jul 05, 2003 3:17 am

1 question Giskard, before i start on this, where is jumpgate/jump hole that leads to this ringworld? I need to know before i can begin my testing of its capabilities and expansion.

Post Sat Jul 05, 2003 4:26 am

Its in the BR04 system, thats Leeds.

But you have to add the gate your self, cut and paste, see the doc in th archive. Its one of those elements people will most likely want to change and the universe.ini stuff is in there too because its highly likely that mod makers have already modified their universe.ini.

I left instructions in the doc on how to add ringworld to almost anything with the minimal of effort. All cut and paste.

BTW. Its ok to start adding ships and commodities to the bases now if you like but i wouldnt do anything about the missing id info names and id info cards just yet. Those are in the system ini file and that file will definately be updated.

If some of you start making your market files before i release them with the mod, remember not to install mine when the time comes. Otherwise they will over write yours. Not good.

Giskard

Post Sat Jul 05, 2003 6:37 pm

Ok.

I have added characters to the bases in my dev version and given every base a different bar. I decided not to change the existing equipement/commodity/ship rooms because they all use the same room and the current one allows for 3 ships where as some of the others do not.

The bars are nice though

Got some tweaking to do in the bars to get all the icons to appear at every base and i need to sort out the msg id for all bases but the bases are now more or less as they should be.

I will be adding the zones required for missions soon and tweaking the bases some more. I have not decided what im going to do with the rest of the system yet. EG place asteriods or leave it as empty space.

I was also thinking of setting up some civilian trade routes around the out side of Ringworld.

Giskard

Post Sun Jul 06, 2003 3:36 am

I've tested the system and it looks great. I will begin adding encounters and such to it as soon as i can. I was thinking of pirate/house factions battling over a super rich planet that is the only one there and such. It'll also be a good test for the Balistner and her smaller sisters if i gave them to other houses.

Post Sun Jul 06, 2003 5:24 pm

I'll be adding the stuff needed to make the missions work very soon so you may want to wait intil then before starting on that. If i where you id be thinking about what ships each base will house. You have 8 bases with 3 places for ships at each.

Unfortunately, my sites experiencing problems today so it looks like im going to have to spent today fixing it.

Giskard

Post Tue Jul 08, 2003 10:50 am

I've not forgotten about this, I just had to fix a serious bug in Hu before continuing this systems developement.

Giskard

Post Tue Jul 08, 2003 3:49 pm

Ill try my best to install it (im not to good at the sort) and report any bugs if i see any.

And when he gets to heaven
to Saint Peter he will tell:
One more soldier reporting sir
I've served my time in hell

Post Tue Jul 08, 2003 11:14 pm

The signs are good that the most serious bug is fixed now. I will probably update Hu to v7.1 once i finish ringworld and distibute HU and the new system at the same time.

Giskard

Post Wed Jul 09, 2003 10:06 pm

Added the base names, encounters and area patrols today. The system is nearly complete now. I just have to tweak the system ini a bit to remove some base announcements that should not be there and add some market related stuff for the bases to sell. Ships, equipement, commodities, stuff like that.

Expect a working beta shortly and a full version shortly after that.

Giskard

Edited by - giskard on 09-07-2003 23:27:00

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