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Ringworld System: Developement thread.

The general place to discuss MOD''ing Freelancer!

Post Fri Jul 18, 2003 10:35 pm

Lol Glock.

There are no jumpholes in Ringworld mate.
Thats for you to add.

However if you want to add a jumpgate to manhattan (BOOM, good luck Newyork hates new gates being added to it) then go to the br04.ini and do a search for rw01 in the ringworld public version. It should only have 1 reference and that is for the jumpgate.

Cut out that text and past it into your li01.ini system ini.


Eg

[Object
nickname = Br04_to_rw01
ids_name = 524396
pos = -89546, 0, 34774
rotate = 0, -92, 0
archetype = jumpgate
msg_id_prefix = gcs_refer_system_Br01
jump_effect = jump_effect_bretonia
ids_info = 66145
reputation = br_p_grp
behavior = NOTHING
difficulty_level = 6
goto = rw01, rw01_to_Br04, gate_tunnel_bretonia
loadout = jumpgate_br_01
pilot = pilot_solar_hardest

Edit the entry by replacing all references to br04 with li01, change the reputation line to li_p_grp too. Then go to the ringworld ini and edit the jumpgate entry by replacing all mentions of br04 with li01 again.

Your newyork entry should look something like this but the id_name for the ringworld entry will say to leeds and not new manhattan as it should until you change it.

[Object
nickname = li01_to_rw01
ids_name = 524396
pos = -89546, 0, 34774
rotate = 0, -92, 0
archetype = jumpgate
msg_id_prefix = gcs_refer_system_li01
jump_effect = jump_effect_bretonia
ids_info = 66145
reputation = br_p_grp
behavior = NOTHING
difficulty_level = 6
goto = rw01, rw01_to_li01, gate_tunnel_bretonia
loadout = jumpgate_br_01
pilot = pilot_solar_hardest

Giskard

Post Sat Jul 19, 2003 8:21 pm

Uh...I put a big jumpgate right outside Manhattan that goes to Leeds and it works. It throws a few errors to the console but It does not crash. But I'll try it your way. That would be better.

Now my problem. I've put custom ships and the standard Freelancer weapons that are class 8 and above for sale in all the Ringworld bases and am having infocard nightmares. Porsches's ships are buyable but the ship names are not there. Some of the standard freelancer weapons are showing up as weird names such as "hyperspace" and "New Berlin Hyperspace Gate" These weapon names do not inspire the required FEAR in the hearts of the enemy. "I'm going to blast you with my New Berlin Hyperspace Gate" sounds kinda lame. LOL.

I followed your instructions very carefully and I must say the instructions were flawless. I'm pretty sure I did it correctly. Unfortunately I am new to this area of modding and have no idea how Freelancer.exe knows which DLL resource to look in for info information unless it just scans all the Dlls looking for the info ref numbers.

Also I found what appears to be a typo in rw01.ini. You typed in yo01 instead of rw01 in a couple of places. It causes red errors to the console, but when I change it they go to other yellow errors. I guess you can search rw01.ini for the string yo01 and find them. Please let us know if these are typo's or on purpose.

Thank You. Glock 36.

Post Sun Jul 20, 2003 1:07 am

Lol i got your point about the weapons hehehe.

Eat red hot "Hyperspace unsafe says Police"

To be honest, thats just the position you have the dlls in your freelancer.ini thats causing the problems. Put them in the same locations as they appear in hostile universes freelancer.ini and the names should work.

I covered this in the docs because i expected this would be a problem for some mod makers. So have no fear, there are answers available to help you.

As for yo01 references. Those are accidental if they still exist. Im a lazy typer and prefer to cut and paste working code when ever possible then edit it to suit my currently needs

Giskard

Post Mon Jul 21, 2003 8:18 pm

I went you one better on the DLL's. After a couple of days of musing about the problem. I realized that I could list them under the Resources section in Freelancer INI. That worked.

Yea the yo01 typo's did exist and as I said correcting them fixed the red errors but caused some yellow ones. I guess people more talented that I am are working on that.

Are you planning a newer version of this beauty or is this it?

Thank You. Glock 36.

Post Mon Jul 21, 2003 9:09 pm

This is pretty much it.

Except perhaps for a the odd fix that may be required.

giskard

Post Tue Jul 22, 2003 4:25 pm

this is a good idea giskard, gives ppl a chance to experiment with building systems without making them go thru a lot of the trouble...nice idea. but i agree with something someone said earlier - u should have credit *somewhere*. at first i was thinking of naming a character in the bar after you, then i thought about renaming a base for you, then i decided, i am going to try and make a new system background, like an omega background, but im going to blaze your name into the sky so your name is litterally "writen all over it"

seriously tho, great work

Edited by - admiral_tolwyn on 22-07-2003 17:25:37

Post Wed Jul 23, 2003 3:33 am

No need for credit mate.

Just make ringworld your own by improving it for your own mod. As you have noticed the bulk of the tricky work has been done for you. So your free to deal only with the interesting stuff. The sort of thing thats fun to add and fun to see in the system.

Such as entire fleets of battleships flying around this asteriod free system shooting at players

Cough, see HU v8 for that ))

Giskard

Post Mon Aug 04, 2003 4:37 pm

Question: is there a reason that you began the base names with rw01_02 instead of rw01_01. This causes the console to throw a couple of errors stating that get_base(rw01_01_Base) failed.

I'd hate to go changing the designations in all the files just to find out that it causes some kind of fatal error and then have to redo everything.

Thanks

Thank You. Glock 36.

Post Tue Aug 05, 2003 12:20 am

Hello Glock.

No reason other than base 1 was removed early on mate.

I did plan on adding it back in but I hit the systems max object count in Ringworld and had to remove some of the rims thrilly bits so people like you would have some spare object slots to add stuff of your own.

BTW if you need to remove more, try the gas miners. They are added onto the ring but are not the ring it self. The ring is made up of research base items mainly so as long as you leave those along you should be safe.

Not sure why your getting a missing base error (got your email btw) unless I forgot to remove something for base 1. That could be in mbases or the universe.ini. It should not anywhere else.

Good to see somebody using Ringworld, it really is a nice system, but there is room for improvement. Which was the intension.

Giskard

Post Tue Aug 05, 2003 12:21 am

BTW, email me or post here if you need any other questions answering. Now i know your working on it, i'll make a point of checking this thread more often.

Giskard

Post Wed Aug 06, 2003 11:18 pm

Much Thanks. This info will hopefully give me the clue I need to correct the errors. If I can't find any instances of rw01 in any of the files, I'll rename the bases and see how that works. If I fix it, I'll send you a copy of the whole thing so others won't have this problem.

Thank You. Glock 36.

Post Wed Aug 06, 2003 11:23 pm

BANG! Have not done anything yet but right off the bat I did a search of rw01.ini. There are several references to rw01_01 in that file having to do with declaring a sun and things of that nature. I'm in the middle of debugging something else right now, but obviously, I can now get this done. Will keep you posted

Thank You. Glock 36.

Post Wed Aug 06, 2003 11:37 pm

Here are the errors: they are in rw01.ini
This listing is from the top of the file so people don't have trouble finding the
sections that are commented out.

There were no other instances of rw01_01 in any of the other files.
I have not tested this as yet, but it will obviously fix the problem.

Thanks, Glock36

[SystemInfo
space_color = 0, 0, 0
local_faction = li_p_grp

[archetype

[TexturePanels
file = universe\heavens\shapes.ini

[Dust
spacedust = Dust

[EncounterParameters
nickname = area_armored_prisoner
filename = missions\encounters\area_armored_prisoner.ini

[EncounterParameters
nickname = area_trade_freighter
filename = missions\encounters\area_trade_freighter.ini

[EncounterParameters
nickname = area_trade_transport
filename = missions\encounters\area_trade_transport.ini

[EncounterParameters
nickname = area_trade_armored
filename = missions\encounters\area_trade_armored.ini

[EncounterParameters
nickname = area_defend
filename = missions\encounters\area_defend.ini

[Nebula

[Music
space = music_omega_space
danger = music_omega_danger
battle = music_omega_battle

[Ambient
color = 255, 114, 0

[Background
basic_stars = solar\starsphere\starsphere_stars_crow_walker.cmp
complex_stars = solar\starsphere\starsphere_bw04_stars.cmp
nebulae = solar\starsphere\starsphere_bw04.cmp

[LightSource
nickname = rw01_system_light
pos = 0, 0, 0
color = 250, 174, 76
range = 70000
type = DIRECTIONAL
atten_curve = DYNAMIC_DIRECTION

[Object
nickname = rw01_Sun1
ids_name = 458830
pos = 0, 0, 0
ambient_color = 255, 114, 0
archetype = sun_2000
star = med_orange_sun
atmosphere_range = 10000
burn_color = 255, 255, 255
visit = 0
ids_info = 458755

[zone
nickname = Zone_rw01_sun1_death
pos = 0, 0, 0
shape = SPHERE
size = 5000
damage = 10000
sort = 99.500000
density = 0
relief_time = 0

[LightSource
nickname = rw01_sun2_system_light
pos = 60000, 0, -35000
color = 250, 174, 76
range = 70000
type = DIRECTIONAL
atten_curve = DYNAMIC_DIRECTION

[Object
nickname = rw01_Sun2
ids_name = 458831
pos = 60000, 0, -35000
ambient_color = 255, 114, 0
archetype = sun_2000
star = red_giant_sun
atmosphere_range = 8000
burn_color = 255, 255, 255
visit = 0
ids_info = 458755

[zone
nickname = Zone_rw01_sun2_death
pos = 60000, 0, -35000
shape = SPHERE
size = 4000
damage = 10000
sort = 99.500000
density = 0
relief_time = 0

[LightSource
nickname = rw01_sun3_system_light
pos = 40000, 0, -15000
color = 250, 174, 76
range = 70000
type = DIRECTIONAL
atten_curve = DYNAMIC_DIRECTION

[Object
nickname = rw01_Sun3
ids_name = 458832
pos = 40000, 0, -15000
ambient_color = 255, 210, 0
archetype = sun_2000
star = med_yellow_sun
atmosphere_range = 8000
burn_color = 255, 255, 255
visit = 0
ids_info = 458755

[zone
nickname = Zone_rw01_sun3_death
pos = 40000, 0, -15000
shape = SPHERE
size = 4000
damage = 10000
sort = 99.500000
density = 0
relief_time = 0

;[Object
;nickname = rw01_01a
;ids_name = 458833
;pos = 50000, 0, -25000
;rotate = 0, 0, 0
;ambient_color = 234, 183, 105
;Archetype = planet_crater_800
;ids_info = 458763
;spin = 0, 0.001000, 0
;atmosphere_range = 1200
;burn_color = 234, 183, 105
;base = yo01_01_Base
;reputation = li_p_grp
;visit = 1

;[zone
;nickname = Zone_rw01_01a__death
;pos = 50000, 0, -25000
;shape = SPHERE
;size = 800
;damage = 2000000
;sort = 99.500000
;density = 0
;relief_time = 0
;population_additive = false

;[zone
;nickname = Zone_rw01_01a_atmosphere_burn
;pos = 50000, 0, -25000
;shape = SPHERE
;size = 1200
;edge_fraction = 0.070000
;spacedust = atmosphere_gray
;spacedust_maxparticles = 250
;sort = 99

;[Object
;nickname = rw01_01b
;ids_name = 458834
;pos = 30000, 0, -5000
;rotate = 0, 0, 0
;ambient_color = 234, 183, 105
;Archetype = planet_neutron_800
;ids_info = 458754
;spin = 0, 0.001000, 0
;atmosphere_range = 1200
;burn_color = 234, 183, 105
;base = yo01_01_Base
;reputation = li_p_grp
;visit = 1

;[zone
;nickname = Zone_rw01_01b__death
;pos = 30000, 0, -5000
;shape = SPHERE
;size = 800
;damage = 2000000
;sort = 99.500000
;density = 0
;relief_time = 0
;population_additive = false

;[zone
;nickname = Zone_rw01_01b_atmosphere_burn
;pos = 30000, 0, -5000
;shape = SPHERE
;size = 1200
;edge_fraction = 0.070000
;spacedust = atmosphere_gray
;spacedust_maxparticles = 250
;sort = 99

Thank You. Glock 36.

Post Thu Aug 07, 2003 2:15 am

Good work Glock.

Those things are too easy to overlook when system making. I now remember what I used the rw01 for. EG all the solar stuff lol.

BTW i have fleets roaming free in ringworld, due to it's astriod free nature they do rather well in there. Here are my fleet scripts.

[EncounterFormation
ship_by_class = 1, 1, FLEET
pilot_job = job_battleship
make_class = wanderer
ship_by_class = 1, 3, FLEET
pilot_job = job_battleship
make_class = wanderer
ship_by_class = 1, 4, sc_fighters, -1
pilot_job = defend_leader_job
make_class = wanderer
formation_by_class = CAPITALS
behavior = wander
arrival = all, -tradelane, -object_jump_gate
allow_simultaneous_creation = yes
zone_creation_distance = 10000
times_to_create = infinite

[Creation
permutation = 0, 6


and

[EncounterFormation
ship_by_class = 1, 4, FLEET
pilot_job = job_battleship
make_class = wanderer
ship_by_class = 1, 4, sc_fighters, -1
pilot_job = defend_leader_job
make_class = wanderer
formation_by_class = CAPITALS
behavior = wander
arrival = all, -tradelane, -object_jump_gate
allow_simultaneous_creation = yes
zone_creation_distance = 10000
times_to_create = infinite

[Creation
permutation = 0, 6

This formation entry seems to work best with fleets.

[Formation
nickname = fleet_rh_n_battleship
pos = 500, 0, 0
pos = -500, 0, 0
pos = 1000, 0, 0
pos = -1000, 500, 0
pos = 1000, -500, 0
pos = -1000, 0, 500
pos = -500, 0, -500
pl_pos = 0, 0, 0

Again modified slightly.

However you may notice the FLEET entry in the encounter scripts above, this is new, i setup a fleet in another config. LEt me try and dig it out for you.

Ha here it is from ship classes.

[ShipClass
nickname = FLEET
member = destroyer
member = battleship
member = gunboat
member = armored

I also converted battleships into fighters and they now appear in missions. If you edit the factionprops.ini file you will see you can name the class and the formation that goes that class. These link directly back to this little lot. Just remember that fighters are not 500m long by nature so you need a new formation entry for any faction that has a battleship listed as a mission fighter.

I was lazy, i just changed fighters to use the above formation but can create entire new classes that would still allow battleships and fighters to use their own formations instead of forcing them into a wide fleet formation like i did.

Looks cool though and works well in Ringworld too.

Giskard

Edited by - giskard on 07-08-2003 03:15:39

Post Thu Aug 07, 2003 2:19 am

Just a note on the fleet scripts.

The game chooses 3 ships of the same type usually, but making 2 different entrys allows it to have 1 battleship and then it can choose any thing else for the next fleet entry. So you can have battleship escorted by 3 gunboats and 3 fighters if you like. Works great.

All you have to do to enable all that is increase the toughness value of the zones in the systems ini file. The toughness value seems to be a messure of all the ships AI levels added together in that zone. So 3 level 10 ships would require a toughness of 30 in the zone if all are to appear. The game will scale the fleet down for less tough zones though. So its easy to control how many appear.

Giskard

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