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Buyable, Scaners, Tractorbeam, UpgradePower&Armor

The general place to discuss MOD''ing Freelancer!

Gix

Post Tue Sep 23, 2003 2:22 pm

Buyable, Scaners, Tractorbeam, UpgradePower&Armor

Is there a mod whith these things all in them:

Buyable, Scaners, Tractorbeam, UpgradePower&Armor, stuff like this..

Post Tue Sep 23, 2003 2:56 pm

Yes

Post Tue Sep 23, 2003 3:04 pm

chips, you realy are evil. The Next Generation Mod from starfire studios contains all of the above.

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‘If there is anything more important than my ego around here, I want it caught and shot immediately’ ~ (Zaphod Beeblebrox - Hitchhikers Guide to the Galaxy)

Post Tue Sep 23, 2003 8:23 pm

lol

Post Wed Sep 24, 2003 3:59 am

I would hesitate to call Chips evil - He answered the question. And Ironically - has he not written tutorials on the subject...?

search as I might however I have not found a way of making scanners that see police patrols at long range.

it seems after a few K you wont see fighter sized objects even with a 7.5K scanning range.

I want it for OpenSP smuggling. I've tried increased LOD values, but that didn't seem to work.

Anyone know why it's not working - perhaps a Constant in Constants.ini or a story about how they tried but failed to make something similar...?

Phez

Post Wed Sep 24, 2003 6:30 pm

In sp I don't think the game spawns them until you're close, around 3.5k. If you could make that approach value larger perhaps it would work, the only downside would be more strain on the game since it will most likely result in increased ship spawn all around you. Keeping in mind they usually spawn in the same places, perhaps, if this trigger value were found, you should try reducing it to next to nothing, perhaps an occaisonal patrol would come out of nowhere, but you would no longer trigger the spawning of nearby patrols.

That's the only explanation I can offer why increasing scanning range doesn't work- because the ships weren't created yet.

I cannot play freelancer in my current location, but try playing with the constants.ini

[CommConsts
COMM_PLAYER_FAR_DIST = 6000.000000
COMM_PLAYER_FAR_DIST_ATTEN = 0.000000
CHATTER_MAX_DIST = 3500.000000 <------try increasing this
CHATTER_MAX_DIST_ATTEN = -16.000000
CHATTER_START_ATTEN = -2.000000
COMM_CONFLICT_PRIORITY_CUTOFF = -3
WALLA_MAX_DIST = 3500.000000 <------or try increasing this
WALLA_MAX_DIST_ATTEN = -24.000000
WALLA_START_ATTEN = -8.000000
WALLA_PRIORITY_CUTOFF = -3

Post your results wether it works or not.

Post Wed Sep 24, 2003 6:35 pm

CommConsts

COMM_PLAYER_FAR_DIST = 6000.000000
COMM_PLAYER_FAR_DIST_ATTEN = 0.000000
CHATTER_MAX_DIST = 3500.000000 <------try increasing this
CHATTER_MAX_DIST_ATTEN = -16.000000
CHATTER_START_ATTEN = -2.000000
COMM_CONFLICT_PRIORITY_CUTOFF = -3
WALLA_MAX_DIST = 3500.000000 <------or try increasing this
WALLA_MAX_DIST_ATTEN = -24.000000
WALLA_START_ATTEN = -8.000000
WALLA_PRIORITY_CUTOFF = -3


Not sure how on earth the screams of the dying will aid with scanners here....
I suggest asking perhaps Reynen of TNG fame how they managed to get 10k scanners going, or if they really did. There is obviously spawn ranges - can you imagine 50 systems worth of NPC battles on your comp?
Ak - sleep time

Post Thu Sep 25, 2003 3:12 am


Not sure how on earth the screams of the dying will aid with scanners here....


Chips, that's fine if you think it's stupid-that's your opinion, but please keep it to yourself. The idea was submitted to be tested, not criticized. Most of what we do here is just experimental trial and error, you never know until you try. Those values (3500) match the ranges we've been seeing. It's less than a minute's work to change - I'd do it myself If I could run freelancer at the moment. So would you chips, or someone else, try tweaking those values and seeing if maybe it would make the game spawn them earlier/later.

Post Thu Sep 25, 2003 3:32 am

I did try it dude! I do try ideas that people come up with, but i didn't notice any change...........then again - i just realised i had a normal scanner on as well - will try again during my next testin session (building systems right now )
Chips

Post Thu Sep 25, 2003 3:37 am

kool

Post Thu Sep 25, 2003 1:41 pm

@Phezzan, I know chips isn’t evil, it was a joke, he (probably) knew that. Veering gently off topic, how are the systems going chips, and are you still off the cigie’s?

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If there is anything more important than my ego around here, I want it caught and shot immediately ~ (Zaphod Beeblebrox - Hitchhikers Guide to the Galaxy)

Post Thu Sep 25, 2003 4:19 pm

Hey thar dude! Aint seen you in a while eagle! Where you been. Systems are going, well, great - apart from i ditched FL explorer about a week ago and finally sat down and figured out how to make systems work. Tutorials on it were useless - everyones tutorial has mistakes / bugs in there!! Fnally just did it myslef and they are looking sweeeeeeeeeeeeeeet (only 3 but they are 'complex' systems). Only bugger right now is that i can't get missions working! Now i have done this several times in the past, and told others how to do it (who got it working too) but now i can't get a single mission at all!!! GOD KNOWS. How you doing as well - how are those 9 systems you lost due to not backing files up
Take it your saw my one on there..........lol!!
As for ciggies - Clean for a month now WHOOOOOO HOOOOOOOOO

oh - course i knew you were kidding! LOL. I did answer exactly what he asked for anyone else out there - he said are there any..........not which ones etc!

Edited by - chips on 25-09-2003 17:20:57

Post Thu Sep 25, 2003 4:57 pm

I tried the Fl explorer twice, never got anything to work, but it did corrupt my original game files, leading to a reinstallation of freelancer. I guess it’s my fault, as I have heard of success stories from people.

As for where I’ve been, the software rebuild on my computer, (after it crashed, loosing my systems), sorted out whatever problem I was having getting on to the global server, so I’ve been wasting all my free time yanking and banking on elite.

And good work on the fags..

ps this really is getting off topic, we are going to get clobbered by the mods soon.


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If there is anything more important than my ego around here, I want it caught and shot immediately ~ (Zaphod Beeblebrox - Hitchhikers Guide to the Galaxy)

Post Thu Sep 25, 2003 6:33 pm

Yep - FLExplorer cocked up my files a little too - it has bugs and stuff. For one, it makes encounters that cause your game to crash - there is no warning about this for newbs, 2, it also allows zones to overlap without notification, 3, if you reload the mod to continue working, it 'erases' all the names you had (infocards etc), 4 it was just a real pain. You couldn't see the effects till you had a peek - and honestly it is so much MORE satisfying doing it by hand! I personally love sitting in front of the monitor with biniQ, Fled-ids and a pencil, ruler and rubber! So much more fun!

Chips

p.s - when you had a peek at the system, if you then edited it you lost the names....also - you don't know how to mod systems - so my handy little 'jumphole' outside of planet manhatten would remain there if you didn't know how to move it. Plus - i change it to whatever system i like in about 1
minute or so, where they loose yet more ids numbers, and eventually have about 100 holes infront of manhatten! I have this jumphole so i can just easily 'step' into the new system - just a tip for any newbs rather than bundling all over the place

Post Fri Sep 26, 2003 4:35 am

Yeah I'd Like That Except TNG mods Needs Xp and i dont have XP

Careful. We Don't Want To Learn Anythign From This~~
Colonel Heyallo"Darkness"Stylez

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