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Increasing Navmap Zoom Magnification

The general place to discuss MOD''ing Freelancer!

Post Sat Sep 27, 2003 12:14 pm

Increasing Navmap Zoom Magnification

I am making a mod with large regions instead of systems. Each region has one to five stellar systems in it. The regions are about 900k x 900k. This is a compromise I really hate to make. What I really want is one huge one with 50+ systems in it, but the navmap becomes useless after a certain size.

I have tried for days to find a way to increase the zoom on the navmap to make one large region like I said. If anyone has any idea how this might be accomplished, I'd love to learn how it can be done. ANY help would be greatly appreciated.

Thanks,
Kaiten

Better to remain silent and be thought a fool, than to speak and remove any doubt.

Post Mon Sep 29, 2003 12:38 pm

Just an idea:
for magnification you use the +-icon; so there must be a function connected to that button. Repeat this function instead of the ?-button (and it's function) in first magnification to get to the second. (why ?-fct ? - The +-icon changes to - after magnification; and I think you don't need ?-Info for the first step of increasing magnification).

Post Mon Sep 29, 2003 12:55 pm

Would you confirm what you are asking, do you want to alter the zoom, or the actual size of the systems?

If it is just a size issue, you might try adding a minus number to the navmap_scale setting at the bottom of your system entry in universe.ini.

I have not tried this, but a positive number makes the navmap smaller, therefore logic dictates……

Let me know if this works, or turns freelancer to mush.

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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 Mon Sep 29, 2003 5:14 pm

DOUBLE POST - EDITED - my stupid thingy wont let me delete it

Edited by - Duriel_LOP on 29-09-2003 18:15:58

Post Mon Sep 29, 2003 5:14 pm

cheat! - stealing my idea, oh well I cant stop people from stealing it, (

Post Mon Sep 29, 2003 5:17 pm

Sorry, who is doing the stealing?

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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 Mon Sep 29, 2003 5:37 pm

Oh god - i am sick of 'stealing' accusations going on. You cannot steal an idea really........lets face it - anyone can come up with similar ideas. Hell - just cause i have created three systems using 3D navving, a planet that has 4 dock rings therefore having 4 bases on the planet (1 rheinland, 1 kusari, 1 liberty, 1 bretonian on the same planet - only limit is the amount of space round the planet), and that i have made a system which is a zone21 minefield for 100k in each direction, which just has paths through it leading to bases, wrecks, jumpholes, internal jumpholes, neutron stars etc which is basically 1 huge huge maze (i got lost for 40mins - so i had to stick in 100 nav bouys just so i could find out if my stuff worked LOL)....i cannot then claim to have sole right to these ideas for christ sake.
Must admit though - if i release a mod, i would hope that people with the same idea, or even thought that it was a cool idea and put it in theirs, would give me recognition for it.
However, i have converted the train and all the other ships to fly - but i aint giving credit to someone who posted back in march this year that they had made the pilotable train, or too wanderer for his capship pilotable etc. Cos i made them - myself. If i copied and pasted their work - then yes, credit time. If it was a complicated thing that only i could manage and no-one else would have ever foundit, then yes, credit time....................however, people screaming my idea all the time sucks. Lets just do what we all do best - bounce ideas round, help each other out - and make this the best dam game we can!
Chips

p.s - if you are hungry for ideas, the TEMP page of the TE (who i am making a mod for) still has weapons stickied. I deleted the rest as i finish, but there are ideas there that might interest people - like the static mines with 30second life - they are great fun! The sniper rifle idea (bounty hunter) 1 shot drains energy like hell - range of 3k - refire rate of 3 (ie once every 3 seconds) but will blow up a titan in two/three shots - excellent -very very popular so far too! if anyone needs help as well - let me know! I have numerous systems that have 'extra' tradelanes fit in so that you get to a new jumpgate without it being out of place (a la Giskard plonking them side by side - doesn't look right!) which you can have if you wish. Systems that have this are: Honshu, Galileo, texas, LA, Magellan, frankfurt - and there will be more as i continue to churn out new systems (bout one every three days)

Post Mon Sep 29, 2003 6:33 pm

hmmm... yes but Duriel had this idea a loooong time ago. we have emails and forumry to prove it. I'm not saying it's impossible for them both to have come to the same idea, just unlikely.

P/-/3@R D@ D@\/\/G F00lZ

Check out what I'm doing for Reynen's Mod @ my website!

Post Mon Sep 29, 2003 7:42 pm

This person is obviously copying Duriel's system from TNG. It has been on our forums and we have been talking about it for a LONG time now.

There is even a person by that same name on our forums, but I think I will be banning that since I don't like people coming to the website just to steal ideas.

If you don't believe me goto www.planetirg.net

Look under the TNG 2.0 post. You will see exactly what is being done.

Reynen Starfyre
Project Leader: Starfyre Studios
Freelancer: The Next Generation

Post Mon Sep 29, 2003 8:38 pm

Chips, have you posted that mod? I sounds cool! Post it as a Proof-of-Concept.

Post Mon Sep 29, 2003 9:08 pm

Then if its obvious someone else came up with the idea, and that it is something that we cannot all figure out (see Giskards Battleship killing missions etc etc) then pay the dues in the mentions!!
About putting it up for dl - hee hee. Thought about submitting various parts of the mod - chiefly parts like every ship is pilotable, with all ids numbers sorted etc, also the tradelanes and stuff would easily fit in with someone elses mod - mainly cos:
1) I use the spaces in existing dll's rather than make new ones
2) They could start off with this basis and build up from their.

Only problem is the way I work........its all over the darned place. Numbers everywhere - however, the TEMP mod i am working on has everything labelled in the ini files, so people can scroll through the systems and easily find in the systems ini files what parts do what, also stuff like which guns have what entry, where new commodities are, what is converted, which ships have been changed etc etc. I would also like to put in a sorta 'how i did this' for each thing, but understandably it would take me weeks to write for each individual part ...but it would then be a mod with a 'built in' tutorial thing..........LOL

*edit* - they really are cool - my systems rock if i may say so myself. I would release each individual one myself - but i am affraid of two things. 1) I have to extract them from the current mod (takes time) and 2) None are completely finished. Whilst i have 0 crashes in every system - i haven't fully populated them. But each one ranges from like -80000,-40000,-100000 to 100000, 50000, 100000 - so as you can imagine they are huge. Hell - one which rises over 100k vertically as well as 50k across / 100k in depth has two sets of interior jumpholes to help you get around. They are exceedingly good fun, and the maze system is scary as crap.......you think you are doing fine then BOOM - you jump out of your skin as you blow up. Funny as hell..............that system has wrecks with special commodities (just for wrecks) hidden abandoned base, all sorts of stuff - they are really nice. Best thing is you go deeper and deeper into it, at which point there is no light source either, so its harder and harder - you creep round and round and round. Either that or you just have to trust the nav bouys - if you stray 100m either side of them BOOM!! lol.
I might get round to it, but my time is stretched. I mean - I do have a very large mod to keep building, and i am solo on this project (ie modding everything) and there are alot of people counting on me to get it done at some point! LOL

Edited by - chips on 29-09-2003 22:24:11

Post Mon Sep 29, 2003 9:37 pm

Erm - @Kaiten - i heard that if you go 400k away from the centre of a system anyways(ie centre of map) you blow up.......period. So you might wanna test this out with a speed mod to zoom like hell for 100's of k's to make sure that your huge system (a la EVE) won't getcha killed. Also - @ Duriel - who is stealing which part here? I see three ideas, but i guess its the ? as an extra +/- idea

Oh - i see now, its the giagantic system thing. Well - i thought of that a long time ago (after playing EVE)......i too wondered about making a very large system - with interior jumpgates (rather than jumpholes) to get around with as well as 150k trade lanes.....however, i couldn't a) Be arsed to even attempt to wonder how to fix nav map, and b)After Giskard informing me about the 'hit a certain amount of objects, others disappear to keep number constant' problem, i dropped the idea as well.
If you guys find out how to change the nav map - that would be very cool - and if anyone hits giskards limit (as i call it ) of objects, let me know as well..... I have 119 so far..........

Edited by - chips on 29-09-2003 23:41:39

Post Mon Sep 29, 2003 11:35 pm

i think someone should try to make a conversion in the game so that not all systems are not seperate and that they only load after you get close enough (so it doesn't overload the pc), so the the whole sirus sector would be one map and you could "hyperjump" or something to other systems... that would be cool.

Edited by - RonHD on 30-09-2003 00:36:39

Post Tue Sep 30, 2003 2:30 am

Well, I started development first
oki, enough childish comments from me, I think I'm older than that,
It kind of does have that safe value in it, it appears to stop drawing things after 250k, trust me, one time I accidentaly forgot I left FL on, and my ship was 1000k out when I came back to it, and It hadnt blown up! It begins to shake horridly after you leave the confines of the navmap, but that is all.

It depends on in an amount of area Giskard did that,
anyway EVEN if it blew you up, it would only do so if you left the confines of the nav map.

Duriel

Post Tue Sep 30, 2003 4:02 am

Its just a game, no need to get worked up over it.

Primary Developer of the =EOA= Players Consortium

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