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The general place to discuss MOD''ing Freelancer!

Post Sat Aug 12, 2006 6:47 am

I am kinda new to modding, ive been reading some posts, thought up some ideas to make mods with, and in the far future, i wanna make my own system, but ATM, im modding mods ^^

Anyhow,

I downloaded a mod (ill not tell the name, autor might get angry) And in the readme, there are prices of a couple ships (Liberty gunboat/cruiser/battleship)
they are like, 60/80/90 million, and i checked all ship files, that contianed these ships, and i can find the line with the price!

Any idea how i might change the price?

Post Sat Aug 12, 2006 9:22 am

I have been looking around in my mods, that i downloaded,every mod has SCRIPT.XML, where is it for? and do i need it when i make my own mod? if yes, how do i get it

Trigg "Ironeagle" Naren

Post Sat Aug 12, 2006 4:37 pm

It contains the description of the mod for FLMM. This includes the name of the mod, and the small readme on the left side of FLMM when the mod is selected. Yes you need one to be able to identify the mod in FLMM. You can just copy the script and edit the text (LEAVE THE CODE THE SAME ) and put the new script in your mod.

Also...

Prices for ships are contained within goods.ini. However, the ship likely comes with a lot of equipment which would boost its price. Look for the ship in goods.ini. There will be a price for it there. You can change that...However, to change the price of the equipment you'd have to edit other files. Weapon_good.ini for weapons (guns, turrets, missiles, torpedos, mines), misc_good for tractors, powerplants, scanners, and countermeasures, and st_good for shields and thrusters.

Edited by - parabolix on 8/12/2006 5:39:11 PM

Post Sun Aug 13, 2006 5:23 am

Hi and a big thanks for the super tutorial made by Drizzt4.0 AKA [DOA_Dragon, Jerimiah Meyer !

I have a problem with a crash that i havnt seen on these forums, the problem:

- Freelancer singleplayer crashes as i hit "Buy" after selecting my added ship.

Second Problem:

- The ships info is correct, but the stats are wrong, also all you can see of the ship is the little "dot" just above my mousepointer (as shown in the ss below), i belive that is the Thruster. Also the ship seems very large if i compare the time it takes for my "dot" to go a full lap with any of the two other original ships. I used the xyz scale to 50 as said in the tutorial. Anyways here's the ss:



This is what the fighter looks like at the moment, it is a little modified version of Drizzt tutorial fighter.



here is a link to the actual mod i've made maybe you can find the error?

RavenMod

Applications used to create this mod:

- Complete Freelancer Ship Editing & Creating Tutorial V1.4.pdf
- acdseepro
- fled-ids.zip
- gmax12.exe
- ms3d179.zip with ms3d_cmp_exporter.zip
- utf_edit__static_mfc.zip
- FreelancerSDK-v1.3full.zip

Thanks in advance

Post Sun Aug 13, 2006 5:40 am

Ok thanks parabolix, but how do i open the file? what programm do i must use for it??

Post Mon Aug 14, 2006 11:59 am

Trigg, you can just use Notepad to open up the file and append it. You can use any internet program (IE, Firefox, Opera, etc) to view what it looks like after you've edited it.

F1977, are the textures on your model mapped? By the screenshot I can see, it looks as if they aren't mapped to the ship but instead just put on to the ship. If they are mapped, then its a problem with the coding and we'd need to see snippets of code to help you out.

Post Wed Aug 16, 2006 2:15 pm

Ok, so, I was using the speed mod in SP in a cap ship when suddenly I speed backwards at over -1000 Mps, yep you guessed strait into an asteroid field, thats when it struck me to ask the question.
Any or both of these would help, (I have searced and could not find them, I might be blind)

1) how can you mod so that when you hed asteroid fields ets they are hit away? (there was a mod that allowed this to be done, but only to the field in the bottom most point in the Liberty system, where Buffalo base is)
2) a possible Self-create tradelane (with graphic effect and physics), making use of a non used button on the Keyboard or engine kill button, you see tradelanes allow you to not be harmed by debris and such.

The second thought only occured to me when I was watching Babylon 5, they use a gate to go into hyperspace, but NEWER ships could make thier own jump points. I would try this myself, given I knew anything about modding, (I only just managed to start with simple .ini files) lol.

Thanks.

Edited by - Pleiades on 8/16/2006 3:16:59 PM

Post Thu Aug 17, 2006 12:03 am

Hi everyone I am new to modding and am trying to create my own server mod.

As one of my first experiments I tried changing some qualities of a javeline missle. It works great in single player. But it doesn't work on my friends modding server. The funny thing is on his server when I go to buy the missle is shows all the stats: name, dmg, etc. However, when you acutally shoot things with it it acts as a normal javeline. Can anyone point me in the right direction?

Thanks

Edited by - deathstar on 8/17/2006 1:21:40 AM

Edited by - deathstar on 8/17/2006 3:37:02 AM

Post Thu Aug 17, 2006 11:38 am

I recently downloaded some mods that include the Liberty Cruiser and Liberty Battleship, and other cap ships, but none of the cap`s display weapons, I see my turrets firing, but i dont see my turrets, how come?

Post Sat Aug 19, 2006 3:02 pm

@darkstar

This one is easy, put simply, some things are server side and some things are client side.

The weapon changes are server side so if your friends server is not running the same mod it won't work, you'll see your mod on your end (client side) but as server side is more important when you connect to a server, you won't feel the changes until the mod is applied to the server your on

Post Mon Aug 21, 2006 12:18 pm

If the weapon changes are all server side, then why does modifying the refire rate work on his server?

Post Mon Aug 21, 2006 3:26 pm

@ deathstar, everything about a weapon is client & server side with one exception, damage, the settings are taken from the server side files only. As far as the server is concerned your just firing a normal Javeline. It's one of the way's a server can have tougher NPC's without needing a mod.

**shuffles of with a new headache**

Post Tue Sep 05, 2006 6:27 am

Question Regarding Reputation to Purchase a ship
marketgood = csv_package, 20, 1, 1, 1, 0, 1, 1
is the code I am trying to use to restrict ship purchase to those with high reputation yet it does not work did I change the wrong value? (I changed the second number from -1 to 1.)




Edited by - Chessalavakia on 9/5/2006 8:23:39 PM

Post Wed Sep 06, 2006 2:48 pm

Hi Ive got a question, how do change the version of the game?

Ill take any info I can get on modding!

Ogu

Post Wed Sep 06, 2006 3:51 pm

@Chess: You'll need to change the second number to something else. Technically, you can never have a rep of '1'. So try 0.8 (0.9 is full green). The first number is the level required to buy the ship, which (as I remember) doesn't affect anything in Multiplayer (but works in SP).

@Mantis: You'd have to edit Freelancer.exe (and FLServer.exe if you're running a server with that version, I think).

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