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The general place to discuss MOD''ing Freelancer!

Post Thu Jan 04, 2007 8:58 pm

Most of that info concerns the ships that will disrupt the tradelane to scan you for goods (tradelane_down).

This example is from Fort Bush to the Colorado Jump Gate (abbreviated)

[Object
nickname = Li01_Trade_Lane_Ring_16
ids_name = 260920 <-- empty entry
pos = 3628, 0, -52369
rotate = 0, 30, 0
Archetype = Trade_Lane_Ring
ids_info = 66170 <-- generic trade lane info
next_ring = Li01_Trade_Lane_Ring_17
behavior = NOTHING
tradelane_space_name = 196776 <-- Fort Bush
reputation = li_p_grp
difficulty_level = 2
loadout = trade_lane_ring_li_01
pilot = pilot_solar_easy

[Object
nickname = Li01_Trade_Lane_Ring_17
ids_name = 260920
pos = -70, 0, -58894
rotate = 0, 30, 0
Archetype = Trade_Lane_Ring
ids_info = 66170
prev_ring = Li01_Trade_Lane_Ring_16
next_ring = Li01_Trade_Lane_Ring_18
behavior = NOTHING
reputation = li_p_grp
difficulty_level = 2
loadout = trade_lane_ring_li_01
pilot = pilot_solar_easy

------------------ clipped

[Object
nickname = Li01_Trade_Lane_Ring_20
ids_name = 260920
pos = -11163, 0, -78469
rotate = 0, 30, 0
Archetype = Trade_Lane_Ring
ids_info = 66170
prev_ring = Li01_Trade_Lane_Ring_19
behavior = NOTHING
tradelane_space_name = 261658 <-- Colorado Jump Gate
reputation = li_p_grp
difficulty_level = 1
loadout = trade_lane_ring_li_01
pilot = pilot_solar_easiest

===========================================
Notice that the first ring has no "previous" ring
Notice that the last ring has no "next" ring.
Notice how the middle ones call the previous and the next rings so you can jump into the middle of it and go either direction.
Without these proper conventions, your tradelane will never end.

Edited by - DwnUndr on 1/4/2007 9:00:29 PM

Post Fri Jan 05, 2007 11:12 am

many tanks

but i did made a small mistake:
wrong direction (instead of 0 ,90, 0 i needed 0 ,270 ,0)

it works perfect now *cheers*

Edited by - brogath on 1/5/2007 11:16:58 AM

Post Sun Jan 07, 2007 2:54 am

I have been trying to build a new system with Freelancer Explorer-v1.10.26.1
and the only thing I can't seem to do is place a Jump Gate or Jump Hole.

Can someone please tell me how I do this.
So that I can link my new system to the game systems.

Thanks

Death is but a door.
Time is but a window.
I'll be back!

Post Sun Jan 07, 2007 3:32 am

P.S. If there is a better way to build Systems, Ships, or any other kind of in game / server game mods please point me to it..

I am just getting started with building mods and can use any help I can get on how best to go about it and what is the best things to use are...

Thanks

Death is but a door.
Time is but a window.
I'll be back!

Post Sun Jan 07, 2007 3:53 am

First, use this search function to find things:

http://www.google.com/custom?domains=la ... eactor.com

Then get the latest build of FL Explorer here:

http://www.lancersreactor.com/t/news/TL ... er&id=3817

When you first plop down a new system you can't edit it yet. This may be why you are having trouble placing a JG or JH. Click the ADD button at the top, then click SAVE CHANGES. Now you can go back to edit your new system.

Post Tue Jan 23, 2007 2:07 am

I am sure that i'm not the first one to ask this but I can't seem to find the info if i'm not.

I am running a small server for me and some friends. I want to move my server from the system it's on now to a new system but I don't know how to move the MP saves from one system to the other.

If there is a way to do this, easy or not.
Please walk me through what I need to do.

Thanks
Zuel

Death is but a door.
Time is but a window.
I'll be back!

Post Tue Jan 23, 2007 8:30 am

Check your patrol paths and make sure you don't have duplicate entries.
Those duplicates are what's causing the CTD.

Speaking of CTD...for some odd reason I'm getting a CTD when I try to map a path to another system now..after having moved a complete DATA folder from a previous modded game of mine to a new install of the game. (The previous installation had modified files in it that were compatable with the mod I was buiding)
Any ideas where I should look for the conflict?

Edited by - Rankor on 1/23/2007 8:31:58 AM

Post Tue Jan 23, 2007 8:13 pm

Zuel: The exact location of the MP save files depends on which operating system you are using and how you set it up. Mine (using win2k) is located at C:\MyDocuments\My Games\Freelancer\Accts\MultiPlayer. If yours is not there, simply do a Start/Search for folders\accts. The saved games are in the multiplayer folder, just copy them over (if both computers are using the exact same mod).

Rankor: Moving the DATA folder is 99% of the game, heh. You mentioned "a previous modded game of mine to a new install of the game". This sounds like two different mods? If so, it will crash because your restart will be looking for stuff that doesn't exsit in the other (systems, bases, weapons etc). However, you also state "for some odd reason I'm getting a CTD when I try to map a path to another system now". This indicates that you are able to get into the game, so they may be somewhat compatible. Two things to check...

1) If the mods are different, you must start fresh. Go into the multiplayer folder I mentioned to Zuel and delete your saves (or copy to another folder for testing so you don't lose your info). (Or if you are doing this in singleplayer, there will be a Singleplayer folder next to the Multiplayer folder, back them both up and empty them). Or...

2) If this is not the problem, the main clue is "mapping a path causes a CTD". Something is different! The paths are defined in the three files that end in *_path.ini located in your UNIVERSE folder. The PATH is a database of how each system ties into all the others so the game can help you navigate. If there is only one new system, you may be able to figure out the method to the madness and add a new path to eliminate the CTD. Just watch how they are written...from first system to fourth system is...first to second to third to fourth, i.e. LI01, KU02, LI01, LI03, IW06, KU02 (verbally stated as...New York to Shikoku path is New York to Colorado to Galileo to Shikoku).

Edited by - DwnUndr on 1/23/2007 8:17:02 PM

Post Fri Jan 26, 2007 6:33 am

how can i make something like a nomad lair dockable?

i know there is some sort of docking sphere so you dont have to use docking procedures but i dont realy like this way

i would like to have a docking procedure that you dock/undock in the holes at the top and bottom of the lair

if this is very hard or not possible ill have to use the other way

Post Fri Jan 26, 2007 9:17 am

That would require adding the appropiate hardpoints at the proper ocations on the model. I am not exactly sure which hardpoints they are though.

Requiem: A Total FL Conversion Mod .
http://mod.pff-clan.us

Post Sat Jan 27, 2007 3:51 pm

Hey guys, another question, how can I edit the HUD (The lines and backgrounds in the menu's when in space, like the weapon window, the radar, and the manouvre bar in the top)?

Post Mon Feb 05, 2007 2:58 pm

Hi, I have a question

I tried to modify how fast the ship turns (I changed the rotation_inertia line for the ship in shiparch.ini.) Now, it does turn faster, but when I try to set "go to" mode, or dock with anything, my ship starts to dance around, randomly goes up and down, left and right. Should I change the steering_torque and/or angular_drag lines to compensate for that?

Oh, here are original values for this ship:
[Ship
ids_name = 500500
ids_info = 500501
ids_info1 = 500502
ids_info2 = 66608
ids_info3 = 500503
nickname = dsy_viper
ship_class = 3
LODranges = 0, 9999
msg_id_prefix = gcs_refer_shiparch_Liblf
mission_property = can_use_berths
type = FIGHTER
mass = 150.000000
hold_size = 66
linear_drag = 1
fuse = li_fighter_gas01, 0, -1
fuse = li_fighter_smoke01, 0, -1
fuse = intermed_damage_smallship02, 0, 400
fuse = intermed_damage_smallship03, 0, 200
fuse = drop_cargo_fuse, 0.000000, 1
max_bank_angle = 35
camera_offset = 11, 39
camera_angular_acceleration = 0.05
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 40
camera_turn_look_ahead_slerp_amount = 1
nanobot_limit = 54
shield_battery_limit = 54
hit_pts = 8400
DA_archetype = ships\discovery\viper.cmp
material_library = ships\discovery\viper.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\corsair\bw_elite2.ini
pilot_mesh = generic_pilot
explosion_arch = explosion_li_freighter
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02,
small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02,
small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02,
small_hull_hit_heavy03
steering_torque = 45000.000000, 45000.000000, 145000.000000
angular_drag = 41000.000000, 41000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000 i tried to modify these, so they would look like 840, 840, 840
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
num_exhaust_nozzles = 3
HP_tractor_source = HpTractor_Source
shield_link = l_elite_shield01, HpMount, HpShield01
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_turret_special_7, HpTurret01
hp_type = hp_turret_special_6, HpTurret01
hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04,
HpWeapon05, HpWeapon06
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04,
HpWeapon05, HpWeapon06
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04,
HpWeapon05, HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04,
HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04,
HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04,
HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04,
HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04,
HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04,
HpWeapon05, HpWeapon06

Edited by - kushanpilot on 2/5/2007 3:22:35 PM

Edited by - kushanpilot on 2/5/2007 3:23:01 PM

Edited by - kushanpilot on 2/5/2007 3:23:47 PM

Edited by - kushanpilot on 2/5/2007 3:24:24 PM

Edited by - kushanpilot on 2/5/2007 3:25:05 PM

Edited by - kushanpilot on 2/5/2007 3:25:25 PM

Post Thu Feb 22, 2007 6:57 am

In one mod I saw ion trails that NPCs have in player ships too. Cant remember what mod that was but how is it possible to add them?

Also, is the range of objects' visibility related to lod ranges? I mean that how is it increased?

I couldnt find these questions so I posted them here.

Post Tue Mar 20, 2007 5:36 am

I have modeled for a few games and i know that most game engines will fall to its knees if you exceed a certain poly count, could someone give an advice on how many polys to use, im making a Zaku from Gundam seed destiny.

Post Tue Mar 20, 2007 5:38 am

I have modeled for a few games and i know that most game engines will fall to its knees if you exceed a certain poly count, could someone give an advice on how many polys to use, im making a Zaku from Gundam seed destiny.

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