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Tutorial Request

The general place to discuss MOD''ing Freelancer!

Post Wed Mar 03, 2004 6:57 pm

Tutorial Request

I'd like to request a tutorial to be posted as a response to this post so I may add the Order's Anubis heavy fighter to a planet in Liberty space and determine its default equipment loadout and how much it costs. I'd also like to request a second tutorial to add a Liberty Cruiser to be bought on Planet Manhattan.

If someone can post these for me, I would be extremely grateful.

Post Thu Mar 04, 2004 7:00 am

Not after much then?

IMPORTANT - In blocks of text that have a header beginning with a [ , you will have to add the closing bracket yourself because they are not displayed in html. E.g. add a closing square bracket on "[Ship "

Request 1 - Adding the anubis to a planet in NY

For this example I'll add the ship to Manhattan

1. The nickname/code for the anubis is "or_elite", and the nickname/code for Manhattan is "Li01" - so if you want to add a different ship to a different planet these are the values you need to change.

2. A ship is not sold separately, it is sold as a package containing weapons/an engine etc./and a hull We therefore have to find out the name of this package. Look in DATA/EQUIPMENT/goods.ini, and search for "nickname = oe_package". You can edit the weapons and loadout here to determine what you are given.

3. Now, in the same file, search for "ship = or_elite". This section is the actual ship hull - you can adjust the price here. Note that the price is relatively low, because the weapons etc. make up a large part of the bill.

4. Now we know the name of the package, we can add it to Manhattan. Open DATA/EQUIPMENT/market_ships.ini and search for "base = Li01_01_base" (Base code for Manhattan) The entries following this determine whether the ship is sold or not :

Not Sold:
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1

Sold:
marketgood = gf1_package, 0, -1, 1, 1, 0, 1, 1

Therefore we can add a line in this section that looks like this:

marketgood = oe_package, 0, -1, 1, 1, 0, 1, 1

Remember there is a max of 3 ships sold at one time, so find another ship in the section that you want to remove and delete the entire line. Failure to do this can have frustrating consequences.



Edited by - Accushot on 3/4/2004 7:18:13 AM

Post Thu Mar 04, 2004 7:27 am

lmao - check my answer in the other thread. I am still unemployed (although i have just got a job now, but start in two weeks ) - so i have answered the rest of this.

Nice work accushot Good to have ya back

Post Thu Mar 04, 2004 7:40 am

Lol, you had to post after I wrote the entire tutorial! I'll post it here anyway, it took me about half an hour!

Post Thu Mar 04, 2004 7:40 am

Request 2 - Adding a Liberty Battleship to Manhattan

I know you asked for a cruiser, but I've already added a battleship to my game and I don't have loads of time at the moment...you can probably figure out how to edit it to a cruiser, if not I'll post another tutorial.

1. Add the following block of text to DATA/SHIPS/shiparch.ini:

[Ship
ids_name = 237032
ids_info = 66566
nickname = my_li_dreadnought_ship
LODranges = 0, 600, 800, 1000, 1500, 2000, 3000, 20000
msg_id_prefix = gcs_refer_shiparch_Libb
mission_property = can_use_med_moors
type = FREIGHTER
DA_archetype = ships\liberty\li_dreadnought\li_dreadnought.cmp
material_library = ships\liberty\li_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 100000.000000
linear_drag = 1.000000
hold_size = 1000000
fuse = l_dreadnought_fuse, 0.500000, 1
fuse = li_dreadnought_burning_fuse03, 0.000000, 17325
hit_pts = 70000
explosion_arch = explosion_rh_battleship
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 = 140000000, 140000000, 140000000
angular_drag = 1400000000, 1400000000, 1400000000
rotation_inertia = 1600000000, 1600000000, 1600000000
nudge_force = 3000000.000000
strafe_force = 3000000
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
cockpit = cockpits\liberty\l_dreadnaught.ini
camera_offset = 80, 370
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
hp_type = hp_turret_special_10, HpTurret_L1_01
hp_type = hp_turret_special_10, HpTurret_L2_01
hp_type = hp_turret_special_9, HpTurret_L3_01
hp_type = hp_turret_special_8, HpTurret_L4_03
hp_type = hp_turret_special_8, HpTurret_L4_04
hp_type = hp_turret_special_7, HpTurret_L4_01
hp_type = hp_turret_special_7, HpTurret_L4_02
hp_type = hp_turret_special_7, HpTurret_L4_05
hp_type = hp_turret_special_7, HpTurret_L4_06
hp_type = hp_turret_special_7, HpTurret_L4_07
shield_link = l_freighter_shield01, HpMount, HpEngine01
hp_type = hp_freighter_shield_special_10, HpEngine01
hp_type = hp_freighter_shield_special_9, HpEngine01
hp_type = hp_freighter_shield_special_8, HpEngine01
hp_type = hp_freighter_shield_special_7, HpEngine01
hp_type = hp_freighter_shield_special_6, HpEngine01
hp_type = hp_freighter_shield_special_5, HpEngine01
hp_type = hp_freighter_shield_special_4, HpEngine01
hp_type = hp_freighter_shield_special_3, HpEngine01
hp_type = hp_freighter_shield_special_2, HpEngine01
hp_type = hp_freighter_shield_special_1, HpEngine01
hp_type = hp_thruster, HpThruster01

This has declared our ship and it's statistics such as max. speed, turning rate and model. It may look complicated but there's a lot thats the same for most ships that you won't have to touch. For now the only important part is the nickname...remember it!

2. See the line "cockpit = cockpits\liberty\l_dreadnaught.ini"? We have to add this file to the DATA/COCKPITS/LIBERTY folder, so for now simply create a copy of the file "l_fighter.ini" and name it "l_dreadnaught.ini"

3. Now the custom weapons...Add the following (huge) block of text to DATA/EQUIPMENT/weapon_equip.ini, remembering to append all the closing brackets:

[Munition
nickname = li_my_battleship_turret01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 30000
energy_damage = 15000
one_shot_sound = fire_capship_forward_gun
munition_hit_effect = li_capgun_01_impact
const_effect = li_cruiser_maingun
lifetime = 1
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun
nickname = li_my_battleship_turret01
ids_name = 263379
ids_info = 264379
DA_archetype = equipment\models\turret\li_turret01.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_huge
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
hp_gun_type = hp_turret_special_10
power_usage = 30000
refire_delay = 10
muzzle_velocity = 4500
toughness = 1.600000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_my_battleship_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
AI_Range = 999
turn_rate = 90
lootable = false
[LOD
obj = Root
LODranges = 0, 1200
[LOD
obj = barrel
LODranges = 0, 1000
[Munition
nickname = li_my_battleship_turret04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 1000
energy_damage = 0
one_shot_sound = fire_capship
munition_hit_effect = li_capgun_01_impact
const_effect = li_capgun_01_proj
lifetime = 1
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun
nickname = li_my_battleship_turret04
ids_name = 263382
ids_info = 264382
DA_archetype = equipment\models\turret\li_turret04.cmp
material_library = equipment\models\li_turret.mat
HP_child = HPConnect
hit_pts = 4800
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
hp_gun_type = hp_turret_special_7
power_usage = 200
refire_delay = 1
muzzle_velocity = 3000
toughness = 0.800000
flash_particle_name = li_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_my_battleship_turret04_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
[LOD
obj = Root
LODranges = 0, 450
[LOD
obj = barrel
LODranges = 0, 500

This basically declares the weapons and ammo that your battleship will be fitted with.

4. Next we need to create a new power plant, so add this to DATA/EQUIPMENT/misc_equip.ini:

[Power
nickname = li_capital_power
ids_name = 263704
ids_info = 264704
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 50000
charge_rate = 10000
thrust_capacity = 1000
thrust_charge_rate = 100
lootable = false

5. Now we can create the package that brings all these elements together. First add the ship hull to DATA/EQUIPMENT/goods.ini:

[Good
nickname = my_li_dreadnought
category = shiphull
ship = my_li_dreadnought_ship
price = 1000000
ids_name = 12018
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3dba

and now add the package to the same file:

[Good
nickname = my_li_dreadnought_package
category = ship
hull = my_li_dreadnought
addon = ge_s_scanner_02
addon = li_capital_power
addon = ge_s_tractor_01
addon = ge_li_bat_engine_01
addon = sfx_rumble_battleship
addon = li_my_battleship_turret01, HpTurret_L1_01
addon = li_my_battleship_turret01, HpTurret_L2_01
addon = li_my_battleship_turret04, HpTurret_L4_01
addon = li_my_battleship_turret04, HpTurret_L4_02
addon = li_my_battleship_turret04, HpTurret_L4_05
addon = li_my_battleship_turret04, HpTurret_L4_06
addon = li_my_battleship_turret04, HpTurret_L4_07
addon = shield01_mark10_cap, HpEngine01
addon = armor_scale_0
addon = SlowLargeBlue, HpRunningLight15
addon = SlowLargeBlue, HpRunningLight17
addon = SlowLargeRed, HpRunningLight30
addon = SlowLargeRed, HpRunningLight31
addon = SlowLargeRed, HpRunningLight32
addon = SlowLargeRed, HpRunningLight33
addon = SlowLargeBlue, HpRunningLight09
addon = SlowLargeBlue, HpRunningLight11
addon = SlowLargeGreen, HpRunningLight34
addon = SlowLargeGreen, HpRunningLight01
addon = SlowLargeGreen, HpRunningLight02
addon = SlowLargeBlue, HpRunningLight03
addon = SlowLargeBlue, HpRunningLight04
addon = SlowLargeBlue, HpRunningLight05
addon = SlowLargeBlue, HpRunningLight06
addon = SlowLargeBlue, HpRunningLight13
addon = SlowLargeBlue, HpRunningLight14
addon = SlowLargeGreen, HpRunningLight18
addon = SlowLargeGreen, HpRunningLight19

6. FINALLY, we can add the package to Manhattan. Open DATA/EQUIPMENT/market_ships.ini and search for "base = Li01_01_base". Add the line:

marketgood = my_li_dreadnought_package, 0, -1, 1, 1, 0, 1, 1

and delete another ship, as in the first tutorial.

That should be it! Good luck, and I hope this helped.

Post Thu Mar 04, 2004 7:49 am

God Damned - this guy got two tutorials for the price of one

Might i suggest that you combine the two. Have your own power plant as per accushot shows, and engine, and weapons, and combine with my docking and other mounts. Careful though - accushots is the dreadnought, mine was the cruiser

Heck - funniest thing i seen in a while. two answers for the same thing in two threads , when they were both obviuosly written at the same time

Edited by - Chips on 3/4/2004 7:49:01 AM

Post Thu Mar 04, 2004 9:59 am

is it possible to make a mp mod to add new factions in some new systems?

Post Thu Mar 04, 2004 10:09 am

Yes it is, do you want to do that? Then read how to make new factions in the threads. I could tell you - but its exactly the same as theirs (well, i might explain it a little better....but not much). After all - you cannot expect to get something for nothing can you? Its not going to be a 'do this' without you looking up how to etc, cause then you will never appreciate the work done.........or more importantly understand how its done. You want to build a mod? If you just copy what we put down then WE will have built your mod for you - so its better to learn. Hence - find the tutorial on new factions, and then make and experiment.....only way to learn!!

Edited by - Chips on 3/4/2004 10:10:44 AM

Post Thu Mar 04, 2004 10:57 am

yes i want to make a mod... and i really wanna doit by myself
i saw some tutorials here but from the start it points u to the fact that the tutorial is for sp (u need a savegame editor and stuff)

probably it can be adapted for mp if u say so
i gonna try to do that :/

also if u want to see whats the mod about tell me, i dont want to make it public cause i think i have some new ideeas (took a look on whats allready done) and since im a beginer in modding i dont want to be the muse for pros

Post Thu Mar 04, 2004 11:17 am

Erm, other way round. THeir tutorials say for MP only - not SP only. Its only for SP you will need a save editor - cause then you use it to heck the newplayer.fl file and add your faction.

Post Thu Mar 04, 2004 12:06 pm

k got it

Post Thu Mar 04, 2004 12:48 pm

When you get to the faction_prop.ini file - use the thread entitled
"so you want to know all about encounters?" and it will tell you alot about them as well - including the formations and encounters types.

Post Sat Mar 06, 2004 3:42 am

thx a lot...
ill publish the mod when done

Post Sat Mar 06, 2004 7:24 am

ok i tried to add a new faction w encounters over manhattan...
server crashed if i leave manhattan
here's what i did:

---------------------------------------------
scritp.xml:


<script>
<header name="Mod name" savesafe="true">
<scriptversion>
1.2
</scriptversion>
<author>
Korben
</author>
<modurl>
http://crji.org/slf
</modurl>
<description>
SLF mp mod
</description>
</header>

<data file="DATA\initialworld.ini" method="append">
<source>
[Group
nickname = faction_01
ids_name = GENERATESTRRES("faction"
ids_info = GENERATEXMLRES("<xml>faction</xml>"
ids_short_name = GENERATESTRRES("faction"
rep = 0, li_n_grp
rep = 0, li_lsf_grp
rep = 0, li_p_grp
rep = 0, br_n_grp
rep = 0, br_p_grp
rep = 0, ku_n_grp
rep = 0, ku_p_grp
rep = 0, rh_n_grp
rep = 0, rh_p_grp
rep = 0, co_alg_grp
rep = 0, co_be_grp
rep = 0, br_m_grp
rep = 0, co_nws_grp
rep = 0, co_hsp_grp
rep = 0, co_ic_grp
rep = 0, co_khc_grp
rep = 0, co_kt_grp
rep = 0, rh_m_grp
rep = 0, co_me_grp
rep = 0, co_ni_grp
rep = 0, co_os_grp
rep = 0, co_rs_grp
rep = 0, co_shi_grp
rep = 0, co_ss_grp
rep = 0, co_ti_grp
rep = 0, co_vr_grp
rep = 0, fc_bd_grp
rep = 0, fc_b_grp
rep = 0, fc_c_grp
rep = 0, fc_fa_grp
rep = 0, fc_g_grp
rep = 0, fc_gc_grp
rep = 0, fc_h_grp
rep = 0, fc_j_grp
rep = 0, fc_lh_grp
rep = 0, fc_lr_grp
rep = 0, fc_lwb_grp
rep = 0, fc_m_grp
rep = 0, fc_ou_grp
rep = 0, fc_rh_grp
rep = 0, fc_or_grp
rep = 0, fc_u_grp
rep = 0, fc_x_grp
rep = 0, gd_gm_grp
rep = 0, fc_uk_grp
rep = 0, fc_n_grp
rep = 0, fc_ln_grp
rep = 0, fc_kn_grp
rep = 0, fc_rn_grp
rep = 0, fc_ouk_grp
rep = 0, fc_q_grp
rep = 0, fc_f_grp
rep = 0, gd_im_grp
rep = 0, gd_z_grp
rep = 0, gd_bh_grp
rep = 0.91, coal_01
</source></data>

<data file="DATA\MISSIONS\empathy.ini" method="append">
<source>
[RepChangeEffects
group = faction_01
event = object_destruction, -0.030000
event = random_mission_success, 0.119500
event = random_mission_failure, -0.045000
event = random_mission_abortion, -0.067500
empathy_rate = li_n_grp, 0.300000
empathy_rate = li_lsf_grp, 0.300000
empathy_rate = li_p_grp, 0.300000
empathy_rate = br_n_grp, 0.300000
empathy_rate = br_p_grp, 0.300000
empathy_rate = ku_n_grp, 0.300000
empathy_rate = ku_p_grp, 0.300000
empathy_rate = rh_n_grp, 0.300000
empathy_rate = rh_p_grp, 0.300000
empathy_rate = co_shi_grp, 0.150000
empathy_rate = co_khc_grp, 0.150000
empathy_rate = co_kt_grp, 0.150000
empathy_rate = br_m_grp, 0.150000
empathy_rate = co_me_grp, 0.150000
empathy_rate = co_be_grp, 0.150000
empathy_rate = co_rs_grp, 0.150000
empathy_rate = co_vr_grp, 0.150000
empathy_rate = co_ni_grp, 0.150000
empathy_rate = rh_m_grp, 0.150000
empathy_rate = co_ti_grp, 0.150000
empathy_rate = co_ic_grp, 0.150000
empathy_rate = co_hsp_grp, 0.150000
empathy_rate = co_alg_grp, 0.150000
empathy_rate = co_os_grp, 0.150000
empathy_rate = co_nws_grp, 0.150000
empathy_rate = fc_c_grp, -0.050000
empathy_rate = fc_ou_grp, -0.150000
empathy_rate = fc_rh_grp, -0.050000
empathy_rate = fc_bd_grp, 0
empathy_rate = fc_j_grp, 0
empathy_rate = fc_h_grp, 0
empathy_rate = fc_m_grp, -0.050000
empathy_rate = fc_x_grp, -0.200000
empathy_rate = fc_b_grp, 0
empathy_rate = fc_g_grp, 0
empathy_rate = fc_lh_grp, -0.300000
empathy_rate = fc_u_grp, -0.050000
empathy_rate = fc_gc_grp, 0
empathy_rate = fc_lwb_grp, -0.050000
empathy_rate = fc_fa_grp, -0.100000
empathy_rate = fc_lr_grp, -0.250000
empathy_rate = fc_or_grp, 0
empathy_rate = gd_gm_grp, 0
empathy_rate = fc_uk_grp, 0
empathy_rate = fc_n_grp, 0
empathy_rate = fc_ln_grp, 0
empathy_rate = fc_kn_grp, 0
empathy_rate = fc_rn_grp, 0
empathy_rate = fc_ouk_grp, 0
empathy_rate = fc_q_grp, 0
empathy_rate = fc_f_grp, 0
empathy_rate = gd_im_grp, 0
empathy_rate = gd_z_grp, 0.300000
empathy_rate = gd_bh_grp, 0
</source></data>

<data file="DATA\MISSIONS\faction_prop.ini" method="append">
<source>
[FactionProps
affiliation = faction_01
legality = unlawful
nickname_plurality = singular
jump_preference = any
npc_ship = fc_c_co_fighter_d8
voice = pilot_f_ill_m01
voice = pilot_f_ill_m02
mc_costume = mc_gd
space_costume = pl_male3_head_hat, pl_male1_peasant_body, comm_br_darcy
space_costume = pl_male5_head, pl_male1_peasant_body, comm_br_elite
space_costume = pl_male8_head_hat, pl_male1_peasant_body, comm_br_darcy
space_costume = ge_male3_head, pl_male1_peasant_body, comm_br_elite
space_costume = ge_male6_head, pl_male1_peasant_body, comm_br_darcy
space_costume = sc_scientist2_head_hat, pl_male1_peasant_body, comm_br_elite
firstname_male = 226608, 226741
lastname = 227008, 227307
rank_desig = 197140, 197140, 197140, 10, 14
formation_desig = 197821, 197828
formation = fighters, fighter_guild
</source>
</data>

<data file="data\universe\systems\li01\li01.ini" method="append">
<source>
[EncounterParameters
nickname = faction_01_enc
filename = missions\encounters\faction_01_enc.ini
</source>
</data>

<data file="data\universe\systems\li01\li01.ini" method="sectionappend">
<section>
[zone
nickname = Zone_Li01_001_Planet_Li01_01
</section>
<source>
encounter = faction_01_enc, 19, 0.20000
faction = faction_01, 1.000000
</source>
</data>


---------------------------------------------
data\missions\encounters\faction_01_enc.ini:


[EncounterFormation
ship_by_class = 1, 1, sc_fighters
pilot_job = scout_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all, -tradelane, -object_jump_gate
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite

[Creation
permutation = 0, 3

Post Sat Mar 06, 2004 8:42 am

First - you have no rep for your faction with other factions in initialworld.ini file.

Next -what on earth are you making new encounters for? Scrap that until you get this working. They didn't build a nuclear bomb instantly from nothing you know, took research and testing!! Use existing encounters.
Change this, delete it infact, and then copy entirely the bounty hunter one at the bottom to your file. Now rename the copy of it (affiliation) as YOUR factions name okay!!
FactionProps
affiliation = faction_01
legality = unlawful
nickname_plurality = singular
jump_preference = any
npc_ship = fc_c_co_fighter_d8
voice = pilot_f_ill_m01
voice = pilot_f_ill_m02
mc_costume = mc_gd
space_costume = pl_male3_head_hat, pl_male1_peasant_body, comm_br_darcy
space_costume = pl_male5_head, pl_male1_peasant_body, comm_br_elite
space_costume = pl_male8_head_hat, pl_male1_peasant_body, comm_br_darcy
space_costume = ge_male3_head, pl_male1_peasant_body, comm_br_elite
space_costume = ge_male6_head, pl_male1_peasant_body, comm_br_darcy
space_costume = sc_scientist2_head_hat, pl_male1_peasant_body, comm_br_elite
firstname_male = 226608, 226741
lastname = 227008, 227307
rank_desig = 197140, 197140, 197140, 10, 14
formation_desig = 197821, 197828
formation = fighters, fighter_guild
</source>
</data>

That way you will have a fully working faction_prop.ini entry without any possiblity of mistakes! No need to make encounters parameters or other stuff til you know it works. All you then need to do is add YOUR faction to a bounty hunter encounter paramter around manhatten instead, and wait for them to turn up (of for the game to crash)

Scrap this lot
<data file="data\universe\systems\li01\li01.ini" method="append">
<source>
[EncounterParameters
nickname = faction_01_enc
filename = missions\encounters\faction_01_enc.ini
</source>
</data>
<data file="data\universe\systems\li01\li01.ini" method="sectionappend">
<section>
[zone
nickname = Zone_Li01_001_Planet_Li01_01
</section>
<source>
encounter = faction_01_enc, 19, 0.20000
faction = faction_01, 1.000000
</source>
</data>
---------------------------------------------
data\missions\encounters\faction_01_enc.ini: ;lol - this line aint corect if your copying and pasting from your script.xml!!!

[EncounterFormation
ship_by_class = 1, 1, sc_fighters
pilot_job = scout_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all, -tradelane, -object_jump_gate
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite

[Creation
permutation = 0, 3

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