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Diving into Jumping

The general place to discuss MOD''ing Freelancer!

Post Thu Mar 04, 2004 5:18 am

Diving into Jumping

Hey guys

I remember while using the Rebalance Mod, whenever I moved into the jumpgate to dock, instead of slowly flying right up to the wormhole, I would err kinda accelerate then dive in.

Which values must be added to add that little diving part into a stock game? Also, would it work on MP Servers or must it be server based?

Post Thu Mar 04, 2004 5:30 am

hmm - i don't know what you mean about that. He might have changed the dock range, or some other settings:
Jumpeffect.ini

[JumpGateEffect
nickname = jump_effect_bretonia
glow_ring_effect = jumpgate_tunnel, jumpgate_rings, jumpgate_rings, jumpgate_end_rings, jumpgate_end
glow_ring_hp = HpFX2, HpFX3, HpFX4, HpFX5, HpFX5
glow_create_time = 1, 3, 5, 7, 9
jump_out_time = 1.500000
jump_out_tunnel_time = 7
jump_in_tunnel_time = 3
jump_in_time = 1

kill_time_before_done = 0.600000
jump_tunnel_effect = jump_tunnel_interior_player
jump_tunnel = gate_tunnel_bretonia
jump_ambient = 25, 25, 50
jump_background_color = 255, 255, 255

Change all those to 1 or something in the files and your jump trip will be very short (or make it even less).

Also:

gate_tunnel.ini

[gate_tunnel
nickname = gate_tunnel_bretonia
write_depth_buffer = 0
num_spline_control_points = 9
x_range = 500.000000
y_range = 500.000000
z_range = 20000.000000
min_radius = 50.000000
max_radius = 100.000000
far_radius_factor = 0.000000
min_speed = 0.003000
max_speed = 0.080000
time_to_max_speed = 5.000000

fade_distance = 0.100000
near_alpha = 1.000000
far_alpha = 1.000000
num_t_steps = 200
num_s_steps = 12
min_rotation = 3
max_rotation = -3
min_rgb = 0, 0, 30
max_rgb = 0, 0, 100

The answer is fiddle with those values.......which i have never bothered doing. Maybe that will hlep out a bit as well (erm, never tried it )

And lastly:

Solararch.ini

[Solar
nickname = jumpgate
ids_name = 60209
ids_info = 66145
type = JUMP_GATE
DA_archetype = solar\dockable\jump_gateL.cmp
material_library = solar\Solar_mat_ring.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 8000, 12000, 18000, 22000, 50000
mass = 10000.000000
loadout = jumpgate
open_anim = Sc_open dock
open_sound = gate_open_sound
close_sound = gate_close_sound
jump_out_hp = HpFX7
solar_radius = 600
shape_name = NAV_jumpgate
docking_sphere = jump, HpDockMountA, 225
hit_pts = 999999961690316250000000000000000000.000000

Increase that value to mean you can "dock" from further out so to speak. However, he might have decreased this - to mean that you are closer to it first....i really don't know what he did. Ask him

Hope that helps anyway

Edited by - Chips on 3/4/2004 5:32:43 AM

Post Thu Mar 04, 2004 5:47 am

Ahh I think thats just what I wanted to hear Thx for that quick reply!

Post Thu Mar 04, 2004 5:57 am

I just checked the files of the mod. Seems he only modded the solararch.ini part. Changed it to 500. Works perfectly now. Gonna go try a higher value and that jump in/out time now

Post Thu Mar 04, 2004 6:00 am

He would have changed that due to capital ships docking with the thing mainly

Post Thu Mar 04, 2004 6:07 am



I know I may be going off-topic on my own thread, but I don't want to create multiple threads in the forums.

Which files do you edit to change the blinking lights on an eagle or any other ship? Normally they are just boring blinking yellow lights so they get pretty ugly after a while.

Also, I noticed that at the end of this file DATA\EQUIPMENT\light_equip.ini, there was mention of a "green" engine. So far I've only seen the blue engine visual from the GSM mod. Is this "green" engine really a green engine that can be added to an engine?

Post Thu Mar 04, 2004 6:40 am

Okay - green engine = rheinland.

For the lights on ships - its the goods.ini file:

[Good
nickname = gf6_package
category = ship
hull = gf6_hull
addon = ge_gf6_engine_01, internal, 1
addon = ge_fighter6_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark07_hf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallOrange, HpRunningLight01, 1
addon = SlowSmallOrange, HpRunningLight02, 1
addon = SlowSmallOrange, HpRunningLight03, 1
addon = SlowSmallOrange, HpRunningLight04, 1
addon = SlowSmallOrange, HpRunningLight05, 1
addon = SlowSmallOrange, HpRunningLight06, 1
addon = SlowSmallOrange, HpRunningLight07, 1
addon = SlowSmallOrange, HpRunningLight08, 1
addon = SlowSmallOrange, HpRunningLight09, 1
addon = SlowSmallOrange, HpRunningLight10, 1

addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1

The bold (bright) part are the lights you get when buying it.

As you noticed - the light_equip.ini file contains lights types. Put some of them onto it instead if you like

Here are a few:
LargeOrangeStrobe
FastMediumGreen
FastLargeBlue
LargeBlueSource

Post Thu Mar 04, 2004 7:00 am

err hehe kinda forgot about Rhineland

I'll give your advice a shot Thx again!

Post Thu Mar 04, 2004 7:23 am

Hmm I guess that it works, after I buy a new ship. Wouldn't this just effect the ship once bought?

Is there another way to modify those lights on the eagle without having to buy a new eagle and all?

Post Thu Mar 04, 2004 7:35 am

Fraid at that point you have to go into teh save game file - UNLESS you change it in the light_equip.ini file. At that point, find the sloworangesmall entry:

[Light
nickname = SlowSmallOrange
inherit = SmallOrange
avg_delay = 2
blink_duration = 3


And fiddle with that one there (highlighted)

make it say:
inherit = Green

Or something. You can do this with that "comment" oif a semi colon:
[Light
nickname = SlowSmallOrange
;inherit = SmallOrange
inherit = green

avg_delay = 2
blink_duration = 3
Means that cause of the ; the inhert = smallorange line is not read by the game, but it will read the inherit = green line. You will then have a green light. However, all ships will now have this (or all ships that had orange lights anyways!)

Post Thu Mar 04, 2004 7:39 am

I thought of that, but I'm using this colored ship on MP. The problem is, I want to have multiple colors Secondly, by now my rep with Zoners is toast so I can't buy a new eagle for those lights.

Hehe annoying aren't I?

Post Thu Mar 04, 2004 7:42 am

So far, this is the color scheme I'm trying to get.

equip = SlowSmallRed, HpRunningLight01
equip = SlowSmallRed, HpRunningLight02
equip = SlowSmallRed, HpRunningLight03
equip = SlowSmallRed, HpRunningLight04
equip = SlowSmallRed, HpRunningLight05
equip = SlowSmallRed, HpRunningLight06
equip = SlowSmallBlue, HpRunningLight07
equip = SlowSmallBlue, HpRunningLight08
equip = SlowSmallPurple, HpRunningLight09
equip = SlowSmallPurple, HpRunningLight10

It works only when I get a new ship. Tested it out with Open SP by replacing the starflier u start off with.

If it really can't be done clientwise, then I guess I'll just need to get a new eagle somehow

Post Thu Mar 04, 2004 7:46 am

Erm, you will get kicked for cheating if you do that on a server. For that you are going to have to change the light_equip.ini file like i just mentioned. The patch will pick up the changed loadout (lights) when you buy it, and trying to launch will resolve in a autokick (and maybe autoban) from some servers. Beware - this will also be NON undoable IF the admin has said in server rules NO modding - as this is exactly what you did, and although a small thing - he might not take it lightly. The only thing you can do is ask if he has got a server operator software like Ioncross, and then if he can edit your save file to change the lights to what you desire. Seeing as Server admins are busy, but also cannot afford to spend time doing this for everyone (think about it, favouritism if you have it done but no-one else - and he cannot do that!), your chances are slim.

Chips

Post Thu Mar 04, 2004 7:55 am

Ahh ok then I just modded the light_equip to make me all purple I suppose I could ask my clan member to fix up my lights via IONCROSS. Oh well, thx anyway

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