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The Complete Ship Mod

The general place to discuss MOD''ing Freelancer!

Post Thu Jun 03, 2004 5:20 pm

The Complete Ship Mod

After going through all kinds of trouble trying to make battleship encounters and pilotable capital ships work correctly, I've decided that a SINGLE mod just for that purpose should be made. It should be a mod that makes gunboats and capital ships fit comfortably with the rest of the original Freelancer universe. No add-ons, no fifty-something extra ship packages, no three-way thruster config with weird weapon mounts, just the ORIGINAL content.

It wouldn't be hard, since all the resources needed are already available, either being used in mods similar to what I mentioned above or the concepts waiting to be used. All one would need to do would be to put it all together and get a group to test it.

The main objectives of this mod should be to allow all original capital ships to be purchased at logical locations and at realistic prices, have capital ship traffic occur in all the House capital systems, and introduce a new docking procedure for capital ships. (It's about time someone put that in a mod.)

What's below is unnecessary, but would make it all worth-while if implemented.

At the moment, my idea for the planetary docking method would be to disable the docking rings to players with capital ships and force them to use mooring fixtures. When the capital ships dock, they then become immobile, and in the landing sequence, you would see a generic shuttle land, instead of seeing a cruiser coming in and hitting every building it could in one run and "sinking" into the landing pad.

For stations, capital ships would use the mooring fixtures, and, similar to the planetary docking procedure, you see a generic shuttle about the size of a freighter in the landing bay.

Now, what happens to the capital ship outside? My idea for this would be to make it hover off to the side of the mooring fixture, immobile and indestructible like base battleships. When the player launches, the shuttle should be seen flying out, and then the player is back in control of the capital ship. No fancy shuttle-docking-to-capital-ship scripts, just a simple method of making a believable dock.

This method would work okay for SP, IMO, as you wouldn't have to worry about other people coming and seeing your capital ship docked or a shuttle launching and vanishing as you return to your ship's controls, but I believe it could work similarly for MP as well.

Please give your thoughts or comments. I don't have that much experience in Freelancer modding. All I've done was replace a few files and change some values. Believe me, I would make this mod myself if I could, but this mod calls for some more experienced modders that know what they're doing.

Hmmmmm . . . After reading some of the tutorials (had to view some from the past year), I believe I can do some of this. Just give me a few hours to put together a good capital ship encounter and test it, and maybe someone could help with the pilotable capital ships or docking procedure.

Holy crap, can anyone tell me how to view .ini files normally??? The word wrapping is terrible and finding separate blocks of code is like impossible, not to mention that there are odd symbols covering about 3/4 of the file. Please help me.

OMG I found the answer to my own question! FL SDK-v1.3 is the latest version, right? Oh well. I'll use it anyway.

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Border Worlds Bounty Hunter

Edited by - Forinec on 6/3/2004 6:23:55 PM

Edited by - Forinec on 6/4/2004 8:32:17 AM

Post Thu Jun 03, 2004 8:03 pm

Hello. Welcome to TLR.
1.) Please use the edit button located along the top line of your post rather than repeatedly posting as you've done.
2.) Here are three seperate quotes from your posts above:

After going through all kinds of trouble trying to make battleship encounters and pilotable capital ships work correctly


I don't have that much experience in Freelancer modding. All I've done was replace a few files and change some values.


Holy crap, can anyone tell me how to view .ini files normally??? The word wrapping is terrible and finding separate blocks of code is like impossible, not to mention that there are odd symbols covering about 3/4 of the file. Please help me

I'll give you the benefit of the doubt and refrain from writing my initial thoughts after reading your posts.
3.) People in here are normally glad to help as long as someone does their homework before asking questions. Please check out the thread entitled PLEASE READ! Posting info and MODDING INFORMATION thread. It's got it ALLl!!!!! for answers to the Cap ship question. For the change in the landing script I'm not sure that that would be possible without changing all landing scripts. (ie all ships landing on Manhattan would have to have the appearance of the shuttle you're talking about, not just for Cap ships that are moored but LF/HF/VHF/FR as well.) That's because the cityscape or planetscape calls for a script into which your ship is placed.
Good luck though.

Post Fri Jun 04, 2004 7:29 am

Thank you. I'm now working on some capital ship fleets in all the main systems, but I may put some battles in places like Kepler later on.

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Border Worlds Bounty Hunter

Post Fri Jun 04, 2004 9:15 am

For flying teh capships, its easier than you think. I made a fly all ships mod (which is what its called) and its available for download (but at my site, not here). It is all in scripting, and was mainly made for modders to use as a platform. It also included making the shipyards sell ships as well.

Post Fri Jun 04, 2004 9:35 am

That's cool. Could you post a link? I would like to include that in this mod.

Anyway, at the moment, I'm working on making Rheinland evil and unlawful so that we can see some capital ship action. For some reason, though, they always stay neutral. I wonder if OpenSPv1 regulates the reputations. . . I may need to change some stuff in there.

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Border Worlds Bounty Hunter

Post Fri Jun 04, 2004 9:38 am

Chips site is called Pathfinder studios. Click Here.

Baene

Post Sat Jun 05, 2004 2:30 am

why do people always cast Rheinlanders as bad? Total War : they start the war. Lots of other mods I've seen people either attack Rheinland in retribution, or they are attacked by Rheinland 'without provocation'..... couldn't we have Bretonia playing bad in a couple of mods peeps?

Post Sat Jun 05, 2004 3:24 am

Its cause the Bretonians are wussies - they have poorly armored ships and stuff - so not strong things. Also - rheinland cause they were aligned with the ol nomads - and they are evil anyways. And their ships look mean (but i love them).

Post Sun Jun 06, 2004 8:57 pm

Well . . . I suppose I could make Kusari baddies as well if I could ever get my reputation editing to work. Otherwise, it seems to be working quite well, although I did have some problems getting a Bretonian fleet in New London and a Kusari fleet in Kepler had a freaky formation of Bretonian capital ships with Kusari gunboat escorts. I had to relocate the Bretonian Fleet to Leeds, but I added Nomads, and when I launched from Leeds after changing my starting point in OpenSP, the entire planet was under siege by battleships. What did the Bretonian patrols do? They flew right by without even noticing them! I wonder if that's because they never really encountered a Nomad fleet in the story mode and their reputations are just neutral.

Also, after loading, reloading, installing, reinstalling, editing, swapping, and looking over mods, I seem to been causing my PC problems, because for a couple of days, it kept restarting itself at random and sometimes it would freeze during start-up and begin to beep repetitively. I think I've got it under control, though. I've cut down on the general crap on my PC filling my taskbar and reinstalled Freelancer. I'll probably have to reload Windows, anyway, though, as I fear I've corrupted some important files during my experiments.

Now, what I've done so far is populate New York, California, Colorado, Kepler, and Leeds with capital ships. It's disturbing to see so many capital ships wandering around. I hope you guys won't have problems with that. You'll probably be glad to know that I was realistic in positioning the already existing fleets. For instance, you'll find more full capital ship fleets with escorts near Manhattan than you will at California Minor. So far, most fleets are peaceful and just move about the system at their leisure, occasionally vaporizing a few pirates that suddenly come across them, but when I get the reputations "altered," that should change. I want to have a massive confrontation between Kusari forces and some other fleet (I'm not sure whether I want to have Kusari allied with Rheinland or not yet) in Kepler, right above Ames Research Station.

Chips, I've downloaded your mod, but I haven't tried it out yet. In fact, I haven't even really looked at it yet, but in time, I want to merge it, with your permission, of course.

I have all of my modded files in a separate location for easy access, and I want to zip them up and have someone test what I've done so far. I also want someone to help me with the capital ship script for docking. I understand that the shuttle idea probably won't fit in, but I'm sure we could work out something.

I've taken a break from modding at the moment. As much as I like pouring over seemingly endless lines of code, I felt that a slight break would be healthy. Anyway, when I get back to it, I'll continue my task of setting up the fleets of the Sirius Sector.

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Border Worlds Bounty Hunter

Post Sun Jun 06, 2004 10:42 pm

It was made to be used like this, no permission necessary on that one - its an "Open source" kinda thing

Post Thu Jun 10, 2004 4:42 pm

The Battleship Encounters Advanced mod was released! Yay! That saves a lot of time for me . . . though it's kind of annoying after all that trouble I went through editing .ini files . . . Oh, the vanity of it all!

Anyway, that effectively makes my mod 2/3 complete. The last 1/3 would be concentrating on a new docking procedure and actually combining all three features into one. I'm . . . going to need some help with that . . .

*Goes off in search of dock/moor-editing tutorials . . .*

________________________
Border Worlds Bounty Hunter


Edited by - Forinec on 6/10/2004 5:47:14 PM

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