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Custom ships not appearing inside bases and starting screens

The general place to discuss MOD''ing Freelancer!

Post Wed Sep 22, 2004 9:31 am

Custom ships not appearing inside bases and starting screens

Okay. As you know, TRM will have many new ships. However, they do not appear inside bases or in the starting screen when put in. But in flight they appear fine. So what's happening?
Whilst it can be hit in fights, my ship creator thinks that .sur files may be a problem. There is a .sur file in each ship folder, but do I have to enter it into an ini file as well? There is no entry for any ship in shiparch.ini for a .sur file, so...


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Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Wed Sep 22, 2004 11:57 am

Download FLAddRadius here fro TLR. LEt the tool run over your cmp files, ti fixes that well-known problem.

Post Wed Sep 22, 2004 12:39 pm

Where do I put the .cmp file? All it says is "Put all the .cmp files you want to process in fladdradius2 directory"
Which directory would this be :S

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Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Wed Sep 22, 2004 5:19 pm

check your LOD ranges, try setting them to : 0, 99999

this usually fixes the problem

Post Wed Sep 22, 2004 10:06 pm

The ships not visible on bases is typical of the missing radius, which will be added by FLAddRadius. On bases this is not LOD, definitely.

You must move the cmp into the directory where you unzipped it, and then just follow the instructions in the readme.

Post Thu Sep 23, 2004 8:57 am

I put it into the place i unzipped it, ran the program, and nothing happened..

Nice one Hobbes78 Works brilliantly! Thanks.

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Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Edited by - Zack Lyons on 9/23/2004 10:16:50 AM

Post Thu Sep 23, 2004 10:05 am

Lol, I still recommend using that program, and there are instructions which you should be able to follow.

If you don't, you might experience your ship disappearing in soem cutscenes (typically happens when the ship lands on a planet, for example on Pittsburgh I saw it happen) or in Multiplayer, when the ship's centre is not on the screen, it is not shown, and when the centre enters the screen suddenly the ship pops up. That's what you cannot fix by LOD ranges. Oh, and for the sake of probable multiplayer games and to save other peoples FPS rates, make LODrange for 0, 2000 for a fighter, and maybe 0, 4000 for somethign like a gunboat etc...

Post Thu Sep 23, 2004 11:21 am

It's worked fine in Cambridge and NL landing scenes, inside Thames and Suffolk, and in a starting screen edit.
But, once again, I ran the program on the cmp file, and the result was still the same.

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Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Thu Sep 23, 2004 9:19 pm

check your LOD settings in shiparch.ini... or check your HpMount position entry in your cmp file... better yet use HardCMP by Luova Deus to check the position of your HpMount.



FIREBASE Technologies

Post Fri Sep 24, 2004 9:10 am

Heh, it's already been fixed, my friend Read above. But thanks anyway

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Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Fri Sep 24, 2004 10:49 am

Be sure to make it 0, 2000 and not 0, 99999

If you have it at 99999, it will cause a lot of client side lag (not server lag, but just client's machines slowing to a crawl).

Post Fri Sep 24, 2004 12:31 pm

And 2000 will work?

--------------------------------
Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

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