Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

a mod in construction: Haste: Cardamine Racing

The general place to discuss MOD''ing Freelancer!

Post Thu Oct 07, 2004 9:20 am

a mod in construction: Haste: Cardamine Racing

yeah... a new mod, i intend to work on it by myself but i need some ideas now. you know, the whole HOW you should do it rahter than WHAT to do. like.....using basic C++ or simple BASIC, create a program to convert dec into bin... takes a bit of time (2 days for me) to think of HOW, but the WHAT to write part is like.... 5 minutes.

anyway, back onto my point.

The mod is based on the Wipeout style racing, or like the Anomaly mod for ut2k4, which inspired me lol. Basically, uberhigh speed racing with some so-so weapons at ultrahigh speeds. FAST racing basically, thus the 'Cardamine Racing', where i guess the only way you could survive is with a crapload of cardy stimulant. so, just a few of the ships from original FL, i'm an ini man, nothing more, so i'll be using ships like the dagger, drake, patriot, etc. Now, i got basically everything done except 2 things: tracks and the missions. i'm saving the missions for last, as a sorta SP thing cuz that'll be easier to have actual, fair races. now the track is the thing i'm stuck on. originally i was making a bucnh of track rings, untargetable. i made the solar, etc, fixed everything, and i had a pretty wicked looking tunnel. then i quadrupled the length with simple copypasting to make a 10 kilometer straight path, rings 25m apart, which makes a cage feeling. now, i had removed everytrhing else in the system except the sun, lightsource, manhattan and the ring. encounters, bases, everything gone. and guess what. it lagged.big time. on my own computer. my computer is no piece of crap either, mind you, so i've gotta think of a better, lowerobject usage track solution.

like i said before,i 'm an ini man (also DLL guy too). no modeling for me. now, my friend Dev (yeah, the guy who did that .sur thingy) and I spent some timet rying to resolve this problem. my thought was to make it like a kids set: have someone model several pieces of track, like 5-6, basic hollow cylinders, one striaght, one curved, one u trned, one slightly curved, etc. that way i just piece em together, and build my tracks in no time. now, i can model. i use anim8or. works fine for me, but i cant export it to freelancer because: one, its not ms3d. two, ms3d bails on me with the .cmp exp/importer and i've just given up on it. so then i thought of having an invisible track. Dev finishes his .sur program, i can use it to make an invisible track, jsut long cylinders that way. that would be cool, but then... you cant find turns. i guess i could also find some basic ships or some ingame thing that can make arrows out of, like a bunch of lights, etc, but it might not be veyr effective.

so are there any other ways i could construct tracks?

hm.. wait i just thought of this. just. is it possible, to jsut make like a new weapon and give it the shape of a track ring, and make a new .cmp (i can do those too) and give a bunch of hardpoints, give it a loadout and make the rings there. now would that be as laggy?

i'll wait for a reply or two first... thanks in advance.

Post Thu Oct 07, 2004 10:01 am


rings 25m apart,


You realise that 25m is a tiny, tiny distance in FL? If you actually mean that, they would be next to each other. And, if you had 10km of that, then you'd expect your comp to lag. You don't need them to cage ships in. When you come to scripting the missions, it's fairly simple to set up a trigger that fails the mission if you stray outside the defined track area.

Post Thu Oct 07, 2004 6:37 pm

well, my means for that was for a near-pinball like setting, so if you hit the edge, say, if someone nudges you, then you hit the wall and bounce back into the race. like, dropping a ball down a big tube and shaking the tube a bit.

Post Fri Oct 08, 2004 9:22 am

You can do that if you want, but, as you said, you'll get a lot of lag. It's much simpler to set up a parameter. You don't have to make it very strict, just so that if you obviously veer off course, you lose.

Post Mon Oct 11, 2004 5:27 pm

How about create mine field tunnel? With buoy indicate the tracks.

Peace doesn't exist between the livings, but the dead.

Post Thu Oct 14, 2004 7:43 am

well, i'll try the weapon hardpoint thingy later... but i guess i'll have to do that if i cant get anyone to model via milkshape for me.

everything else is pretty much done....

Return to Freelancer General Editing Forum