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The content may be outdated and links may not be functional.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

Detailed Questions about Freelancer Modding!

The general place to discuss MOD''ing Freelancer!

Post Tue Nov 30, 2004 9:24 am

Detailed Questions about Freelancer Modding!

Hello!, My name is Worf, I am currently researching the extent that Freelancer has/can be modded and I have some questions for you wizards!.

Before I ask my questions I thought you would like to know the reasons why I am asking them. [SFC is considering the development of a mod in Freelancer, which (hopefully) nullifies all attempts at cheating, a mod which historically/contextually fits in with the "Freelancer" universe which is pathed in the Single Player and Introduction Movie and one which will be enjoyable by the public!. Aside from this I personally would like to learn how to MOD Freelancer.

Firstly, Is it possible for players to "Repair" stations (IE: Ithaca Research Station is Abandoned and has suffered a beating over the ages, with Player intervention is it possible to restore a damaged station, over several missions/trade runs (This would actually give Commodities Real game play value instead of just a way to produce profits)).

Secondly, Is it possible to construct empires out of rubble? (IE: A wasteland area be appropriated jump gates, trade lanes be built etc).

Thirdly, Is it possible to "create clan factions" within the Freelancer universe and have two group types Temporary, Clan group and to see both groups in seperate colours on the Universal map?

Fourthly, Relating to my third question, if "Clan Factions" is possible, would it be possible to implement a "Shared Reputation" system, where one person's acts affects a whole society?

Fifthly, Relating to my third and fourth question, would one be able to plot patrolling AI's (Or NPC's I believe their called, please correct me if I am wrong) routes and create vessels such as Battleships and position them accordingly?

Sixthly, The Map of the Sirius System, Is it possible to make "Map-Upload's" To other players in the server that are of the same clan? and to extend this relating to question four, Would a Society be able to have a shared map (IE: Player One Explores the Kusari Empire, Player Two Explores the Bretonian Empire, Player Three Explores the Rheinland Empire and Player Four begins Exploration of liberty, where each player would update the society's map, which would in turn update "Society Members" maps accordingly, though not altering their visted bases statistics)

Seventhly, Relating to my third question, is it possible to buy and position stations within the universe, and have an estimated time of arrival?

Eightly, The ability to work-up to buying vessels (IE: Working For an Organisation who sells a certain ship that is unique to them, and you work in "Missions" to earn the vessel you would like to acquire) is this possible?

Ninethly, In Relation to my third question, Is it possible to put a station up-for-sale (if a Society/Faction no longer requires it) in the "News" section (as this will make the "News" more pertinant for multiplayer)?

Tenthly, (Don't Worry, I'm Shutting Up Soon ) In Partial Relation to my third question, Is it possible to "Order" AI players, to assist you and form up with your vessel if their friendly and/or a part of your society?


Thank You for reading this, if possible I would appreciate any responses, if reponses are answers to questions due to the amount of questions I have asked please could you number the answers . I am reviewing all the materials I can find on Modding and this subject and once again thanks for listening.


Thank You,

[SFCWorf

Post Tue Nov 30, 2004 10:34 am

hey worf.

to #1: not ingame, but u can "rebuild" it by system modding (i.e. objects / zones in map)

to #2: yes - see system modding

to #3: custom factions are possible. altering the background image of the navmap as well if u meant that.

to #4: no - reps are for individuals

to #5: NPC encounters are very possible - also with capships.

to #6: ingame map revealing is possible, but it sticks to single objects - for whole areas you'd need to "buy" several maps.
the server admin can also reveal the map (with the right tools)

to #7: yes. ETA is a next mod version. system changes are not possible "on the fly". (NPC encounters can be altered serverside though).

to #8: rep requirements are tough to mod for ships - you need to make it for the base that sells the ship - so the player cant dock till he made a certain mission (or bought a bribe or killed enough NPCs)

to #9: buyable stations are possible, but they are technically ships (i.e. no docking to them possible). static, dockable stations require a new mod.

to #10: no - in sinalge player yes but that area isnt very explored and the biggest focus is on MP

i hope it answered all of ur questions. keep it coming. you have some very experianced modding "wizards" here on lancers. if they dont know it then noone does

Fjord

Post Tue Nov 30, 2004 11:17 am

Thank You for your reply!, With your response to number Eight, is it possible (If a mod hasn't been designed already) though, will the actual game engine allow this?

Post Tue Nov 30, 2004 11:35 am

YOu can mod reputation restrictions so that a base sells you a ship only at a certain reputation. However, those values are ignored in MP.

Post Tue Nov 30, 2004 3:23 pm

You can also use solar events (i.e. switching out the System via script) to make it so that Bases only have a ship available for sale after certain conditions are met.

The biggest problems remaining for modders, btw, that you should be aware of (and, uh, if I get any of these wrong, please feel free to correct me folks ):

1. Custom hitboxes are impossible. BUT... we now have tools (thanks for Hcl, Anton, Devast8or and others) that will allow modders to reshape/resize/move existing SUR files (these are hitbox meshes), and Anton's next version of FLModel Tool is going to allow people to manipulate whole new categories of SUR that were previously out've reach.

2. Nobody has (yet) cracked the ALE definitions, so while we can build new sprite-based animations, we don't have good ways to control their behavior to the degree that DA had when they built this thing.

3. Random Missions (the kind you get at the bar) are not really cracked yet. We know how to make certain game entities show up in certain situations, but we have not solved all of the problems necessary to make new, custom Missions. For example, there aren't any Escort Missions, period, other than the heavily-scripted ones in SP. Duplicating what's been done in SP in MP would be very... tricky... and nobody's quite figured that out yet.

... and then there are a lot of things that are possible, but are a pain in the rear, but if you're an experienced modder, you'll soon master them. After all, if I can build a mod, then anybody can

Return to Freelancer General Editing Forum