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Random Ship Placement Program almost done...

The general place to discuss MOD''ing Freelancer!

Post Wed Jul 20, 2005 4:01 pm

Random Ship Placement Program almost done...

Some guy posted earlier that he would like this program, so I made one in Java.
It should be compatible with any mod as long as the original formatting in the market_ships.ini is intact,
e.g.
[BaseGood
base= ""

Here are some before and after pics. This program will also clean up any ships that aren't for sale, and also randomizes the number of ships available at each dealer.

BEFORE


AFTER


I'm almost done it, just a bit more code clean up and it's done.

Post Wed Jul 20, 2005 4:14 pm

Cool

Edited by - Question Asker2044 on 7/20/2005 5:14:33 PM

Post Thu Jul 21, 2005 8:23 am

Programs all done and has been emailed to TLR.
If you're interested it should be up in the next few days. If you want it now, drop me a line: [email protected]

Post Fri Jul 22, 2005 3:26 am

Is this ship randomiser usefull for MP servers or only singleplayer ??

And if it's usefull for MP servers, can it work server side only ??

Gestoord

Monkey Universe server admin

Info on MONKEY UNIVERSE server

Post Fri Jul 22, 2005 10:36 am

It just makes a new market_ships.ini so I'm not sure. I'm not exactly sure how mp works with FL as I've never tried it.
I know that most mp games, will synch files on the client side with what's on the hosts side (i.e. the server) so that everyone who playes on that server is using the same stuff.

This could be useful if you want to wipe your mp server and have the players start off at nothing, but change what ships are where so it would make things a little more interesting.

Post Fri Jul 22, 2005 7:26 pm

would you/could you program a pilot previewer/selector for me please A-H?it should be simpler than the randomizer... I'd like to show people what costume they're getting when they are browsing through the list but FLMM won't display pictures. What am i talking about?CVFC Roleplay enhancement It would be ubercool if it looked kinda like a FPS character selector like quake & unreal etc - since i have 150 different costumes i would like to break them into smaller categories,like you press up/down and that changes category & left/right changes selected character.what do you think?

Post Sat Jul 23, 2005 5:11 am

The new version is almost complete. Now it will allow you to restore backups and now you no longer have to rename the file yourself after the program is run.
I'm just hunting down a few bugs and then it's all done.

@Cold_Void: I'm going to need some more details before I can even begin to understand what you want. I don't know how to do 3D stuff in Java or VB or C++, soooo that's probably not going to happen. Although, I can do an interface with some pics that you can click on and stuff if you want.

Post Sat Jul 23, 2005 5:13 am

I just read more closely and I should be able to do this.
Send me a sample of 10 heads/torso/legs etc, so I can have a crack at it.
Thanks.

Post Sat Jul 23, 2005 4:15 pm

they'll be whole body shots so it should be fairly simple - i just need to get macros working with freelancer(i can make them now but FL won't hand over mouse control or something) so i don't gotta take all 152 screenshots manually - the cropping & converting can all be batched.and thank You

Edited by - Cold_Void on 7/23/2005 5:19:47 PM

Post Sun Jul 24, 2005 8:25 am

I've been working on an interface in Java for this proggy and it's almost done. I just have to complete the backup part and it'll be ready to download. Should be up done by monday.

Main Window...


Randomize Window...


Restore Window...

Post Wed Jul 27, 2005 8:41 am

So Cold_Void, are you going to email me or not?!?!?! A little confused.

Post Thu Jul 28, 2005 4:03 am

oops hehe - i've been kinda upset with this macro program that theJkWhoSaysNi directed me to - he got it to do all his screen caps for FLCedit but it seems to hate me - it doesn't move the mouse in FL and so i am stuck taking them manually for now at least... i will get some files in the mail today tho,pictures & pilot list & the flmm version of the client

*edit: these are going to look pretty poor due to my outdated card*
*email sent*

Edited by - Cold_Void on 7/28/2005 9:32:03 AM

Post Sat Jul 30, 2005 1:11 am

Hmm. Perhaps you had read my message about ship shuffling on the FLRebalance Mod forum here. Or someone else's -- it's a great idea, after all

I, too, have a program that shuffles ships, but it's not yet gui and not yet released because it's just one of a related suite of utilities I'm working on as a newbie programming project this summer. I'm working exclusively in Python.

From a description I recently wrote elsewhere:

FLModMonkey makes the kinds of global alterations to large game variants like Rebalance that only the foolish or masochistic modder would want to try and do by hand. It currently does the following:

--Uses a complex and finely tuned scoring algorithm to set and integrate a fair price for every ship in the game variant being examined.
--Uses another complex and finely tuned scoring algorithm to set a fair price for every weapon.
--Uses yet another algorithm to determine the “level” of star systems based on the difficulty of the missions offered within them, and redistributes the ships being sold based on these scores, with some controlled noise thrown in to ensure a fresh shuffle every time.
--Generates as many as several thousand unique random weapons by applying clever Diablo-style modifiers to existing weapons (with excellent flavor text, I might add).

Before I'm finished with this version, it will also do this:

--Shuffle the weapons being sold similar to the redistribution of ships described above, except for weapons that will only drop from NPCs (see below.).
--Generate hundreds of variations on existing ships (i.e. 'used' or 'modded'), similar to the weapon generator.
--Generate thousands of new loadouts for NPC pilots, making use of all of the above.
--Combine all of the above into a simple super-utility that determines logical boundary prices and shuffling restrictions based on the data found in the game variant being modified.

Stay tuned!

--Existential Risk

Post Sat Jul 30, 2005 5:20 pm

It might have been you, I don't remember who asked for it.
Your proggy sounds rather exciting so keep at it, and let us know how things are going.

Post Thu Aug 04, 2005 10:57 pm

ok, here's the question that's been burning in the back of my mind since I started reading this thread.

1: is it possible to dump a bunch of ships into a mod and have the system you created randomly set them up at all of their locations. Including new locations added, as in systems created not stock.

2: is it possible to make this program run in the background of the game? In the sence that if set up on some kind of variable timer the system reorganizes all the ships after something like 20 or 40 minuts?

a friend and myself had made a huge list of things that would be great to see in-game but we didn't have the resources or knowledge of how to do it. This was sortof what we had in mind as one of our ideas. I very glad that you did make it as is already. One of our ideas was a "stock market" type concept. Fluxuating prices on goods. That would drasticly improve the gameplay, so that you don't always have these boring trips here and there. You would have to actually look arround and see where the good prices are for things and run like mad to make it to them, lol.

Oh, before I forget, how far is that diablo concept idea coming along? I'm finaly starting up my modding and I want to impliment a bunch of these new concepts and make them a permanent reality for future gaming with this engine, but I can't do it alone
I'll make a point of coming back to this thread often to see what the progress is on both projects.

Griffin Pyros.

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