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Stupid Hovis Tricks

The general place to discuss MOD''ing Freelancer!

Post Sat Jul 23, 2005 1:47 am

Stupid Hovis Tricks

So... it's like this, folks. I've been working on 1.3 of the XML Toolkit Mod (I never thought I'd be spending this much time with this, lol) and while I've completed the major things I wanted to accomplish, such as adding custom ShipDealers to every valid Base in the FL universe, making custom Thrusters with custom flames, working on new ALE TXMs (that's a whole topic in and of itself) and other things... I have this little challenge that I'd like to hear some practical feedback on (and, uh, maybe even get some help with on the coding end).

Basically, I've decided, after much thought, to raise the Cruise speed. This works just fine, with no additional lag in MP (due, in large part, to the fact that the AI runs soooo much more efficiently in Toolkit than in the original game) and the SP campaign is still functional (after adding a very long delay before Cruise kicks in, with custom sound FX) but... there is an issue: the Hovis race.

Lots of people have enough trouble with the Hovis race when they're Cruising at 300, let alone 800 (which is where the speed's at now, after much testing) and I don't think that most people will be able to handle the Race in SP at these new Cruise velocities. So, I've been kind've thinking that I should make the track have a much kinder, gentler layout- say, a gently-curving circle or S-curve. My problem here is simple: how do I go about this, from a coding perspective?

Just moving the track-rings does not produce the desired effect. So this seems to be mainly Mission code. Anybody feel kind enough to explain how the Race's states are set, declared, and satisfied, so that I can alter this area of the SP Campaign? If I could get some help here, I'd appreciate it, and I'm sure that whatever we learn could be applied to ... say ... a totally new SP campaign at some point. So, much like my work with THN scripts, I'd like to see if anybody with prior experience would be willing to help- I'll provide the community with any relevant info/code chunks I can come up with as I work on it

Also, while I'm at it... could somebody explain why FLScan thinks that there are numerous errors in the SDK's Mission code? I would have to assume that these are, in fact, real errors, and maybe I could fix them up at some point.

Last but not least... I am of the slowly-growing opinion that there may be THN reference errors in the SDK that are causing some buggy output at various places. Among other things, I've seen at least one entry for a Female model with a Male hand-set. I'll comment more on that when I have taken a lengthier look at the code...

Post Sat Jul 23, 2005 7:32 am

You could just create a thruster with low energy that brings it up to normal speed. Which is available only at the Hood. You could nerf them by making it high volume or low hit points so that it isn`t very useful in the main game. Just handy for the Hovis.

Post Sat Jul 23, 2005 10:17 am

the hands should be fine argh as they have their own sexes and petal animations

Post Sat Jul 23, 2005 8:08 pm

Umm..

this is not a fix really, just something amusing.. instead of the stock dagger give Hovis a liberty dreadnaught.... Then you can take a fairly leisurely sunday drive around the course.. tho there is a time limit.. lol

funny to watch.. he he..

Harrier

Post Sat Jul 23, 2005 9:11 pm

Well, I suppose that that might be an option, heh. Give him a ship with a few billion Mass, and then he'll accelerate/decelerate so poorly that he won't be able to make the turns

Or I could just nerf his Cruise engines... easily enough accomplished. He'll just go at normal speeds. Now, that's a thought- I could just re-write that DLL entry, instructing players to just use their Thrusters... and give Hovis an engine with a Cruise delay of several million seconds and a fairly fast non-Cruise speed, so that he'd be roughly competitive...

That sounds like a plan. Although... it might still be fun to mess with the Mission code and change that area around.

Post Sat Jul 23, 2005 9:39 pm

Argh,

If you use the dreadnaught he gets stuck in the gate.. tho he still manages to turn on the weapon platforms etc.., when the game 'sees' you beating him, the other factor is you have to get through the gap between his ship and the gate.. but afterwards .. he happily follows you back.. I have the file modifications if you want them.. it was published in spoilers a year or (2) ago.. *strokes gray beard* and mutters.. "back in my day......"

Harrier.

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