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Deadly Tide

The general place to discuss MOD''ing Freelancer!

Post Wed Jul 05, 2006 4:26 pm

Deadly Tide

Okay, I'm developing my own little mod based off the game Deadly Tide by Microsoft. It involved flying an undersea fighter against waves and waves of enemies to rid the sea of them. I'm planning on using fields to simulate the sea bed. However, I'm having a bit of a problem.

What I need to do is make the asteroids so dense that there is absolutely no path between them. I've looked through the system INI and the asteroid INI and I can't seem to find anything, yet I know it's possible because Wasabe accidentally did it at one point when developing Freeworlds 1.65.

Does anyone here know what values of what INI's I can edit to increase the density of a field?

(Oh, and ideas and concepts are welcome)

---
Creator of Freelancer Complete Balance Mod, New Australia, and had a hand in Freeworlds.

Post Thu Jul 06, 2006 12:57 am

im sorry to say that but to raise the amount of asteroids in such a way will increase lag and the need for a high performance PC extremly

Post Thu Jul 06, 2006 8:26 am

What you can do is use the Dyson Nomad Floor and put a few of them side by side til it's big enough where people don't want to wonder that far. Add a huge Dark Blue Neb to make it as you are under water, and add tons of dust and stuff and then underwater bases. Should look nice

QuEsTiOn AsKeR
Last Hope MOD

Post Thu Jul 06, 2006 11:17 am

the solution is simple and effective - make a cubed enclosure from flattened cubes - size them, then position each side 1/2 the width away from center - here's my code:

[Object
nickname = Tr01_grid_top
pos = 0, 25000, 0
rotate = 180, 0, 0
archetype = tron_scape
behavior = NOTHING
[Object
nickname = Tr01_grid_bottom
pos = 0, 0, 0
rotate = 0, 0, 0
archetype = tron_scape
behavior = NOTHING
[Object
nickname = Tr01_grid_east
pos = 12500, 12500, 0
rotate = 0, 0, 90
archetype = tron_scape
behavior = NOTHING
[Object
nickname = Tr01_grid_west
pos = -12500, 12500, 0
rotate = 180, 0, 90
archetype = tron_scape
behavior = NOTHING
[Object
nickname = Tr01_grid_north
pos = 0, 12500, -12500
rotate = 90, 0, -90
archetype = tron_scape
behavior = NOTHING
[Object
nickname = Tr01_grid_south
pos = 0, 12500, 12500
rotate = -90, 0, -90
archetype = tron_scape
behavior = NOTHING

all i had to do was scale my 'blocks' to 25000X100X25000 with flmodeltool, a little math and some tinkering with the orientation which you won't have to do if you use these orientations and voila - a perfectly enclosed system 25k squared

Edited by - Cold_Void on 7/6/2006 1:10:00 PM

Post Fri Jul 07, 2006 6:59 am

it would be even better to design a surface from the scrach... scale it big enough and put some cool textures on it

the sur shouldnt be a problem too

Post Fri Jul 07, 2006 7:18 am

oh ya, thought i should mention that i used a single square of two polys, not full cubes - the sur itself was an exported cube

Post Mon Jul 10, 2006 12:24 am

I discovered the lag issues by accident. So now I'm looking for a new way to try it. I don't want to model a whole new sea bed until I'm sure we can hitbox it.

---
Creator of Freelancer Complete Balance Mod, New Australia, and had a hand in Freeworlds.

Edited by - Hobbie on 7/10/2006 1:24:01 AM

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