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Large ships - several questions

The general place to discuss MOD''ing Freelancer!

Post Sun Dec 17, 2006 12:38 pm

So whats the engine for these ships then as i tried your handling and it still spins all over the place with collisions with small ships so my engines must be wrong..

Post Sun Dec 17, 2006 1:19 pm

If you mean the handling of the big ship is screwed, you can can just change the ship type to be a freighter instead.
If you call it Gunboat, Transport-Battleship, then it just constantly rolls over.

Post Fri Dec 22, 2006 12:12 pm

hokay, i've made a bunches of progress so far.

Liberty, Bretonian, Kusari, and Rheinland ships are done. I just have to do the Osiris and the two Liners.

This is off the subject but the battleship flak turrets only fire one shot each time you press the trigger. How do I get them to be a repeater? The Nomad CD is a repeater and the info looks the same.

Post Sat Jan 20, 2007 2:38 pm

The prison liner and luxury liner launch cockeyed. Where most ships come straight out of the gate, these two ships come out with a downwards attitude and direction, the prison liner mostly straight but downwards, and the luxury liner downwards and to the left.

Am I looking at the cmp here? Which entry and what do I do with it?
Is it something in the file?

Please help.

Also, would adding docking fixtures over planets that don't have them cause a conflict with unmodded players that would cause the server to crash?

Post Sat Jan 20, 2007 6:05 pm

I am having an impossible time getting the SUR file of my large station to work. I wind up passing right through the station, no matter what I do with the file. I've used direct exporting from Milkshape, and I've also tried SUR_SPLICE to get this to work. Does anybody have any ideas on what I might be doing wrong? HARD CMP says that the SUR file is there, but nothing is working on it.

Much appreciated.

Post Sat Jan 20, 2007 6:21 pm

here are a few tips that may help...

is your sur splice INI radius big enough to cover the whole station? 10 covers most fighters, but stations are much larger. are your sur parts simple, and low poly, or exact duplicates of the station? primitives, particularly cubes and spheres work best - cylinders work pretty good too, when they're not manipulated much.

also, none of your sur parts will register hits unless they have matching Object Names in the CMP, and they need to be named differently from the actual .3db node with the part-meshref. go in with UTF edit and either remove the _lod1 in object names and in your sur splice ini (easy method) or rename the .3db nodes and fix their corresponding File names in the cmp (under Cmpnd -> Part )

also, try using a ship with a custom SUR to hit it, because new surs like new surs better

Edited by - Cold_Void on 1/20/2007 6:22:38 PM

Post Sat Jan 20, 2007 7:32 pm

GAHHH!!! my post has been hijacked...

Now I'll have to post a new one.

Post Sat Jan 20, 2007 8:51 pm

lolz - sorry, but i smelled an interesting question

1. doesn't sound like a big deal
2. i'm not sure, but i would guess no - zones are the only things that can be removed/added serverside in the system files afaik

Post Sat Jan 20, 2007 10:35 pm

Well, I think we've narrowed the crash problem down to one of two things. It's either the clone base and mooring fixture or a bad br01.ini file from the SDK1.3 update. The crashes don't happen if I use the orginal br01.ini file from the installation. If I apply the SDK update (so I can apply the mod) and then apply the mod I crash everytime I leave the clone base. Especially when hitting esc to cancel the cinematic and hurry the launch process along. I don't think there are any crashes with the SDK applied and the mod not applied. This happens regardless of which capship is used and also happens when using ships normally available in game.

Does anyone have a capship mod that allows the use of mooring fixtures and would be willing to let me see their br01.ini file? I'm pretty sure it's narrowed down to that file.

Oh, one more thing. We removed all zones and NPCs from the mod and no crashes. We restored the zones and NPCs to the file and no crashes. As soon as we reactivated the clone base and mooring fixture the crashes reappeared.

This only happens in front of Planet New London.

Dev

Post Sun Jan 21, 2007 2:13 pm

I may be misunderstanding something, but it sounds like you put have a new station, in the shape of a mooring fixture, where the old mooring fixture used to be, and when docking with this station you go to a base that is not Br01_01 (planet New London). If this is the case, I suspect that NPCs are crashing the game because the patrol paths that formerly used to end at the fixture are no longer valid. In order for a path to be valid, the starting and ending points need to land on valid destinations; as far as I recall, valid destinations can be either jumps to other systems or bases where the faction has some presence. Whether or not a faction has presence in a base is determined in mbases.ini, by the BaseFaction entries under the base in question. Presumably, at least one of the factions using the patrol path to your new base does not have representation in that base, causing the game to crash (broken patrol paths will generally cause the game to crash).

Post Sun Jan 21, 2007 4:15 pm

also, there should be a docking-camera=0 line in there somewhere..

Post Sun Jan 21, 2007 4:30 pm

I appreciate the responses. Well, tell me what I missed then. Also, the crashes don't happen every time btw.

What I've done is this. For every planet that has a mooring fixture I've created a clone base. ie. Li01_01_base.ini was copied to create li01_91_base.ini and the nicknames were changed to the name of the new base. The mooring fixtures were redirected to the new bases. The new bases were added to the universe.ini file. New base inis were added to the data/universe/systems/#system#/bases folder.

Here are the pertinent edits for planet new london.

Here is br01_91_base.ini
[BaseInfo
nickname = Br01_91_Base
start_room = Equipment

[Room
nickname = Bar
file = Universe\Systems\Br01\Bases\Rooms\Br01_01_bar.ini

[Room
nickname = Cityscape
file = Universe\Systems\Br01\Bases\Rooms\Br01_01_cityscape.ini

[Room
nickname = Equipment
file = Universe\Systems\Br01\Bases\Rooms\Br01_01_equipment.ini

[Room
nickname = ShipDealer
file = Universe\Systems\Br01\Bases\Rooms\Br01_01_shipdealer.ini

[Room
nickname = Trader
file = Universe\Systems\Br01\Bases\Rooms\Br01_01_trader.ini


Here are the edits to the mooring fixture and universe.ini

<data file="data\universe\Universe.ini" method="sectionappend" options="1:0, 1:1, 1:2, 1:3, 1:4, 1:5, 1:6, 1:7, 1:8, 1:9, 1:10, 1:11, 1:12, 1:13, 1:14,1:15, 1:16, 1:17">
<section>
[Base
nickname = Br01_08_Base
system = Br01
strid_name = 196665
file = Universe\Systems\Br01\Bases\Br01_08_Base.ini
BGCS_base_run_by = W02bF24
terrain_tiny = debris_med1
terrain_sml = debris_med2
terrain_mdm = debris_large1
terrain_lrg = debris_large3
terrain_dyna_01 = debris_small1
terrain_dyna_02 = debris_small1
</section>
<source>

[Base
nickname = Br01_91_Base
system = Br01
strid_name = 196658
file = Universe\Systems\Br01\Bases\Br01_91_Base.ini
BGCS_base_run_by = W02bF10
</source>
</data>


and


<data file="data\universe\systems\Br01\Br01.ini" method="sectionreplace" options="1:0, 1:1, 1:2, 1:3, 1:4, 1:5, 1:6, 1:7, 1:8, 1:9, 1:10, 1:11, 1:12, 1:13, 1:14, 1:15, 1:16, 1:17">
<section>
[Object
nickname = Br01_docking_fixture_1
</section>
<dest>
dock_with = Br01_01_Base
base = Br01_01_Base
</dest>
<source>
dock_with = Br01_91_Base
base = Br01_91_Base
voice = atc_leg_f01a
space_costume = , robot_body_B
difficulty_level = 4
pilot = pilot_solar_easiest
</source>
</data>

Dev

Post Sun Jan 21, 2007 6:32 pm

Definitely add entries for all of your bases to missions/mbases.ini. mbases specifies what NPCs appear in each base, what rumors/missions those NPCs offer, etc. As I mentioned, the game also looks to mbases to determine what factions have presence in each base, which it then uses to decide who will dock with what bases. Copy all of the BaseFaction entries from each of your planets and paste them under the corresponding new bases (i.e., the BaseFaction entries for Li01_01_base would be put under Li01_91_base as well). When you copy stuff you can leave out the NPCs if you want, as well as the room information (this just tells the game which rooms the NPCs should go in). Also, just try doing this with one planet first; if it doesn't solve the problem, there's no sense trying to fix all the other planets in the same fashion.

Post Sun Jan 21, 2007 7:34 pm

Do you have phantom physics enabled on the station?

Post Sun Jan 21, 2007 8:50 pm

mbases was the problem. at least so far. thanks to Dev and Chessalavakia for the tip.

@gibbon, yeah, phantom_physics = true

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