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** PROJECT ** Creating New Systems

The general place to discuss MOD''ing Freelancer!

Post Mon Mar 10, 2003 8:33 am

** PROJECT ** Creating New Systems

Well, people seemed to really like the ** TUTORIAL ** type threads, so I had an idea for another type: ** PROJECT **. These would be threads where a major concept is worked on, hashed out, discussed, etc. by people working on it.

Obviously, adding new systems would be a MARVELLOUS way to add content to the game. I figure the best way to figure this out is to start simple and then build from there.

Here is the test system idea I had. This idea would have the added benefit of being an in game "mod tool" of sorts for modders.

PROPOSED NEW SYSTEM:

* 1 Asteroid type base
* 1 Jump Hole to New York, Liberty (opens behind Manhattan Planet)
* 1 Jump Hole to New London, Bretonia (opens behind New London Planet)
* 1 Jump Hole to New Toyko, Kusari (opens behind New Tokyo Planet)
* 1 Jump Hole to New Berlin, Rhineland (opens behind New Berlin planet)
* Populate the system, and the base, with any 1 faction (so it isn't empty and so we can see if there are any weird AI effects).
* Later, attacks from an enemy faction can be added.

Creating this type of system would result in learning:

1) How to create a new system.

2) How to link that system to other systems.

As an added benefit, it could serve as a huge help to modders who would like to have a faster way to "get around" their universe when testing things they might change.

Ultimately, it might also be interesting to figure out if there is a way to make jump holes only useable by people with certain faction scores. I also think it would be cool if one could figure out how to make jump holes do crazy things like wipe out your cargo hold.

The reason I suggest jump holes rather than jump gates is because "plot best path" seems to ignore jump holes, and thus one could still "play" normally and wouldn't have their nav map constantly plot them hopping through this "quick travel" system.



Edited by - ThresholdRPG on 10-03-2003 08:34:04

Post Mon Mar 10, 2003 9:29 am

this is an excellent idea I might try this one out out myself, like you said it will help teach modders to get around fl files etc...

Post Mon Mar 10, 2003 11:32 am

so the system would be a travel hub for the galaxy?

Post Mon Mar 10, 2003 4:39 pm

are there no programers out there?????

what we really need to make systems quick is an editor. just to set planets, trade lanes etc.

Dawn

Post Mon Mar 10, 2003 9:22 pm

FF: yeah, that is basically what this "test" system is. I am not proposing that people drop this into every mod they make, as it would dramatically change the "size" of the galaxy. It might, however, be interesting if you made jump gates to this hub that required HIGH faction with a new faction called "The Travellers" or something. . The main point here is just to work on this as a group to learn how systems are made, and the end result of it would be a great "test system" that modders could use for themselves to get around their own universe more easily when testing their work.

Dawn: Yeah, a tool would be nice, but I imagine that won't be easy.

One thing I am forseeing as being difficult is the placement of things like planets, bases, ships, trade lanes, jump gates, jump holes, etc. They seem to use some sort of x, y, z (or at least x, y) positioning, but I have never seen a way to get that information inside the game.

In other words, how do you know WHERE 82567,24888 is on the map of a sector?

Post Mon Mar 10, 2003 9:35 pm

thats not relevant. if you have an editor you could load the inis and then say "ok now print the positions on my screen" and now you could see where it is.

as i said before: i was betatester for a really equal (?) program for the operation flashpoint demo. which mission files looked the same like these here. the position marker are perfect to display on screen and change. so if you move an object and the program then saves the ini you have changed the position.

I could imagine that the placing of the tradelanes would be really easy: you set first ring and last ring and so the program could set the rings between and calculate the rotating of the rings.

Dawn

Post Mon Mar 10, 2003 9:53 pm

Dawn, I think you misunderstood me. I meant figuring out coordinates is a stumbling block *NOW* with the current method of adding/creating systems via text files.

Yes, if we had a cool editor everything would be a dream.

I almost hate (not really, of course) you for making me think of such a glorious tool...... ;p

Post Tue Mar 11, 2003 1:24 am

I wish I had a little more programming experience. Then I might actually have been able to program an editor

Oh well, guess there's probably myriad programmers in this little group anyways. Only a matter of time.

Post Tue Mar 11, 2003 4:48 am

I think in this situation, an editor to do something so massive might have to be supplied by DA.

But on the other hand, there are some very smart folks here, so MAYBE!

Post Tue Mar 11, 2003 4:57 am

I remember seeing a thread where someone asked what DA thought of the potental for modding - I have even suggested that they may not (because of the greedy Mr. Gate$ at M$) release any extra nfo's (like an editor), BUT
Has ANYONE asked them for one? I was always told that if you dont ask, you dont get..

Im going to spend the next few hours taking the notes from this forum and try to get a working base built. Im sure its been done already, but, not by me, and well, mines gonna be better because.. because.. um.. its mine? muuhahahaha

Post Tue Mar 11, 2003 10:48 pm

im not a programmer or a developer but i think that the reason there is no z cordinate is cause all bases/tradelanes/every object that is not movable is on a 2d plane not a 3d one. i mean fly around the world all planets and such are at the same level. i could just be taking a stab at the dark here but i think all the x,y is all you need.

Post Tue Mar 11, 2003 11:10 pm

not entirely true... there are easter egg ships and the like that are either above or below the 2d plane that can't be moved. example is listed below...
***TINY-MISISCULE-SEMI-SPOILER*** ppl get so uptight about these
the cardamine ship in the badlands in newyork is about 2k above you
***END OF TINY-MISISCULE-SEMI-SPOILER***
i don't see why objects such as other planets/bases/ jump gates/holes can't be put on other z axis values

...Just a random thought from a random mind

Post Tue Mar 11, 2003 11:25 pm

im not sure about that one. in order to get to the ship you have to navigate around a bunch of asteriods. its possible that the ship is actually on the same plane but in order to get t o is you have to deviate from a straight line.

Post Tue Mar 11, 2003 11:30 pm

great idea tresh,

asteroids bases aren't that big so eventually if you can amke them Clan owned
you can make several in one (new) system.

i have 1 suggestion for you look if. you can change weaponplatforms to support the base (you know change the Rep off the weaponplatform so its friendlier to the asteroid base and fiends of it)

Post Wed Mar 12, 2003 12:56 pm

i think its a great idea too...but isnt it simplier if we try to build new systems in another sector,not in sirius...like starting from nothing.

for example orion sector...2 systems...1 jumphole that connects them...1 base for each system...

first we build that..than we add a faction...and so on..is it possible?

what if i try to erase the system files in my freelancer foulder and leave only 2 systems...would it work?did anyone try?

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