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** MOD PACK ** Reynen''s Cleint / Server Ship & Equipmen

Here you can announce your own Freelancer MOD and find information about the different available packages!

Post Tue Apr 15, 2003 11:13 pm

Bob, it does work. Setting damage to 0 allows the Rheinland battleship to undock safely. This also means that my previous assumption that it was the atmosphere causing the damage was correct, it wasn't the docking ring. I tried this several times and got out with my Rheinland battleship perfectly.

I did have my own fix for this, but I was beaten to it...besides, Bob's way is better. Didn't know there was a zone for the atmosphere death.

Post Tue Apr 15, 2003 11:26 pm

Yay! I adjusted the zone's size to 4005 instead of 4100 and you have to be practically hitting the planet model before you get hurt, but at least you still die if ya get too close. Glad I could help! I'm also gald it wasn't the docking ring. I checked around the files a bit, and the docking ring file that the Ghost Docking Ring changes is encrypted, and BINI doesn't work on it. Aside from manually editing the model file with MilkShape or something, aside from that, it looked pretty hopeless at this point. Can't wait for 2.1 with BS!

Just out of curiosity, what was your fix?

P/-/3@R D@ D@\/\/G F00lZ

Edited by - BobTheDog on 16-04-2003 00:32:25

Edited by - BobTheDog on 16-04-2003 00:39:41

Post Tue Apr 15, 2003 11:50 pm

WOHOOO!!! You guys fixed the battleship problem!!! TYVM!! Oh I am soo happy!

I will implement this immediately. I will need to change this for every system so it will take a little. Thank you so much for finding that. I will just change the damage to 0 for all the planets

Now if I can figure out what the problem is for BS docking with stations then we will be all good to go. Need to be able to ESC out of the cut scenes for station docking to work properly.

Also I will adjust ALL the npc regen, it shouldnt take me too long. I will make it 10K per level, that should make it ok

I'll release an updated 2.0 BETA sometime tonight hopefully.

-----------------------------------------------------------------------------------------

Also I found the problem for some of you who are getting corrupt versions.

Please make sure you DO NOT unzip the .zip.flmod file!!

All you ahve to do is download it and click open, OR download and save then double click on the .zip.flmod and it will autoinstall into FLMM.

From some of the emails I have been getting people have been unzipping the .zip.flmod and getting corruption errors. Again ONLY unzip the .zip file, NOT the .zip.flmod

Hope that helps some of you out there. If FLMM does not have it installed right, when you activate it and see nothing changed then the installation was not done correctly. Please reinstall the mod.

NOTE: 1.6 AND 2.0 BETA can bee installed in FLMM at the same time, just make sure they are in different directories. There have been some people putting BOTH mods in the same directory, please please..do not do this

Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Edited by - Reynen on 16-04-2003 00:58:06

Post Tue Apr 15, 2003 11:55 pm

My fix was moving the docking ring forward 1000 meters, and it worked. But since it turned out it was the atmosphere causing the damage I can only speculate why moving the docking ring forward would allow you to stay alive, but it did.

Post Tue Apr 15, 2003 11:59 pm

Um, if ya reduce the damage to 0, we just bounce off of the planets. Are ya wanting the collision damage to take care of killing us, or ya want the planets not to hurt us? As for the station docking, that coud be a problem of the station either having too small of a docking area, or the undock start point being too close to the station. Perhaps BS shouldn't be able to dock with stations? Could be frustrating, tho, especially in areas that don't have dockable planets. Perhaps ya could change some stations to planets? Or just add planets in... Anyhow, glad to help.

P/-/3@R D@ D@\/\/G F00lZ

Post Wed Apr 16, 2003 12:21 am

Moving the docking ring must have moved the relative launch point as well. In that case, the launch points for each planet are tied to their respective docking rings. Cool!

P/-/3@R D@ D@\/\/G F00lZ

Post Wed Apr 16, 2003 12:36 am

Hmm ok I will just modify the zone size then.

Khaos, how did you move the docking ring forward? I asked how to do that and no one answered before

If that effects launch and docking places that opens up a whole new world of possibility.

Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Post Wed Apr 16, 2003 12:38 am

I just got my Rheinland battleship to successfully dock with Newark Station. I used a rather strange method, and I don't think this should be used for the actual fix. Why? First, it would take a long time to do since you have to do it for EVERY station. And, it is, as I said before, rather strange...

What I did was I copied the [Object section for the Manhattan docking ring, pasted it under the [Object section for Newark Station, positioned it 2000 meters to the left of Newark, and had it set to dock to Newark! It works! I docked with the ring and like magic I appeared in Newark station. It worked flawlessly, no long cutscene or having to spend five minutes just to line up with a moor. But, like I said, I don't think this should be considered the solution unless Reynen 1) Suddenly gains a LOT of time, or us people help him with it 2) There is absolutely no other way to do it.

EDIT:

Moving the Docking Ring.

[Object
visit = 1
nickname = Dock_Ring_Li01_01
ids_name = 261168
pos = -33267, 0, -28810
Archetype = dock_ring
ids_info = 66141
dock_with = Li01_01_Base
voice = atc_leg_f01a
space_costume = , robot_body_A
reputation = li_p_grp
behavior = NOTHING
difficulty_level = 1
loadout = docking_ring_li_01
pilot = pilot_solar_easiest

Each system is basically a coordinate grid, therefore we can use coordinates in the order of x (left and right), z (up, down), and y (forward, back). I wanted to move the docking ring forward, so I modified the y-value (-28810). In order to move it forward I have to increase the value. I changed it to -27810, and voila, docking ring is 1000 meters forward.

Edited by - Khaos on 16-04-2003 01:42:29

Edited by - Khaos on 16-04-2003 01:43:19

Edited by - Khaos on 16-04-2003 01:43:43

Post Wed Apr 16, 2003 1:03 am

There's a handy coordinate finder thing somewhere. It may be useful for that. Great job Khaos, I had thought something like that might work. Putting docking rings on each station would be tedious, but Rey could do it a few per release or something. The largest problem is that each one has to be rotated accordingly, but I gues you could copy the station's rotation field for that...I hope we can find an easier fix, tho. I may take a crack at it later...

Rey, I looked into the speed gague thing and it seems hardcoded into the game. It might be in a dll somewhere, but I dunno. I looked through all the hud files and couldn't find anything. I think it's hardcoded because it goes past 300 for thrusters and tradelanes. If someone want's to crack all the dll's then maybe we could find something...

P/-/3@R D@ D@\/\/G F00lZ

Edited by - BobTheDog on 16-04-2003 02:04:05

Post Wed Apr 16, 2003 1:05 am

Khaos:

Thank you so much I have tested this and it works like a charm, you are brilliant!

I don't care if it takes me 2 days or 1 week to get this in, I will work however long need be to get the mod fixed and working right.

As you said this will not be easy as I will have to do every station in the game.

I will start in libery and go out from there. Expect liberty to be fixed by tonight or tommrow. I would say the rest of the universe by the end of the week

You've just solved the major problem we all have been having, brilliant solution! Guess my head's been stuck in the code to long to think of stuff like that LOL. Well at any rate, you think it up and I'll make it happen

Well off to get started.

Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Post Wed Apr 16, 2003 1:33 am

"you are brilliant!"

I know, I know hehe ^_^

Only slight problem that probably no one cares about: in the contact list the docking ring shows up as "Manhattan Docking Ring", but in space it says Newark Station Docking Ring. This is because the docking ring uses the same ids_name number as the Manhattan ring. You may or may not want to fix this, doesn't really matter to me. But of course if you're a "perfectionist" heh

Anymore problems?

Post Wed Apr 16, 2003 1:42 am

I'm looking into the weapons platform health bug. If ya fixed it, tell me. Back with infos later. BTW, when can we expect the next release?

ALSO: good work, Khaos. Glad that's solved now, so we can get to battleshiping!

P/-/3@R D@ D@\/\/G F00lZ

Post Wed Apr 16, 2003 1:46 am

Khaos:

Found that you can correct both problem by having the docking ring have BOTH the same IDS & Info card as the station.

---------------------------------------------------------------------

Bob:

My bad....i forgot to change the weapon platforms, really sorry. I just changed ALL weapon platform to 1 mill, will that do?

---------------------------------------------------------------------

Working on the liberty system now should be done in not too long, I work fast hehe.

Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Post Wed Apr 16, 2003 1:57 am

I wasn't complaining, I just noticed that back a while you said you couldn't figure it out, and I thought you hadn't yet. There's a lot of platform variations, eh?

P/-/3@R D@ D@\/\/G F00lZ

Edited by - BobTheDog on 16-04-2003 02:58:07

Post Wed Apr 16, 2003 2:10 am

I may have found out how to fix the speed after all...

[Engine
nickname = ge_gf1_engine_01
ids_name = 263671
ids_info = 264671
volume = 0.000000
mass = 10
max_force = 50000 <---------CHANGE THIS?
linear_drag = 250
power_usage = 0
reverse_fraction = 0.200000
flame_effect = gf_li_smallengine01_fire
trail_effect = gf_li_smallengine01_trail
trail_effect_player = gf_li_smallengine01_playtrail
cruise_charge_time = 2
cruise_power_usage = 20
character_start_sound = engine_ci_fighter_start
character_loop_sound = engine_ci_fighter_loop
character_pitch_range = 10, 65
rumble_sound = rumble_ci_fighter
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
engine_kill_sound = engine_ci_fighter_kill
cruise_start_sound = engine_ci_cruise_start
cruise_loop_sound = engine_ci_cruise_loop
cruise_stop_sound = engine_ci_cruise_stop
cruise_disrupt_sound = cruise_disrupt
cruise_backfire_sound = cruise_backfire
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 60
outside_sound_cone = 180

I've read elswhere on the forums that the MAX_FORCE divided by the LINEAR_DRAG equals the engine speed, but is it here referring to the cruise engines? perhaps if ya increase this it will increase the speed readout? I dunno.

P/-/3@R D@ D@\/\/G F00lZ

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