P/-/3@R D@ D@\/\/G F00lZ
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** MOD PACK ** Reynen''s Cleint / Server Ship & Equipmen
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Ya could probably remove the docking code from the stations. That way you couldn't dock with it. That would make it more n00b friendly, and friendlier for those who don't RTFM. It would also ensure no accidental problems. Good ta see ya goona add to Alaska. I've barely beat the campaign my self, and haven't explored much yet. I do hope in later releases you can make it harder to get weapons/shields/ships and stuff. Having everything at every place makes it kinda... i dunno... it just takes the challenge away of levelling and getting to new places with better stuff. I know you are gonna have special guys drop uber weapons, but a little mixing up of the station equipment would be nice. Also: the liberty mission generator only gives low cash missions. I wasn't sure if ya had wanted it this way, or not.
P/-/3@R D@ D@\/\/G F00lZ
P/-/3@R D@ D@\/\/G F00lZ
Alaska's hard to get into, since there's only a small opening in the minefield, so ya may want to increase the opening a bit. It's probably this:
[Zone
visit = 1
nickname = Zone_Li01_zone21_lane_access
pos = 71890, 0, 15440
rotate = 0, -70, 0
shape = BOX
size = 2500, 1250, 18000
property_flags = 131072
sort = 99
in li01.ini
It appears that, oddly enough, mines are a sub-type of asteroid. Probably the same setings as the expolsive nebulae. Anyhoo, ya could change the dimensions of the exclusion zone listed above to make it easier to get to alaska. Or ya could make it harder. If ya wanted to make it wind around, then you could create more zones like the one above, and reference them in li01_zone21_mine_field.ini located in DATA/SOLAR/ASTEROIDS/
it looks like this:
[TexturePanels
file = solar\asteroids\mine_shapes.ini
[Field
cube_size = 350
fill_dist = 1200
diffuse_color = 110, 110, 100
ambient_color = 255, 255, 255
ambient_increase = 20, 20, 30
[properties
flag = mine_danger_objects
flag = danger_density_high
[Exclusion Zones
exclusion = Zone_Li01_to_Li05
exclude_billboards = 1
exclusion = Zone_Li01_zone21_lane_access
exclude_billboards = 1
[Cube
xaxis_rotation = 8, 40, 90, 158
yaxis_rotation = 5, 45, 100, 135
zaxis_rotation = 355, 45, 78, 145
asteroid = mine_spike1, -0.900000, 0.000000, 0.050000, 110, 0, 10, mine
asteroid = mine_spike1, 0.750000, 0.100000, 0.000000, 0, 45, 20, mine
asteroid = mine_spike1, 0.050000, -0.750000, -0.100000, 50, 35, 40, mine
asteroid = mine_spike1, 0.000000, 0.850000, 0.100000, 150, 15, 12, mine
asteroid = mine_spike1, 0.100000, 0.000000, -0.850000, 40, 0, 50, mine
asteroid = mine_spike1, -0.100000, 0.050000, 0.900000, 30, 15, 60, mine
[Band
render_parts = 10
shape = asteroid_belt_mines
height = 7000
offset_dist = 6000
fade = 0.800000, 1.000000, 10, 11
texture_aspect = 0.750000
color_shift = 0.600000, 0.600000, 0.700000
vert_increase = 1
[AsteroidBillboards
count = 600
start_dist = 900
fade_dist_percent = 0.500000
shape = spike_mine_tri
size = 200, 200
so ya could just reference more exclusion zones under the [ExclusionZones heading. Ya could even change the field's shape, or even the kind of mines in it.
P/-/3@R D@ D@\/\/G F00lZ
Proud host of Reynen's Client/Server mod[! Allways hosting the lates version on:
Reynen's Mod <version>
[Zone
visit = 1
nickname = Zone_Li01_zone21_lane_access
pos = 71890, 0, 15440
rotate = 0, -70, 0
shape = BOX
size = 2500, 1250, 18000
property_flags = 131072
sort = 99
in li01.ini
It appears that, oddly enough, mines are a sub-type of asteroid. Probably the same setings as the expolsive nebulae. Anyhoo, ya could change the dimensions of the exclusion zone listed above to make it easier to get to alaska. Or ya could make it harder. If ya wanted to make it wind around, then you could create more zones like the one above, and reference them in li01_zone21_mine_field.ini located in DATA/SOLAR/ASTEROIDS/
it looks like this:
[TexturePanels
file = solar\asteroids\mine_shapes.ini
[Field
cube_size = 350
fill_dist = 1200
diffuse_color = 110, 110, 100
ambient_color = 255, 255, 255
ambient_increase = 20, 20, 30
[properties
flag = mine_danger_objects
flag = danger_density_high
[Exclusion Zones
exclusion = Zone_Li01_to_Li05
exclude_billboards = 1
exclusion = Zone_Li01_zone21_lane_access
exclude_billboards = 1
[Cube
xaxis_rotation = 8, 40, 90, 158
yaxis_rotation = 5, 45, 100, 135
zaxis_rotation = 355, 45, 78, 145
asteroid = mine_spike1, -0.900000, 0.000000, 0.050000, 110, 0, 10, mine
asteroid = mine_spike1, 0.750000, 0.100000, 0.000000, 0, 45, 20, mine
asteroid = mine_spike1, 0.050000, -0.750000, -0.100000, 50, 35, 40, mine
asteroid = mine_spike1, 0.000000, 0.850000, 0.100000, 150, 15, 12, mine
asteroid = mine_spike1, 0.100000, 0.000000, -0.850000, 40, 0, 50, mine
asteroid = mine_spike1, -0.100000, 0.050000, 0.900000, 30, 15, 60, mine
[Band
render_parts = 10
shape = asteroid_belt_mines
height = 7000
offset_dist = 6000
fade = 0.800000, 1.000000, 10, 11
texture_aspect = 0.750000
color_shift = 0.600000, 0.600000, 0.700000
vert_increase = 1
[AsteroidBillboards
count = 600
start_dist = 900
fade_dist_percent = 0.500000
shape = spike_mine_tri
size = 200, 200
so ya could just reference more exclusion zones under the [ExclusionZones heading. Ya could even change the field's shape, or even the kind of mines in it.
P/-/3@R D@ D@\/\/G F00lZ
Proud host of Reynen's Client/Server mod[! Allways hosting the lates version on:
Reynen's Mod <version>
Good idea I will remove the station docking for now. I haven't ajusted the missions cause I am not sure how to change them, yet.
I will release BETA 3 with alot of these fixes. Trying to release in smaller chunks so I can find bugs easier.
So far this is what I am doing for beta 3
- Increased thruster usage, no more inf afterburn
- Made the beams smaller so they are not so blinding
- Battleship problems on planet Denver have been fixed
- All of bretonia has the station docking rings implemented
- Liberty & Bretonia stations have had their dock ability removed, please use docking ring
Also made several changes to battleships to prep for gunboats and cruisers.
ALL Battleships how have thruster, mine, & countermeasure
Shields and armor as followed:
All shields 1,000,000
Liberty - 1,000,000 hull
Bretonia - 1,200,000 hull
Kusari - 1,400,000 hull
Rheinland - 1,600,000 hull
New weapon systems will be as followed (need to increase cause of GB & CR)
- Liberty - Bretonia
- 21 Turrets - 22 Turrets
- 8 Gun / Missile Slots - 9 Gun / Missile Slots
- 5 Torpedo / Cruise missile slots - 5 Torpedo / Cruise missile slots
- Kusari - Rheinland
- 23 Turrets - 24 Turrets
- 10 Gun / Missile Slots - 11 Gun / Missile Slots
- 5 Torpedo / Cruise missile slots - 5 Torpedo / Cruise missile slots
Cruiser and gunboat specs TBA soon.
-----------------------------------------------------------------------------------------
Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.
I will release BETA 3 with alot of these fixes. Trying to release in smaller chunks so I can find bugs easier.
So far this is what I am doing for beta 3
- Increased thruster usage, no more inf afterburn
- Made the beams smaller so they are not so blinding
- Battleship problems on planet Denver have been fixed
- All of bretonia has the station docking rings implemented
- Liberty & Bretonia stations have had their dock ability removed, please use docking ring
Also made several changes to battleships to prep for gunboats and cruisers.
ALL Battleships how have thruster, mine, & countermeasure
Shields and armor as followed:
All shields 1,000,000
Liberty - 1,000,000 hull
Bretonia - 1,200,000 hull
Kusari - 1,400,000 hull
Rheinland - 1,600,000 hull
New weapon systems will be as followed (need to increase cause of GB & CR)
- Liberty - Bretonia
- 21 Turrets - 22 Turrets
- 8 Gun / Missile Slots - 9 Gun / Missile Slots
- 5 Torpedo / Cruise missile slots - 5 Torpedo / Cruise missile slots
- Kusari - Rheinland
- 23 Turrets - 24 Turrets
- 10 Gun / Missile Slots - 11 Gun / Missile Slots
- 5 Torpedo / Cruise missile slots - 5 Torpedo / Cruise missile slots
Cruiser and gunboat specs TBA soon.
-----------------------------------------------------------------------------------------
Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.
I'm gonna experiment with this later, but there's an encounter setup file called area_gunboats.ini that might vould be referenced in a system's file that could allow for random gunboat encounters!
ALSO:
I did some looking and in DATA/RANDOMMISSIONS there's a file called diff2money.ini which contains:
[Diff2Money
Diff2Money = 0, 1800
Diff2Money = 0.082100, 2200
Diff2Money = 0.112380, 2655
Diff2Money = 0.205130, 3219
Diff2Money = 0.351000, 3919
Diff2Money = 0.480490, 4792
Diff2Money = 0.657740, 5887
Diff2Money = 0.900380, 7264
Diff2Money = 1.232530, 9001
Diff2Money = 1.687200, 11201
Diff2Money = 2.309610, 13994
Diff2Money = 3.161630, 17551
Diff2Money = 4.327960, 22093
Diff2Money = 5.924540, 27904
Diff2Money = 8.110100, 35356
Diff2Money = 11.101920, 44928
Diff2Money = 15.197410, 57246
Diff2Money = 20.803740, 73118
Diff2Money = 28.478239, 93597
Diff2Money = 38.983860, 120051
Diff2Money = 53.365002, 146192
Diff2Money = 73.051361, 190050
Diff2Money = 100.000000, 247065
that's the file in it's entirety. I'm guessing that this is more of the Freelancer Weird Number Division Code (C) that they use for the engines. If ya make the lower difficulties give higher money, then we get more cash from missions! at least in theory. I couldn't find where the mission generator files were pertaining to each area, so I dunno. It may have to to with the aplicable encounters or something odd in the li01.ini or something. But editing diff2money.ini should be easier and quicker overall...
P/-/3@R D@ D@\/\/G F00lZ
Proud host of Reynen's Client/Server mod[! Allways hosting the lates version on:
Reynen's Mod <version>
ALSO:
I did some looking and in DATA/RANDOMMISSIONS there's a file called diff2money.ini which contains:
[Diff2Money
Diff2Money = 0, 1800
Diff2Money = 0.082100, 2200
Diff2Money = 0.112380, 2655
Diff2Money = 0.205130, 3219
Diff2Money = 0.351000, 3919
Diff2Money = 0.480490, 4792
Diff2Money = 0.657740, 5887
Diff2Money = 0.900380, 7264
Diff2Money = 1.232530, 9001
Diff2Money = 1.687200, 11201
Diff2Money = 2.309610, 13994
Diff2Money = 3.161630, 17551
Diff2Money = 4.327960, 22093
Diff2Money = 5.924540, 27904
Diff2Money = 8.110100, 35356
Diff2Money = 11.101920, 44928
Diff2Money = 15.197410, 57246
Diff2Money = 20.803740, 73118
Diff2Money = 28.478239, 93597
Diff2Money = 38.983860, 120051
Diff2Money = 53.365002, 146192
Diff2Money = 73.051361, 190050
Diff2Money = 100.000000, 247065
that's the file in it's entirety. I'm guessing that this is more of the Freelancer Weird Number Division Code (C) that they use for the engines. If ya make the lower difficulties give higher money, then we get more cash from missions! at least in theory. I couldn't find where the mission generator files were pertaining to each area, so I dunno. It may have to to with the aplicable encounters or something odd in the li01.ini or something. But editing diff2money.ini should be easier and quicker overall...
P/-/3@R D@ D@\/\/G F00lZ
Proud host of Reynen's Client/Server mod[! Allways hosting the lates version on:
Reynen's Mod <version>
I think there's something wrong with the locked jumpgates/holes. I went on your server and tried to use the New York -> New York jumphole gave me "Access Denied" and the New York -> Magellan jumpgate gave the same. However, when I ran a LAN server and tried it on my own they all worked fine, so this must be server-specific.
Bob:
Great thanks for finding that. That will allow me to change the mission rewards and make them worth doing LOL.
I'll add that in beta 3
--------------------------------------------------------------------------
Khaos:
I have noticed that in my MP game also. I am not sure why. Do you have some kind of code that opens all MP jumpgates? I thought I did, but it's not working.
I'll have to work with that.
--------------------------------------------------------------------------
Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.
Great thanks for finding that. That will allow me to change the mission rewards and make them worth doing LOL.
I'll add that in beta 3
--------------------------------------------------------------------------
Khaos:
I have noticed that in my MP game also. I am not sure why. Do you have some kind of code that opens all MP jumpgates? I thought I did, but it's not working.
I'll have to work with that.
--------------------------------------------------------------------------
Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.
The locked gates and holes worked fine in an earlier version (can't remember if it was 1.5a or 1.6) and then with 2.0 they just seemed to die. Like I said, it works when I host my own server and do it, just not when I join your's. No clue why.
Bob, I can see your server, but whenever I try to connect it says the request is taking longer than expected. It must really be Lagtastic :
Edited by - Khaos on 16-04-2003 23:34:30
Bob, I can see your server, but whenever I try to connect it says the request is taking longer than expected. It must really be Lagtastic :
Edited by - Khaos on 16-04-2003 23:34:30
Back to Alaska, ya might want to thin out the debris field there if it's real thik, so BS can go thru there. Also might wanna do it for Tau, Omega, Omicron, etc. sectors that are really dense. I remember I was going thru one in a normal fighter and it was pretty thick. You could also make ExclusionZones in them for paths and stuff. Might we have an ETA for BETA 3?
P/-/3@R D@ D@\/\/G F00lZ
Proud host of Reynen's Client/Server mod[! Allways hosting the lates version on:
Reynen's Mod <version>
P/-/3@R D@ D@\/\/G F00lZ
Proud host of Reynen's Client/Server mod[! Allways hosting the lates version on:
Reynen's Mod <version>
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