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CVFC Roleplay enhancement

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

Post Wed Jun 29, 2005 12:14 pm

hi, one question: how did you enable the prop mask on the outcast_1?
any help would be greately appreciated...
(it seems I can only get those standard props to work..)

Post Wed Jun 29, 2005 12:22 pm

check your post in general editing the outcast's mask(i assume you mean the full face one) is actually a modded prop from sinclair_oxy_mask(or something like that).I had to rescale it and reorient/position the hp to get it on there right because it's for a female head.

Post Thu Jun 30, 2005 9:49 am

@cold: thanks, man I really appreciate it. :-)

Post Thu Jun 30, 2005 9:34 pm

Here's an update on the progress.I've removed some of the pictures I posted because they were no longer accurate...I was guessing at which body went with what faction before,then switched to matching the body to the faction by finding an NPC for that faction in mbases.ini...the new arrangement should be 100% accurate.Please take a look at this list and let me know if i've missed a faction! And what is the LWB's long name?
<pre><font size=1 face=Courier>
Done/ Faction / GRP code / Body

X Blood Dragons: fc_BD_grp pl_male3_journeyman_body

X Bounty Hunters Guild: gd_BH_grp pl_male2_peasant_body

X Bundschuh: fc_B_grp pi_pirate4_body

X Corsairs: fc_C_grp pl_male1_journeyman_body

Farmers Alliance: fc_FA_grp pl_male1_peasant_body

X Gaians: fc_G_grp pl_male3_peasant_body

X Golden Chrysanthemums:fc_GC_grp pl_female1_peasant_body

X Junkers: fc_J_grp pl_male3_journeyman_body

X Hogosha: fc_H_grp pi_pirate3_body

X Liberty Rogues: fc_LR_grp pi_pirate8_body

X Lane Hackers: fc_LH_grp pi_pirate7_body

LWB?s: fc_LWB_grp pl_male3_peasant_body

X Mollys: fc_M_grp pi_pirate1_body

X Outcasts: fc_OU_grp pi_pirate3_body

X The Order: fc_OR_grp pi_orillion_body

X Red Hessians: fc_RH_grp pi_pirate2_body

X Unioners: fc_U_grp pi_pirate4_body

X Xenos: fc_X_grp pi_pirate5_body

X Zoners: gd_Z_grp pl_male1_peasant_body
</font></pre>

Edited by - Cold_Void on 6/30/2005 10:37:46 PM

Post Fri Jul 01, 2005 3:04 pm

Great news!All pilots now have appropriate starting locations,determined serverside, so blood dragons don't have to fight their way out of Liberty

Also I've created 3 types of options for the servers factioning code, 1.costumes are locked to their faction by the server, 2. faction is optionally separate from costume for the client(always co_ic_grp by default), 3.the server may set the initial_rep to any faction it likes.

For starting locations:
the sysops decide whether new players start at their home bases's or at another base.

Edited by - Cold_Void on 9/21/2005 9:03:42 PM

Post Fri Jul 01, 2005 5:01 pm

hi, is there going to be an opensp version of your mod or would I be granted to program one, once the original mod is released?
any feedback and/or permission on this one would be greatly appreciated.

Post Sat Jul 02, 2005 4:18 pm

I won't be venturing into SP programming but I will wish you good luck and I grant you permission to use my costumes as you like...If you'd like to have a custom costume for SP you should download FLcharacter editor by theJkWhoSaysNi,and use that in combination with Chip's OpenSP mod.When Alcander's exe(or it might be a .dll) reputation mod comes out you will be able to join any faction you like by shooting their enemies till you're friendly.

Now seeking beta testers!This two-part mod is 95% ready and now just needs to be thoroughly tested to assure stability
inquiries should be posted here or sent to my email,I'll see it here first tho.


Edited by - Cold_Void on 7/2/2005 6:04:35 PM

Post Sat Jul 02, 2005 6:33 pm

One thing you might look into: Every mod I play that has custom character skins for Trent (Rebalance, Evolutions) that include sunglasses, the glasses always disappear after exiting the game, and reloading the file for the second time (note this is SP, not sure how MP is affected but i'm pretty sure its the same). Also, the character changes might be possible to do with Ioncross. I'm not sure how the coding works for that, but with the stuff you're trying to change it seems like that might be possible.

Post Tue Jul 05, 2005 2:54 pm

the mod is now back on the 'almost done' list - had a burp in beta testing where i added a useless piece of eyecandy to the code and had myself confused as to how i broke it in my last revision.now that that is sorted out the only thing left to do is polish up some details like ensuring starting locations are appropriate to the characters faction & actually accessible in a 1.0 MP game & making sure costumes are crash safe.You can look forward to a release sometime next week

Edited by - Cold_Void on 7/22/2005 6:53:18 AM

Post Sat Jul 23, 2005 1:53 am

Um, since I'm working on Shipdealers and other stuff for the next version of the Toolkit, would you be kind enough to tell me which heads are of men/women of African descent? I'd like to add more black folks into my mod- they're almost as under-represented as female ShipDealers were

Post Sat Jul 23, 2005 8:27 am

i would just like to add great work and commitment
Angel_Azreal

Post Sat Jul 23, 2005 10:25 am

ge_male6_head,li_scrote_head(ewww hahah),pl_male4_head,pl_male6_heads are all black - i would guess those male heads have female counterparts but don't take my word for it - i only work with player-useable costumes.fyi i get a lot of help with arranging costumes from FLCedit(which,tom doesn't know,is missing a few bodies - i digress)not by using the program itself to create them but all the head & body snaps having valid code names makes it much easier.

Post Fri Jul 29, 2005 9:33 pm

latest news: i'm now working with AluminumHaste who has graciously accepted my request to program a pilot selector with previews for me,it will display pictures and should hopefully be very modding friendly as i anticipate someone might want to use it for different mods that have new costumes,bases,factions etc and they'll want to use the same interface - this mod is now out of beta thanks to all the testers at Iconz Arena and Thanatos who ran the server,thanks again everyone

Post Tue Aug 23, 2005 2:17 pm

Hi Cold_Void,
i am on the way to make a freelancer server and ask you to take your mod for it.

when the mod is in beta there is no problem for me, to test it on the server.

i am hopefull to hear from you.

thx

caot

Post Tue Aug 23, 2005 7:58 pm

here it is,i don't think ioncross will have any difficulties with the mod as it doesn't change anything ioncross looks at.

*dead links removed,now available in downloads*

installation instructions for the server:
it is critical that you delete accounts.cfg from the my documents/my games/freelancer/accts/multiplayer folder - this must be done before starting the newly configured server or the new pilots will not be accessible.once this has been done you may reconfigure the server as much as you like,even while it is running although its recommended to only do so when there is no one creating new characters. the mod can not be uninstalled without deleting all accounts,doing so will result in periodic crashes as people log on with non-existant props.

Edited by - Cold_Void on 9/21/2005 9:05:56 PM

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