LD, thats certainly a major factor but the main reason not to is that no one has gotten a player usable female body that didn't look like a monster due to the incorrect skeletal animation which is coded into the .thns or voice definition(just an educated guess,not positive where the problem lies)
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CVFC Roleplay enhancement
Here you can announce your own Freelancer MOD and find information about the different available packages!
72 posts
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Zaraz:yes and no,if the server enables it you can pick a faction different from your costume otherwise it's locked to the character
LD, thats certainly a major factor but the main reason not to is that no one has gotten a player usable female body that didn't look like a monster due to the incorrect skeletal animation which is coded into the .thns or voice definition(just an educated guess,not positive where the problem lies)
LD, thats certainly a major factor but the main reason not to is that no one has gotten a player usable female body that didn't look like a monster due to the incorrect skeletal animation which is coded into the .thns or voice definition(just an educated guess,not positive where the problem lies)
Hi Cold Void,
today a new user - many thanks to him (Bulletmagnet) of my server is testing the CVFC and he have a little corruption on the fractionpictures. There is a different between the selection in the beginning and the ingame pictures.
See this Post Click here.
hope its help to finish your great addon
Edited by - caot on 9/14/2005 1:32:52 PM
today a new user - many thanks to him (Bulletmagnet) of my server is testing the CVFC and he have a little corruption on the fractionpictures. There is a different between the selection in the beginning and the ingame pictures.
See this Post Click here.
hope its help to finish your great addon
Edited by - caot on 9/14/2005 1:32:52 PM
Thanks for introducing me, caot
I've tried to track down the problem and couldn't finde anything in the script...since this only happend to me and it didn't happen again after a reinstall, it seems that it might have been my installation of FL. I had a german Version on it before and made a "hot-install" of an engl. version over it...without reboot. As I didn't even clear the old chars saved on my computer, there could be a nother possibel cause of it there...
So as long nobody experiences the same "bug" I presume it's not the Mod .
Edited by - Bulletmagnet on 9/15/2005 6:06:20 AM
I've tried to track down the problem and couldn't finde anything in the script...since this only happend to me and it didn't happen again after a reinstall, it seems that it might have been my installation of FL. I had a german Version on it before and made a "hot-install" of an engl. version over it...without reboot. As I didn't even clear the old chars saved on my computer, there could be a nother possibel cause of it there...
So as long nobody experiences the same "bug" I presume it's not the Mod .
Edited by - Bulletmagnet on 9/15/2005 6:06:20 AM
If you need any help with server-side testing, I have a server that hasn't quite gone into production just yet.
It's still in the testing phase, but once it goes up, it will host a small guild and whoever else would like to play on it.
Please let me know. Fastest way to get in touch with me is through email ([email protected]) as I only check this board every few days that I have time.
The server is currently running barely any mods. Only thing it runs right now is an NPC battleship encounter mod and an NPC shield regeneration mod. Beyond that, I can't see anything else that the guild wants.
It's still in the testing phase, but once it goes up, it will host a small guild and whoever else would like to play on it.
Please let me know. Fastest way to get in touch with me is through email ([email protected]) as I only check this board every few days that I have time.
The server is currently running barely any mods. Only thing it runs right now is an NPC battleship encounter mod and an NPC shield regeneration mod. Beyond that, I can't see anything else that the guild wants.
I installed this on my server, and the client on my client. Problem is, I can't seem to get it to work. The server end of the deal works, I can set the ship and whatnot, but I can't get the client to select faction, reputation or anything like that.
I am assuming there is some naming convention that needs to be used, but I'm not sure what it is or if that is it.
Please advise.
I am assuming there is some naming convention that needs to be used, but I'm not sure what it is or if that is it.
Please advise.
please read the installation instuctions carefully there is a good deal to know, you _must_ delete accounts.cfg from the my documents/my games/freelancer/accts/multiplayer folder, then start the configured server.
latest update:
Published the MOD on TLR, you can get the server & client MODs along with the previews in the download section.
Edited by - Cold_Void on 9/21/2005 8:55:53 PM
latest update:
Published the MOD on TLR, you can get the server & client MODs along with the previews in the download section.
Edited by - Cold_Void on 9/21/2005 8:55:53 PM
Have you set the nomads neutral to the indepandant trraders on purpous?
Just noticed that, if you chose one of the traders, you are "white" to EVERYBODY. Since the Nomads are mankinds enemy no.1 this dosn't seem to make sence.
Are you planning to look sertain starting ships to the fractions? Eg: The Hessians get a Dagger, the LibertyPolice a Patriot...and so on???
Just noticed that, if you chose one of the traders, you are "white" to EVERYBODY. Since the Nomads are mankinds enemy no.1 this dosn't seem to make sence.
Are you planning to look sertain starting ships to the fractions? Eg: The Hessians get a Dagger, the LibertyPolice a Patriot...and so on???
@Bulletmagnet, no that wasn't intended,the idea was to give users complete neutrality for setting up perfect trading reps - i can release a patch to fix it if theres much demand, i can see how it could be abused. as to ships no,i don't think i can - i have looked into it tho.But, you can usually buy a ship immediately at your factions bases
@Yukanojo
well, if you change the options other than ship & money from defaults you will be manually overriding the character features like start location and faction - try leaving everything on default but ship & money
the critical instructions:
1.activate the MOD if its not conflicting with any other MODs*
2.open my documents/my games/freelancer/accts/multiplayer and delete accounts.cfg
3.start your server
@Yukanojo
The players, even if they configured and installed the client-side mod get the server-side default configuration that I set up
well, if you change the options other than ship & money from defaults you will be manually overriding the character features like start location and faction - try leaving everything on default but ship & money
the critical instructions:
1.activate the MOD if its not conflicting with any other MODs*
2.open my documents/my games/freelancer/accts/multiplayer and delete accounts.cfg
3.start your server
One question:
Have you tried this out with XML Toolkit Mod 1.2? I think it'd be super-cool if:
A. It was compatible.
B. You started players off at some of the more obscure Bases.
In 1.3, which is due out "soon", I will have ShipDealers implemented for every single Base in FL. So even the most faraway and rarely-visited spots will be available for modders to add new ships to... and a mod like yours could very well go hand-in-glove with what I'm doing. I already have those parts of the mod done, so if you'd like me to make the current build available (it's stable- I'm just very busy with all of the "little things" that need to get done before I release it) to you for testing, I'd be amenable to doing so.
Have you tried this out with XML Toolkit Mod 1.2? I think it'd be super-cool if:
A. It was compatible.
B. You started players off at some of the more obscure Bases.
In 1.3, which is due out "soon", I will have ShipDealers implemented for every single Base in FL. So even the most faraway and rarely-visited spots will be available for modders to add new ships to... and a mod like yours could very well go hand-in-glove with what I'm doing. I already have those parts of the mod done, so if you'd like me to make the current build available (it's stable- I'm just very busy with all of the "little things" that need to get done before I release it) to you for testing, I'd be amenable to doing so.
yup, A. it is-for one i've been using it with the mod i'm building on the 1.2 toolkit and two it will work with any mod that doesn't remove or rename base nicknames or add to costumes.ini/bodyparts.ini - B. it does, with some compromises, for example the blood dragons only MP enabled base is in chugoku - but the GC and blood dragons go together like buns & hotdogs so I also put a couple blood dragons on a GC base closer to the interior
72 posts
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