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{Software} Freelancer Explorer - System Editor

Here you can find news, get help and comment about all the Mods and tools for Freelancer created by =EOA= Players Consortium, like the ?Freelancer SDK?, the ?Freelancer Explorer? and the ?Real Space Mod?

Post Tue Nov 29, 2005 10:48 pm

is this forum abandoned? anyone here? i need this question answered. please. i beg you.

Post Fri Dec 02, 2005 7:36 pm

I would recommend you check out the tutorials for setting up missions manually.

Post Tue Dec 06, 2005 12:35 am

As Louva quite rightly points out, there is an excellent tutorial on how to get missions up and running and they do work as I used FLE to create all the custom systems and missions in the Galactica Hellgate mod. It's possible your mission vignettes are too far away or you're offering missions against factions that are not related to the base factions. Did you get the base in question to allow missions or get the npc's on the base to offer them?

5i1

Post Wed Jan 11, 2006 8:33 pm

Sorry for the gravedig but I thought of a feature that would be helpful for mod makers

Ok you know the *.xml thing that most mods have in there folder and some people put stuff in there like equipment (like me ). Well they don't show up in FLE.
Can you make it so they are visable in FLE


Have you triedWinampif not you don't know what you missing

Post Sat Feb 18, 2006 9:40 am

Oh yeah... about the cylinder zones... what if someone needs them for other than patrols?

Post Mon Feb 20, 2006 4:11 pm

Then a master of notepad you must become.

Post Mon May 22, 2006 11:40 pm

Further to patrols in FLE. It's been hinted that making patrols with FLE isn't always the best idea as it causes problems and CTD's. Well i think i know why. Read on...

First thing seems to be to always have npc's from the faction your giving patrols to at each base your sending patrols from, so...

Base A -> Base B -------- Both bases must have npc's from same faction

Base A -> Base A--------- Only 1 needed as patrol terminates at start base

That's the first important point over with, the second one is more complicated. Here's what i mean,

[Zone
nickname = Zone_AC01_path_libertypoliceinc01
pos = -4865, 0, -19608
rotate = 90, 0, 180
shape = CYLINDER
size = 750, 27675
sort = 99
toughness = 3
density = 5
repop_time = 30
max_battle_size = 4
pop_type = trade_path
relief_time = 20
path_label = libertypoliceinc_01, 1 <------------------------ This line here !!!!
usage = trade
mission_eligible = false
faction_weight = li_p_grp, 10
density_restriction = 1, patroller
density_restriction = 1, police_patroller
density_restriction = 1, pirate_patroller
encounter = tradep_armored_prisoner, 3, 0.200000
faction = li_p_grp, 1.000000

Now in the above patrol everything is fine as it's one waypoint going from base A. The highlighted line is the path_label one. When you create another waypoint the number should update like this,

path_label = libertypoliceinc_01, 2 <----------- Patrol 1, Waypoint 2

and so on. Now if you start another patrol from the same base with the same faction then FLE should update this line to reflect this so it looks like this,

path_label = libertypoliceinc_02, 1 <--------- Patrol 2, Waypoint 1

but that's not what's happening. FLE isn't or won't update this line and just starts the whole process from 01, 1 meaning patrol 1 waypoint 1 and hence is causing the CTD's. As soon as i noticed this i've corrected the problem and now have no issues at all. Sorry for the long post but this needs looking at, if already covered then apologies in advance

Post Tue May 23, 2006 9:04 am

v2.0.6.22 does give correct path_label entries (just not Freelancer standard--"shortname#, #", but it does not have coordinated nickname entries (ie. bounty2_1 etc). However, I find it unlikely that the nickname entry thing is an issue.

The next version will have significant improvements to the patrol system. I will verify that this gets changed though. Keep up the good work and let me know if you find something new. Actually... Gibbon.. you should join the =EOA=!

Post Tue May 23, 2006 2:02 pm

Louva,
I'm using the latest version, this is where i've noticed the problem. By not updating that number, FL tries to load the first patrol with the first waypoint, 01, 1 everytime which is why FL is crashing instead of thinking its the second or third patrol that it needs.

On the EOA front, i know you guys are doing some great stuff at the mo, particularly interested in the dynamic economy thing, but if i can help then sure, i'll help out, drop me a mail and let me know what's going on

Post Wed May 24, 2006 2:02 am

Hmm, well you can see i'm into patrols at the mo lol, found another curious thing which is definately causing crashes. If you create multiple patrols with the same faction in one session, then path and waypoint numbers are correct,

1, 1
1, 2
1, 3
2, 1
2, 2 etc

Now, if you go back at a later time, like after a cup of tea, then when you next try to add patrols using the same faction, it starts again at 1, 1 etc, thereby causing a conflict with previous patrols. Frustrating but easy to fix.

So to sum up, what's happening is that FLE is not reading any previous patrols created and starts at 1, 1 everytime you start a new session using a previous faction.

Post Wed May 24, 2006 9:57 pm

I'm on a roll now lol, when i create a large planet of say 50k diameter, why doesn't that show up in FLE? The zone shows up ok but not the planet (in the editor), just it's usual size. In game however, it shows up correctly on the nav map at full size.

And seeing as we're talking large objects, why is it when i create a large sun of say 50km diameter, why does that show up correctly in FLE in the editor but NOT in game on the navmap? It looks fine in system tho which is wierd. Over to you Louva

Post Tue Jun 06, 2006 12:45 am

Right, after much messing about, i've finally got large suns to show up correctly on the navmap. Solution was to make new sph files at the new sizes and they showed up fine

Still doesn't explain why custom planet sizes don't show up in FLE tho lol

Post Wed Jun 07, 2006 1:24 am

Think i've got the custom planets to show up ok now as well, it's how they're defined in Solararch. Some duplicate texture entries were causing some confusion but got rid of those so all is well now

Post Fri Jun 09, 2006 10:15 am

Unfortunately, I can't really test anything until my computer is back up. Why don't you try testing your theory out by renaming existing patrols in like New York using the same pattern FLE does and see if you get crashes? That would confirm that the naming is the issue. The reset thing is known and I think fixed already in the next version.

The FLE screen/Navmap issue is from the solararch entry. If you want it bigger you have to up the number for solar_radius. If you want it to physically look bigger in the game then you need to make a new SPH file with the appropriate size. This goes for planets and suns (and the solar_radius entry has to match the SPH size to show up correctly in both programs). Of course, you already know this but I am clarifying for any other wayward souls.

I will drop you an email later.

Post Fri Jun 09, 2006 10:42 pm

I'll put money on the fact that FLE is resetting the path numbers when you reload the program. You can see that by making a new path with the same faction, that's why it crashes. As soon as the numbers follow each other in order as previously discussed then all is well. Not had any issues since

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