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Freespace Mod For Freelancer

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Post Sun Sep 25, 2005 11:02 pm

Freespace Mod For Freelancer

what i need

system scripter (code systems)
ship scripter (code all extra stuff, info cards, hull, cargo, etc.)
weapon scripter (do everything for weapons)
NPC scripter (needed later)
Commodities scripter(needed)

what is needed the most at the moment is the ship and weapon scripters.

sign up and apply here:
fsm.republic-mod.co.uk

Post Sun Sep 25, 2005 11:55 pm

Gonna repeat myself for the millionth time on this topic. As always... and as one of the more experienced project leaders on this site... don't take this personally, because I'm just being honest with you, and I'm not implying you're stupid, lazy or unprepared to make a FL mod...


If you want help, describe the objectives of your project in as much detail as possible. Nobody who actually knows what they're doing is going to drop everything and work for you, for free, with no idea what you're planning to build. Building a mod is a lot of work... if you want people to work for free, present a detailed idea, not just a one-paragraph "Plz hlp meh, I want to bild a mod" post.

If you're an artist (which, given that you're basically looking for a coder, looks like it might be the case), show screenshots of your work, to get people interested in what you're doing. If you're not an artist, nor a coder... um... then why do you think you're remotely qualified to lead a mod team? Just being real here...

If you're a coder... um... why do you need this kind of help? Write up your design plan and explain why this is a big enough project that you really do need more coding expertise.

Lastly... I'll let you in on a little secret... if you really want good help to show up... build your first version of the mod, or a fair percentage of the art assets... THEN ask for help. People with more skill and better work ethics tend to stay far, far away from projects that are still mainly vaporware, because we all know how often these fail. In short... if you want help, show people that you're serious about completing your project... and build enough content that people can see that you're worth working with.

At any rate... good luck with your project.

Post Mon Sep 26, 2005 4:16 pm

first off no offence taken. i am a basic modder, i can do all the easy stuff.

second, i posted news about this before. it has all info on this project. im just waiting for it to come through.

third, i would do an alpha sorta thing but the problem is i cant finish it, thats why im asking for help

btw. thx

Post Sun Oct 16, 2005 12:44 am

Now that sounds like a mod I would play if you do it right. =)

If you're not finished by the time I finish what I'm working on (school, mods, yea...) then I'll sign up. I shall probably know how to code just about everything by then. However, don't take that as an excuse not to learn, or to do nothing. I have played and beaten both Freespace and Freespace 2, so I'll know if you screw up. =P

and learning about *.DLLs is very important. There are various tutorials littering the site filled with links to every tool you will ever need for Freelancer modding.

And as for a total conversion mod, be prepared to spend a lot of work on it, seriously, a lot. This is only after spending three days learning how to mod/simultaneously working on a total conversion of my own. I can tell you there is no easy task ahead, especially if you plan to input every ship from Freespace, let alone Freespace 2. As for your career as a modder, happy trails, straight sailing, and god speed.

If you have time, I suggest downloading another TC mod, and looking through the files of it, and spend time playing it as well. If you can match the numbers with performance it will help a lot.

You better not touch that button.
*touch*
Great, you just deleted the best mod ever.
What mod?
Too late now. You deleted it.

Post Sun Oct 16, 2005 1:54 am

<chuckles>

DLLs? We don't need no stinkin' DLLs. That's what XML/FLMM is for. Go get my XML Toolkit Mod, 1.2, and learn how to put ships and other things into FL... the easy way

I wrote the Toolkit for projects like this one... dunno why it's taking people like this so long to realize that if he just sat down, banged out a few ships and put them in with my (literally) cut-n-paste "FL ships for newbies" code chunks, that he'd... um... all of a sudden have a working Alpha and could start convincing people to help him get somewhere besides "dreamer". I know for a fact that several FS2 ships have been ported to FL, so it's not like the CMPs don't exist... and even if they didn't, um... go to the FSOpen website and you'll find model import/export tools and help, and then we have lots of tutorials here showing how to do things. Sure, it'll take a couple of weeks for a newbie to get it all together, but it really isn't that hard. My first released Alpha of Warriors of the Sky just had a very crude "airplane" that I made, which I used to replace the Starflier's CMP... and a few other very basic coding steps. And that was all.

Post Sun Oct 16, 2005 10:34 am

=P

I just use XML templates for infocards and import them as resources into custom *.DLL files. But then of course, I manually delete the normal freelancer NameResources.DLL files and replace each entry with my own. But oi, when I have to manually type up a new shiparch.ini, and finish up that universe.ini with all the bases, gates, and ships...(capital ships man! so many hardpoints!)...there's nothing that can do that for me yet. Luckily, there's FL-IDS....converts ResID for me into the ids_name or ids_info. More helpful than a hex calculator.

You better not touch that button.
*touch*
Great, you just deleted the best mod ever.
What mod?
Too late now. You deleted it.

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