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The general place to discuss MOD''ing Freelancer!

Post Mon Feb 23, 2004 1:23 am

delete your autosave file, it gets rid of many a start-up crash...

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http://www.cardamine.net/ - The home of Freelancer: Rebirth, the prequel to Freelancer!

Post Mon Feb 23, 2004 2:11 am

And save game. Also - maybe a previous mod didn't deactivate properly and actually deleted some files (more common than you know! Freelancer.ini file is always getting deleted by FLMM for me)


Post Mon Feb 23, 2004 12:42 pm

I'm having a few problems with my mod at the moment. In the info screen of a new base I've made, in the ships for sale part, instead of a ships name being displayed I'm getting one of the ids info's. Don't understand how thats possible as I've checked the ids info in the shiparch.ini and everythings as it should be.

Also, I've changed the skin of an updated Eagle, put it in a separate ship file so as not to effect the original CV ships.. Everything is fine except when I fly out of one of my new bases the skin reverts to the original. I'm using the Police gepard skin. When I dock with another base and fly out the skin is ok. I don't understand why flying out of a particular base changes the skin of my ship. While the ship is inside the base the new skin is present. But, as I said when I fly out the skin reverts to an original CV one. I'm confused, how can my new ship access a mat file not referenced in its shiparch entry?????

Any help would be most appreciated.

S

Post Mon Feb 23, 2004 7:52 pm

Steve, I wish I could help you with more specific ideas but the best I can come up with is to ask if you have corrected the material line in ship arch.ini. Thats all I can think of, sorry im not more help. I actually had a couple of questions, again. First, im a little embaressed about this one, where do I find the autosave. and second, is it possible to get Milkshape, Gmax, or any of the other ship modding programs without downloading? I'm a dialupper and have a very slow connection. (like 5 hours for each program, and I dont have that kinda time online.) Thanks in advance and sorry I couldn't help you more steve.

Post Tue Feb 24, 2004 1:47 am

Steve:

Does your entry look like this (Without the ?'s):

ids_name = ??????
ids_info = ?????
ids_info1 = ?????
ids_info2 = ?????
ids_info3 = ?????

Each of the original ships has 4 ids_info's, because there is a different one for e.g. When you are docked, flying etc.

Also all the ids_names are 6 digits and the ids_infos are 5 digits. It probably makes no difference though.

Post Tue Feb 24, 2004 5:25 am

Thanks Accushot and Capt Byron,
I sorted it all. The mat file I borrowed from the gepard skin mod only seems to work on all of the cv ships, or not. I tried to isolate 2 cv ships I'd upgraded and put the renamed mat file in their folder, ie their archetype and mat library settings in their shiparch entry were different to normal cv ships, but it still effected all cv ships. Don't fully understand the why and the how of mat files yet. I'll have to learn how to make my own. I even renamed the mat file as well, but it still effected all of the other cv ships.

Capt Byron, for XP, the saved game is in 'C:/documents and settings/username/my documents/my games/freelancer/accts/single player' folder.Best of luck and thanks again guys.


S

Post Tue Feb 24, 2004 5:37 am

Oh yes the ids thing. I tried changing the location of the ids for the ship and it worked. I've spread my names around I between 2 dll's, the empty one from this site and a copy of the original namesresource in FL, I found empty entries in it. So I tried using only one dll for all the names and it now works ok. Don't fully understand why though.

Milkshape? I haven't seen anywhere you can buy it. Have a look in the new ship making tutorial in the download section. I think you need an adobe viewer or something to read it. It shouldn't be too big and may list programs in there.

Tnanks again Accushot and Capt Byron.

S

Post Tue Feb 24, 2004 1:00 pm

uh.. is the autosave called Restart.fl cause thats all thats in accts SP. thanks

Post Tue Feb 24, 2004 4:49 pm

Capt. Byron,

the name is autosave.fl

Steve,

have you heard the one with CRC creator somewhere in the dl page. it works wonders with edited mat files and even in icon creation. It actually creates your very own CRC so that fl will not be confused between files.


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Post Wed Feb 25, 2004 11:42 am

Hey Chips,

It's me again. I tried to add levels, up to 50, but only shows as high as 40, but the level requirements still keep going up to the $ I stated. What have i done wrong? Thank you.

Post Wed Feb 25, 2004 1:16 pm

Thanks firebase, but... I dont have that file. Is maybe that the problem? Also what does the .fl extension mean? I was reading the tutorial under accushot's thread for changing the starting character. He says it is a server side mod and you must use the mpnewcharacter file under EXE folder. Why cant you just change the Newcharacter.ini file under DATA/Characters? I'm also having trouble with my server. I was just wondering if this is the wrong place to ask about it or not?

Post Wed Feb 25, 2004 6:53 pm

Tlowen-bro
I did the levels thing in ptough and it didn't go any higher for me, seems to be the ceiling. I just made the final 2 levels so high it would take me forever to reach. I have heard that rumours stop at 38. Haven't really checked that out yet, been too busy adding rumours and checking encounter zones.

Capt Byron, the fl extension is for save files. You probably know that FLMM puts saves for mods in additional save folders. I forget what restart is for, I think its for after the first initial mission.

I'm still looking for info on mat files, I have a CRC calculator but don't know what to do with it yet. I'll have to download the ship building tutorial. I was wondering what CRC stands for?

Thanx Chips for pointing me in the direction of the knowledge ini. Its a mine of possibilities. Still trying to work it all out.

S

Post Wed Feb 25, 2004 7:10 pm

steve.

check out the thread for icon building somewhere in the tutorial section. it tells how to use the crc creator extensively.



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Post Wed Feb 25, 2004 8:25 pm

Thanx very much Firebase.

I've also just downloaded a tute on mat files too. Looks like I'm entering yet another phase of FL modding. This is how it started for me, it all started with making a couple weapons, then I went on to whole systems etc. I haven't managed a new faction in SP yet (gave up after all the crashes), but I'll try again sometime. I must have nearly done everything else. All thanx to guys like you and Chips and Accushot sharing your knowledge. Thanx again.

S

I've now got my npc's regening, its great. I wish I'd done it much earlier. Bounty Hunting in Alpha and Gamma is now a whole world of hurt.

Post Thu Feb 26, 2004 9:14 am

thanx for responding Steve 5113. I dont know if there is a ceiling or not, but i keep playing mods with new ship that require level 45 up to 60 so this is a mistake or there is no ceiling. I playing WTS-world-v-1-2 in SP. Mabey the levels only go higher in MP. Hell i dont know.

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