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The general place to discuss MOD''ing Freelancer!

Post Wed Mar 10, 2004 4:08 pm

Ships folder goes into the data folder. BUt like this....

Say you have a ships folder called FIREBASE (example ), and it contains firebases ships models and mat files.

In the mod he will have placed it like this:

\DATA\SHIPS\FIREBASE

So therefore the ships folders are inside the ships folder! (if that makes sense) Basically it follows whatever structure exists in the game. However, this is only done for convinince and such - as the archetype in teh shiparch.ini entry POINTS towards the folder it should be in.........so you can change it to what you want....

(ie shiparch will point to cmp file typically in \data\ships\firebase\slipstream.cmp file - which is the model of the ship. Then it has another line pointing to the mat file, like
data\ships\firebase\slipstream.mat

So you can change it if you want, its just that we all follow convention to make it simple

Next - the script problem i have no idea about really

Try redoing it all manually in the file, and then deleting the original (as in entering the starting headers and stuff) as it might be a space in the wrong spot, or a ' instead of a " or something stupid

Also - you can add scanfile="true" at the end of the append file bit and see if it works

like method="copyfile" scanfile="true">
Just means it will look for something like a genstress name.

OKay - ids and gen stress. The ids problem is that my mod adds 2 custom dll files. Now if you have another mod adding more custom dll files with the info, they will have to fit around mine. At taht point, to make it MORE complicated, you will then have to change all the numbers manually - otherwise you will be getting some very strange results in the game text.........or just IDS? in the game instead...........

The generation of the ids numbers using FLMM means that it will add its own custom dll file after mine, and work the numbers out accordingly! This will mean that it won't clash with my mod. It also won't clash with others, BUT since i have different layouts for ships selling etc, you would have to change the market_ships.ini part of the script to match other mods.......

If you don't do the generation of ids numbers using FLMM - you will have a lenghty conversion process - which will be VERY complex. It will be MUCH easier to generate ids info. For an example about it - download the soulforge train i did - which is in scripting, or download the Fly any ship mod from my website (www.pathfinderstudios.com - downloads section - singleplayer mods). They are all scripted in there.......

Post Wed Mar 10, 2004 6:40 pm

what script editor would you recommend or how do I search for one. I only found 1 that I know for sure is a script editor. And just to clarify, you are saying that I DO need to redo the script with the GENERATESTRRESS and such? Not that I mind. It will actually be better for my learning process to do it manually, just take a lot longer. Also, I won't have to actually make any .dll files for this, will I? Any other tips or examples you might know would be appreciated.


Sanic

"47 is the most reoccuring number in the universe!"

"They come in Pints??"

Post Wed Mar 10, 2004 7:17 pm

sanic,

in the header line, do I need: savesafe="true">

it is a must to do it when you mod freelancer... This to make sure that the save files of the unmodded FL is safe and you can always revert back to it....


---------------- E·N·D O·F M·E·S·S·A·G·E ... ----------------

Post Thu Mar 11, 2004 4:23 am

I've just readed the faction tutorial, just what I needed, great work Chips And thanks Kaegogi.

Edited by - Gawlf on 3/11/2004 4:24:00 AM

Post Thu Mar 11, 2004 5:45 am

You wont have to make any dll files no. The script generator? I don't know to be honest, I learnt it the old fashioned way The bonus is i can now write scripts without having to look to see what commands i need - although i still look when doing options

Post Thu Mar 11, 2004 5:56 am

How does one create fog in your system, like entering an ice astroid field I want to have fog so the view changes into icy circumstances

Post Thu Mar 11, 2004 8:26 am

One has to add something like this :

[zone
nickname = My_Foggy_Cloud ;<-- Or something similar
pos = -58350, 0, 9214
rotate = 0, -20, 0
shape = ELLIPSOID
size = 13000, 6000, 14000 ;<-- Size in x,y and z directions
property_flags = 32768 ;<-- Corresponds to a certain kind of cloud
property_fog_color = 0.000000, 70.000000, 90.000000 ;<-- RGB value
visit = 32
sort = 99.500000
Music = zone_nebula_dmatter

The property flags affect the type of cloud that is created, you'll have to experiment with this number. Looks like usually a power of 2, so try numbers like 1024, 2048, 4096 etc.

Post Thu Mar 11, 2004 11:41 am

Bear in mind that creating the fog field only does the fog. If you want asteroids as well, you need a seperate entry.

"A good pun is its own reword"

Post Thu Mar 11, 2004 4:58 pm

I guess this is a dumb question, but I'm having a weird error with my system. When I enter the jumpgate (well, the jumpgate itself does not open, I have to go through the little hole ) I found myself traveling and traveling through the light tunnel, for about a minute, and then the game crashes. I guess it has something to do with the custom system files so I've checked all the .ini, and I even copied an existing system, changing just a few things... and nothing.

- Gawlf, from Spain
<< Heirs to Hispania >>

Post Fri Mar 12, 2004 12:03 am

Gawlf, i have a thread dedicated to this sort of thing. Its called *DEGBUGGING* - Find answers to crashes

Its in tutorials forum - however, there are links at the bottom fo both stinger and my own thread in the tutorials forum to it. In there you can "diagnose" the problem by reading through finding your type of crash

You will find this one there as well

Post Fri Mar 12, 2004 3:42 am

Okey, thaanks a lot! I guess I need to read more before posting



- Gawlf, from Spain
<< Heirs to Hispania >>

Edited by - Gawlf on 3/12/2004 3:44:15 AM

Post Fri Mar 12, 2004 8:44 am

Is it possible to add loot for 1 ship only? So that ship X always drop loot Y? I can only find how to make loot for the whole faction...

*edit: i think i got the answer , i will post if im sure

Edited by - Paniohitus on 3/12/2004 9:28:08 AM

Post Fri Mar 12, 2004 9:00 am

Recently working on my system, however, from this point on, if I make changes to my system it crashes when I undock from the starting point in my system.
And my server gives this error.
E:\FL\Scratch\Source\Common\Systems.cpp(3044) : *** WARNING: get_system(FP7_system) failed.

Now i am wondering... I dont have a system called FP7 in my mod :S

And if I restore previous backupped mod all works fine, i can undock from the base and fly around, but as soon as I make changes like, adding newbase or even deleting something. It crashes

Post Fri Mar 12, 2004 10:10 am

Chips, Quick question.

I looked at soulforge script and compared to my script. It is almost exact same format, just this is really differant.

ids_name= 523939
ids_info= 459832
ids_info1= 459833
ids_info2= 459834
ids_info3= 459835
ship_class= 3

So I just need to change these to the GENERATESTRRES lines and stuff or does the whole entry need to be redone?

Sanic

"47 is the most reoccuring number in the universe!"

"They come in Pints??"

Post Fri Mar 12, 2004 10:48 am

To use the generatexmlres you must make a script and set it in yhe same map as "script.xml". So name you script like: "ships.xml" or something, and it wil also be activated when you activate the mod with modmanager. But i think you know that already.

ids_name = 0 ;GENERATESTRRES("tekst"
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT></TEXT><PARA/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>tekst</TEXT><PARA/><PARA/><POP/></RDL>"

So you must fill in every info to get information in the game..., also repeat the last "ids_info" vor "ids_info2/3/4". Look at other examples what information you need to fill in.

Also, those ids_numbers are pointing to a .dll file. To get the info you need to know the direct spot. Use the program "flidrefGER" for it. Or (ofcourse)fled-ids"

Edited by - Paniohitus on 3/12/2004 10:49:13 AM

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