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The general place to discuss MOD''ing Freelancer!

Post Mon Mar 29, 2004 6:41 am

Hey Accu<o>shot I have a question. I've constructed several bases with the tutorial you wrote at the beginning of this thread and am having a great deal of trouble with them, especially my last two. I tried to rebuild Ithaca and Benford Stations as Liberty navy and LSF bases respectively. However my server crashes every time I try to access it with either mod activated. The console view says it cannot find the file Li01_05_base. I tried changing things around a little but I still couldn't get it. As for Benford, uh...
I'm not at my computer right now and I don't remember what the problem is. But if you could help me with Ithaca I would sure appreciate it.

Post Mon Mar 29, 2004 7:00 am

Capt Bryon:
Does your server crash when you enter the base, or does it just crash randomly? If it's the former then there's probably as error in your base files, post 'em here and I'll take a look if you like. I can't do much more without seeing them, but you should have these files (Assuming the code is Li01_05):

DATA/UNIVERSE/SYSTEMS/LI01/BASES/Li01_05_Base.ini
DATA/UNIVERSE/SYSTEMS/LI01/BASES/ROOMS/Li01_05_bar.ini
DATA/UNIVERSE/SYSTEMS/LI01/BASES/ROOMS/Li01_05_deck.ini

There could be problems with these files, especially with benford and it's role in the SP missions. Try replacing the base file and rooms with those of somewhere like Manhatten, see if it makes a difference. If it does work, you can then add the other files one-by-one to see which is causing the crash.

If all else fails, post the files here and I'll take a look.

Edited by - AccuShot on 3/29/2004 8:26:57 AM

Post Mon Mar 29, 2004 1:23 pm

thanks

Post Mon Mar 29, 2004 10:05 pm

I have a pretty simple question. I just reinstalled FL (haven't played it for almost a year now) and I want to put in the star trek ships. Everything I can see says to use "SL Edit" to import these. However the only download I can find is for SL Edit beta, but is it says you have the previous version first (2.0 or something). I can't find this for download... can anyone help me? And is there any tips on importing these ship models?

Thanks!

Post Mon Mar 29, 2004 11:51 pm

History Buff:

Not sure if you ever figured out how to change the appearance of the Reaver to that of the Vengeance. If not, I figured it out. (I modified a Justice MK I to fire like a Stunpulse) If so, . . . excellent. Please disregard this transmission.

Was browsing an old thread and accidentally posted this at the end of it. Ewwps. LOL

"Sidewinder fang." "All we have is Liberty Ale, friend." cl-click "Sidewinder Fang coming up sir."

Post Tue Mar 30, 2004 5:32 pm

I've made 3 new bases in omega 5 and their turrets have no sound effects. The loadouts and weapons are all ok as I've used them on other bases in other systems?? Plus they don't show up in knowledge rumours I've made for them. I've made others for my other bases and they work. Everything else on the bases work fine. Anyone any ideas?

S

Post Wed Mar 31, 2004 5:16 am

Shugyosha:
OK, if you've just reinstalled Freelancer then you don't need SL Edit, which is for Starlancer! You need Freelancer Mod Manager, which you can get here Then search the download pages for "star trek", download and activate them.

Post Wed Mar 31, 2004 2:25 pm

I'm tinkering with empathy in my sp mod, I've made 2 factions hate each other more in initialworld, not bothering to change their repchange effects. I loaded up my mod with openspmod and checked the save file and its does not include my changes. What other files do I have to change. I've done a forum search and can't find the answer.

Another question, where is the restart.fl file generated.

Thanks for a great forum.

S

Post Wed Mar 31, 2004 2:37 pm

Just thought I'd add that I have read page 2 of this thread.

Thanks again for a great forum.
S

Post Wed Mar 31, 2004 3:06 pm

Sorry for my abrupt "thanks" but I was pressed for time when I read your response. I tried what you suggested, about removing files, and it didn't work. The server crashes when I try to access it from the multiplayer screen. As for post the files, which specific ones do you want. Or I could just email 'em to you or something so you could see the whole thing. It might just be a stupid mistake on my part, I am famous for them
By the way, should the engine_good.ini file be empty? 'Cause when I load the server it says it can't load that file. Thanks

Incedentially, if Black_Lightning reads this could you tell me what you had to do to make the gunboats for Excelcia. I've looked at it(hope that doesn't break any codes or anything) but I don't really understand all of it. It is quite impressive, by the way.
Edited by - Capt Byron on 3/31/2004 4:06:34 PM

Edited by - Capt Byron on 3/31/2004 5:12:01 PM

Post Thu Apr 01, 2004 8:58 am

Yep, engine_good.ini is empty, it would be used for selling engines, if DA ever got round to it . If you e-mail me the files above I'll take a look at them, although it could be something entirely unrelated.

Edit: Just had a re-read, sounds like it could be something more serious if you can't even access the server. Send 'em anyway though, just in case.

Edited by - AccuShot on 4/1/2004 10:00:11 AM

Post Thu Apr 01, 2004 10:56 am

Ok. I have sent the files for both bases to you, Accushot. If there are no problems with my work then that is great. But anyway, thanks for helping me.

Post Thu Apr 01, 2004 11:12 am

Capt Byron
activating gunboats, and any other npc used ship, is one of the easiest things. There are just a few lines which need to be added to an npc designed ship to make it pilotable, then I just copyied and pasted those same lines for almost every npc ship on my own comp and they now are activated.
These lines were left out of the npc ships because they have no use for htem, just players; namely just the camera values. Also since npcs don't (normally) use shield bats or nanos those also need to be added in. And the shield link lines need to be added if you want it to have a shield for gunboats. For some I went into the cmp and made a new hardpoint with the utf editor, but the hp_cloak mount is as good a hardpoint as any to have a shield mounted on.

nanobot_limit = *pic a number*
shield_battery_limit = *pic a number*
max_bank_angle = 30
camera_offset = 25, 110
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
cockpit = cockpits\*insertname*.ini
strafe_force = 22000
strafe_power_usage = 2
shield_link = cv_fighter6_shield01, HpMount, HpCloak01
hp_type = hp_freighter_shield_special_6, HpCloak01

also if you want to pilot it well the TYPE = GUNBOAT line needs to be changed, FREIGHTER works well.

then it's a simple matter of looking into the npc loadout inis to find what had been added on the ship and use that for an entry in the goods.ini, and sell it on a base.

Since it's the same thing your doing for everyship it really didn't take more then 5-10 min per ship, just trying to find it in the inis and transfering the loadout data to the goods.ini is the longest part.

These are pretty much just the basics and bare minimums for activating the npcs, there are some other things which can be done to improve them though

for instance since they tend to have trouble docking to just move the hpmount further up.

since no flyable ship is close to the size of the gunboats a new cockpit.ini for it should be made so as the values for the turret view are correct and lets you look around your ship in turret view better.

Also various values for gun firing arcs can be increased so as to allow better aim then having them left as fixed weapons. Actually the firing arcs can get to be the longest part to decide upon, but it tends to be trial and error to get the arc values just right, but still time consuming.

You can also addon some extras to them in the goods.ini, such as putting contrails on it and such just for the extra effects. I added contrails to some of the lights or the engines.

And you can do some modifications to the engines / powerplants for the ships if you want.

then some other things you can do is make custom made weapons for them, the whole point of EX 2.0 and the server wipe is for the new weapon reclassifications to allow for customizable weapons on the larger ships instead of leaving them as addons in the goods.ini. Cause a fundamental problem of addons are A) you can't change the gun, it's fixed if it gets shot off your ship, you can't replace it unless you either kill yourself before landing, or rebuy the whole ship.

in the end, just activating the gunboats and any npc ship is pretty fast and easy, but once their activated and you want to refine them down and edit them to your personal specifications of what you want then you'll end up spending some more time on it.


Post Thu Apr 01, 2004 11:41 am

Thanks Black Lightning. I really appreciate it, and by the way, if I haven't mentioned it before, that is some awesome work you guys did on Excelcia.

Post Thu Apr 01, 2004 1:19 pm

I realise this is not really the place to ask, but... we know exe hacking/distributing is a legal no-no. Does any-one know how we stand on distributing an exe patch? would this calm the lawyers?

I ask as i just tried Stone-D's speed limits are no more hack and want it in my mod when it's done enough to let people see...

thanks in advance for any advice

+++ out of cheese error - redo from start +++

Edited by - Anton on 4/2/2004 2:27:40 AM

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