Important MessageYou are browsing the archived Lancers Reactor forums. You cannot register or login. |
Multiple Copies of a Ship
The general place to discuss MOD''ing Freelancer!
12 posts
• Page 1 of 1
By replacing the current entry for a Valkyriewith a new entry then appending the old ValkyrieI add a second Valkyrie to the game. The second Valkyrie appears properly to unmodded players but, the original Valkyrie appears to be a rhino. This is the reverse of what generally happens when you add a ship and have somone unmodded playing. If I use replace and include what I would normally append it causes a crash when the code in theory should produce roughly the same code. What causes this result, can it be expanded so both Valkyrie appear properly .
I haven't looked closely at this but I think it's maybe not as simple as you are trying to do it unfortunately. I think you are sharing too many components with the original Valkyrie.
There are some components you can share but many that you cannot.
There is a similar thing in FL with the two dragons - have a close look at shiparch.ini entries for the Kusari Dragon (ku_elite) and for the Blood Dragon (ku_dragon), to see what items can be shared and what must be unique to each one.
Look in the SHIPS\KUSARI\KU_ELITE and SHIPS\KUSARI\KU_BLOOD_DRAGON folders to see the difference in components. Also you will need to check the .cmp files for both dragons with UTF Edit to see the internal naming differences. This should help you to understand your problem too.
Maybe for an easier way for you, you can use FL Model Cloner to copy any existing model and it helps you to make the internal model file changes.
Then you only need to fix your shiparch.ini entries.
If you do find a way to use the same model files that would be good to know too, so there can be civilian variations of more ships.
Hope this helps, let us know what the differences were once you fix it?
Edited by - StarTrader on 9/20/2007 1:03:02 AM
There are some components you can share but many that you cannot.
There is a similar thing in FL with the two dragons - have a close look at shiparch.ini entries for the Kusari Dragon (ku_elite) and for the Blood Dragon (ku_dragon), to see what items can be shared and what must be unique to each one.
Look in the SHIPS\KUSARI\KU_ELITE and SHIPS\KUSARI\KU_BLOOD_DRAGON folders to see the difference in components. Also you will need to check the .cmp files for both dragons with UTF Edit to see the internal naming differences. This should help you to understand your problem too.
Maybe for an easier way for you, you can use FL Model Cloner to copy any existing model and it helps you to make the internal model file changes.
Then you only need to fix your shiparch.ini entries.
If you do find a way to use the same model files that would be good to know too, so there can be civilian variations of more ships.
Hope this helps, let us know what the differences were once you fix it?
Edited by - StarTrader on 9/20/2007 1:03:02 AM
I'll give that a whirl but adding a new model from my experience throws unmodded players off.
Edit: Yeah didn't work changing the model or creating a new one to do the job.
Edited by - Chessalavakia on 9/20/2007 10:38:03 AM
Edited 2 : I just tried replacing the valk with nothing then appending the valk back in this lead to the unmodded player seeing RTC Lifeboat
[IMGhttp://img526.imageshack.us/img526/91/screen20iv1.jpg[/IMG
[IMGhttp://img526.imageshack.us/img526/91/screen20iv1.07d26a983f.jpg[/IMG
It seems the RH Millitary Borg want me to fail
Edited by - Chessalavakia on 9/20/2007 10:54:10 AM
Edit: Yeah didn't work changing the model or creating a new one to do the job.
Edited by - Chessalavakia on 9/20/2007 10:38:03 AM
Edited 2 : I just tried replacing the valk with nothing then appending the valk back in this lead to the unmodded player seeing RTC Lifeboat
[IMGhttp://img526.imageshack.us/img526/91/screen20iv1.jpg[/IMG
[IMGhttp://img526.imageshack.us/img526/91/screen20iv1.07d26a983f.jpg[/IMG
It seems the RH Millitary Borg want me to fail
Edited by - Chessalavakia on 9/20/2007 10:54:10 AM
And heres the fixed link to that image
Universal Modding Forums
Edited by - cheese on toast on 9/20/2007 11:49:57 AM
Universal Modding Forums
Edited by - cheese on toast on 9/20/2007 11:49:57 AM
I've been working with Chess on this. Just to clarify, we'd like to take the Heavy fighters of the houses that don't have level 10 VHFs and add in a new version of the ship.
So, for example an additional Crusader, Valkyrie, and Wolfhound with different IDs, nicknames, etc. but able to mount level 10 equipment without losing the original ships.
As always, this mod must be 100% compatible with the unmodded player on our server.
We have the ships working just fine if both players are using the mod.
The modded ships are just fine with the unmodded player but what ends up happening is all the NPCs flying the original ships show the wrong ship. Rogues in Hudson that fly the wolfhound are seen as flying the Stilleto which is identified as Unknown Object and has no shield. When you fire on it the hull bar goes off the screen. As Chess' picture shows, Rheinland Military flying the Valk are shown as flying Rhinos with Rheinland engines. At least on my game anyway. I don't know what Chess is showing there but those are supposed to be Rheinland Valkyries I think. Haven't had the nerve to go see what the Bretonian Military is flying...
Everything is working, it just seems that the NPC ships are messed up. I'll have to look and verify that players can still fly the original Valk, Crusader, and Wolfhound and have other players be able to scan them and see them correctly.
R
Edited by - robocop on 9/20/2007 9:25:14 PM
So, for example an additional Crusader, Valkyrie, and Wolfhound with different IDs, nicknames, etc. but able to mount level 10 equipment without losing the original ships.
As always, this mod must be 100% compatible with the unmodded player on our server.
We have the ships working just fine if both players are using the mod.
The modded ships are just fine with the unmodded player but what ends up happening is all the NPCs flying the original ships show the wrong ship. Rogues in Hudson that fly the wolfhound are seen as flying the Stilleto which is identified as Unknown Object and has no shield. When you fire on it the hull bar goes off the screen. As Chess' picture shows, Rheinland Military flying the Valk are shown as flying Rhinos with Rheinland engines. At least on my game anyway. I don't know what Chess is showing there but those are supposed to be Rheinland Valkyries I think. Haven't had the nerve to go see what the Bretonian Military is flying...
Everything is working, it just seems that the NPC ships are messed up. I'll have to look and verify that players can still fly the original Valk, Crusader, and Wolfhound and have other players be able to scan them and see them correctly.
R
Edited by - robocop on 9/20/2007 9:25:14 PM
Which CRC errors precisely? I'm not saying I doubt what your saying I'm not terribly familiar with them and your posts in other sections show you clearly understand it better than I do. With that said, it's been decently stable but my tests are limited as I have to go up and down 2 flights of stairs every time I want to test something which limits watching what happens when 1 ship shoots another and other effects based on position.
It seems that FL goes by positions in shiparch not the ship names for example if you delete a section and move it to the bottom the unmodded person sees the ship that default's to the bottom. If you just add a ship it seems to display the first ship that is in rtcshiparch the rhino then it seems to continue down the list. Which in theory means that you can have the correct ship visually shooting you but it crashes when you have simples or collision groups for it added in shiparch for the newly added ship. Does anyone happen to know if it looks any place after rtc or if it crashes or loops back?
Thank you for your help so far.
It seems that FL goes by positions in shiparch not the ship names for example if you delete a section and move it to the bottom the unmodded person sees the ship that default's to the bottom. If you just add a ship it seems to display the first ship that is in rtcshiparch the rhino then it seems to continue down the list. Which in theory means that you can have the correct ship visually shooting you but it crashes when you have simples or collision groups for it added in shiparch for the newly added ship. Does anyone happen to know if it looks any place after rtc or if it crashes or loops back?
Thank you for your help so far.
I got a crash when I tried that the day before yesterday but I'll try dinking with inheritance again.
I was able to make a new ship added appear as I desired it to by putting filler entries but, it was invulnerable to unmodded and it's shield did not appear visually despite being present on targeting view due most likely to rct's shiparch's lack of a shieldlink. I'll try to fill down to the bottom of RTC shiparch and I'll check more uses of inheritance and try working it differently than the simple nickname line theninherit line I tried yesterday.
I was able to make a new ship added appear as I desired it to by putting filler entries but, it was invulnerable to unmodded and it's shield did not appear visually despite being present on targeting view due most likely to rct's shiparch's lack of a shieldlink. I'll try to fill down to the bottom of RTC shiparch and I'll check more uses of inheritance and try working it differently than the simple nickname line theninherit line I tried yesterday.
12 posts
• Page 1 of 1
Return to Freelancer General Editing Forum