Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

** MOD PACK ** Reynen''s Cleint / Server Ship & Equipmen

Here you can announce your own Freelancer MOD and find information about the different available packages!

Post Wed Apr 30, 2003 2:49 am

Try my system killer
[Motor
nickname = torpedo01_mark01_motor
lifetime = 7.500000
accel = 444.4400
delay = 0

[Explosion
nickname = torpedo01_mark01_explosion
effect = li_torpedo01_impact
lifetime = 2.00000, 2.00000
process = disappear
strength = 1000
radius = 250000
hull_damage = 500000
energy_damage = 100000
impulse = 0

[Munition
nickname = torpedo01_mark01_ammo
explosion_arch = torpedo01_mark01_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_torpedo
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_torpedo
detonation_dist = 6.250000
lifetime = 37.500000
Motor = torpedo01_mark01_motor
force_gun_ori = false
const_effect = li_torpedo01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 15000
seeker_fov_deg = 35
max_angular_velocity = 0.580670
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 265163
ids_info = 266163
mass = 1
volume = 0.000000

[Gun
nickname = torpedo01_mark01
ids_name = 263163
ids_info = 264163
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 14000000
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_torpedo_special_1
damage_per_fire = 0
power_usage = 0
refire_delay = .02
muzzle_velocity = 15000
toughness = 12.100000
projectile_archetype = torpedo01_mark01_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

this has pi$$ed off more liberty ships then anything els...LOL

"Live Fast Die Young, For this is the only way a Freelance Merc. Can Survive the universe."

*HSDS*VINDICATOR Nomad Hunter

Post Wed Apr 30, 2003 3:01 am

lol

Post Wed Apr 30, 2003 10:51 pm

Ok guys anyone who plays on my server or even if u just want to share a pic or a story i have made a MSN group page which is [email protected],as thing progress i'll try to keep updates and what not for my server on it so the info can be past on too all of you that hangout there...AND if it becomes a popular idea maybe a "Ace" of the month salute to a top player who sends in a snapshot of there kills and i'll stop rambleing for now so tell me what u think...

P.S. BOB!!!! i got ur TIE wav. aa few ofthem for u to sample.... come to my server or email me

[email protected] OR ALL FREEDOM SYSTEM 2.04b

Post Wed Apr 30, 2003 11:18 pm

It's kinda funny. A lot of people think that the black hole in the middle of the back on a TIE fighter is the engine. I think that is actually a view port.

Post Thu May 01, 2003 12:02 am

Heh, thanks for giving it to me straight Reynen, I got it working fine now. This mod earns my imaginary Can O' Whoopa$$ award, you've done a lot of coding here, you should be commended. Few gripes about the Capital ships though: Clipping problems when landing (pretty hard to get rid of, but easy to overlook) , Liberty Dreadnaught shakes around when docking or going to a destination (dosen't on Free Flight), and I've had a few never-ending docks before. But overall probably the best mod I've seen, and definetly the best for Freelancer.

P.S. The guys at http://www.lancersreactor.com/t/forum/t ... ng&M=False seem to have some good ideas coded in already, maybe you could team up with them to combine your mods? Maybe you just like to work (almost) solo. Good luck to you on the upcoming versions.

Edit: Opps, forgot to mention, Cruiser, Battleship, and Dreadnaughts (at least in Liberty, havent checked out other systems yet) only cost 1,191 credits. It's a bit cheap for these SMD (Ships of Mass Destruction) I think .

"I hear voices in my head and they don't like you."

Edited by - Mordaren on 01-05-2003 01:04:19

Post Thu May 01, 2003 12:42 am

Mordaren:
The bs are cheap cuz they are in testing. And they aren't cheap! u gotta outfit them.

Cmdr. Hall:

if ya can, email em to me at
[email protected]

thanks!

Post Thu May 01, 2003 12:46 am

Mordaren, the problems with the large ships are getting looked at. The clipping one is hard to avoid, and as for un-ending docks, just use the station docking rings. Reynen is also checking out the bouncing dock problem.

As for the cost of the capital ships, this is still just the beta. They are cheap so that we all can test them quick (as stated in the readme). I'd hate to save up the millions of credits over time just to test it, then only find out that it was very buggy. Get the picture? Upon final release, the prices will go up dramatically. You can find the full release prices in the readme also.

Post Thu May 01, 2003 3:03 am

DOH! I just looked at the problems and issues part of the Readme last time hehe. The prices in the Readme seem much more reasonable.

Post Thu May 01, 2003 3:42 am

Ok I'm back now
-------------------------------------------------------------------------------------

Angel Eyes:

No info on the cargo issue yet:

-------------------------------------------------------------------------------------

Imax:

I have been trying to get lots of people together cause it's alot funner

-------------------------------------------------------------------------------------

Keirok:

I don't support hacked / cracked versions....if I did I would be supporting piracy...

-------------------------------------------------------------------------------------

Spawn:

I LOVE your artwork!!! I would really like to use the one below in my mod, how do you replace the beginning screen to it?



-------------------------------------------------------------------------------------

Rone:

I do plan to add dynamics to it,it will just take more time

-------------------------------------------------------------------------------------

Bob:

I tried editing the CMP and as you see you cannot make the turret swivel very much. Yes it would also fire more then it rotated. I think something is hard coded.

I also like the intro one you made too, very subtle.

-------------------------------------------------------------------------------------

Cmder Hall:

If you want to run the mod on your server, just give me the info and I will add your server to the readme.

-------------------------------------------------------------------------------------

Aka:

I am not sure what is causing the bouncing I will look into it.

-------------------------------------------------------------------------------------

I will be working on more stuff tomorrow.


Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Edited by - Reynen on 01-05-2003 04:45:15

Post Thu May 01, 2003 4:32 am

Thank you very much reynen. I have absolutley no idea how to swap it in for the current screen. Also, if you want anyhting at all changed about the pilots uniform tecture, just ask and ill see if i can do it.


<-<-Update->->

i JSUT found the original BMPs in "Freelancer\DATA\INTERFACE\INTRO\IMAGES" Im gonna make all the dif sizes/bitsrates and test it out


<-<-Update->-> I tried and i failed. i dont know what i screwed up but the images failed to show, didnt crash FL it just displayed a black screen. i anyone wants i can zip the images up and post them online so someone can experiment tweaking them.
Edited by - Spawn on 01-05-2003 05:36:18

Edited by - Spawn on 01-05-2003 05:50:12

Post Thu May 01, 2003 4:49 am

Rey,

Nice to see ya back! Hope you are feeling better.

I can replace the opening screen with whatever you want me to. I've allready done it with mine, but spawns' adds a lot more personality to the mod.

I tried the gunboat without my mod, and it was the same. It's probably hardcoded. I'd try two things:

Add the main cannon to a normal ship and see if it still is wacky, and add it to the gunboat as a normal weapon and see if it is wacky. I dunno why it is that way. Perhaps it doesn't like being that far forward on the model? I dunno. I like the new special drop weapons! nice stuffs, except the shields are not expensive, while the gunz are. Also, I can do background infos on them if ya want to flesh them out a bit.

As for the "glitchy tie" I mentioned, it's just that I had it loaded with rheinland cruiser missile turrets and a cruiser thruster. hehehe.... instant tradelane lol. and instant death with my uber homing missile launcher of doom cruiser missile launcher which requires no ammo

but anyhoo, I don't forsee a way of fixint the missile launcher thing, except you'll probably find it. You're the gunz wizzard.

Also:
I was thinking of redoing my stuff so's it's all in custom .dlls so you don't have to worry about the originals and stuff. easier to work on stuff that way. I'm getting a real website soon, thanks to some funding by my dad, so I'll be able to link pics here, instead of having to trafiic over to my site, and I'll also be able to host a download of your mod, if ya want.

as you know, I'm trying to redo the sounds of some things, but I need to either find my old sound forge xp 4.5 disc, or buy the 6.0 upgrade.

anyhoo, later all, need sleep...


P/-/3@R D@ D@\/\/G F00lZ

Check out what I'm doing for Reynen's Mod @ my website[!

Post Thu May 01, 2003 4:50 am

Ya i think it would be cool to be included i also opened a group room for the guys if u all wanna join in...that way there can be 2 sources of info for everyone plus i think i would be cool to hear and see other peoples pics and stories.

My server name is : ALL FREEDOM SYSTEM 2.0-BETA4b

The group loctaion is : [email protected]

Oh BTW if you could help me just for my own fun factor how do u editship skins?
like colors? i would liketo make some paint schemes...could any of you help?

Battleship's?...ya we got that

Post Thu May 01, 2003 7:00 am

Got a bug in SP.
Mission 8 if I am not mistaken the one where you join the Blood Dragons to get the transport which is docking at the station. Can't seem to destroy the weapon platforms. I fired like 5 torps and it didn't even take 10% of its life. So, can't destroy the weapon platforms, can't proceed with the mission.

"To know the light, you must see the dark."

Post Thu May 01, 2003 2:57 pm

Radiation:

Thanks for the info, the weapons platworms are still in testing somewhat. I know we've had problems with that mission, since the platforms are so close to everything else, it's hard to torpedo it without making everyone else mad.

As for myself, I've been doing missions lately, and when I do a station destroy mission, the stations have half health or less. It's still hard as heck to kill em, but it's odd the health bard is half full or so.

As for the ship skins:
if ya want to edit, say, the li_elite fighter, or whatever, find the ship in shiparch.ini and see what .mat file it references. Then find the .mat file and open it with the utf editor. You can see the files listed, but can't export them... I dunno what to do then...

P/-/3@R D@ D@\/\/G F00lZ

Check out what I'm doing for Reynen's Mod @ my website[!

Post Thu May 01, 2003 3:03 pm

Bob, on the station destroy missions, the stations are at half health or so because they are "under construction." At least that's what I think...

Hey B[tch, what happened to your server? Since about two days ago I haven't seen it online. And I was just finding a good way to earn money too.

Return to Freelancer MOD Announcement Forum