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** 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 Thu May 01, 2003 4:30 pm

Since I know B[Tch very well (working same place and living like 300 meters apart) I answer first...
I played on this server just yesterday...right now it´s offline...maybe the srever crashed or something. I notified him about it.

Well, doing missions if the only way for ne that is fun. Right now i´m in an Eagle doing missions all over the place, mainly Rheinland. Most of the missions are easy especially those which involves killing or capturing an indivisual.

I always start the killing the same way. As soon as I can see the enemy I typ ´R´and then fire off a3 of my torpedoes at the same time. Whammy!
The only missions I don´t like is station killing missions. I dunno how many torpedo hits they take...30? I usually use the guns ...same goes for weapon platforms.

Post Thu May 01, 2003 4:44 pm

the server is up again ... someone have chrashed it ... and i have flsheck on it also ... but sometimes it not start it the hole way ...

and it have been down aprox 18h .. not 2days ...

/////////////////////////////////////////////////////
There are no STUPID questions ... ONLY STUPID ANSWERS ...

Happy playing ...

//BiiTcH



Edited by - BiiTcH on 01-05-2003 17:46:25

Post Thu May 01, 2003 4:45 pm

Thx B[tch. Heheh, sounds so weird saying that...

Post Thu May 01, 2003 5:19 pm

spawn and Rey:

I can replace the startup screens. Just send me the files ya have and I'll see what I can do.

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

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

Post Thu May 01, 2003 6:14 pm

I have change from FLCheck 1.0.4 to FLAdmin 1.2.8
I hope it should work better



/////////////////////////////////////////////////////
There are no STUPID questions ... ONLY STUPID ANSWERS ...

Happy playing ...

//BiiTcH

Post Thu May 01, 2003 8:04 pm

Bob:

Can you email me how to replace the starting screen? I want to be able to test it in the mod.

I have some meetings to go to today so won't be able to work much.

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

Post Thu May 01, 2003 8:38 pm

I'll stick it here too:

go into DATA\INTERFACE\INTRO\IMAGES

in there u find:
startupscreen.tga
startupscreen_1028.tga
startupscreen_16.bmp
startupscreen_1028_16.bmp

each one is a version o fhte file in different bit depths and sizes.
startupscreen and startupscreen_16 are both 800x600 and the startup_16 is 24bit and thoe other is 32 bit. The 1028 files are 1028x960.

so with each image you need 4 versions:
1 at 1028x960 at 32bpp named startupscreen_1028.tga
1 at 1028x960 at 24bpp named startupscreen_1028_16.bmp
1 at 800x600 at 32bpp named startupscreen.tga
1 at 800x600 at 24 bpp named startupscreen_16.tga

I use Adobe Photoshop Elements to do this in. I don;t think you can do it in paint, especially since paint won't do tga files.

anyhoo, once you have all 4 versions, in the right bit-depths and sizes and names, put them in the same folder as the originals, backing up the originals preferably, and then start freelancer. It worked for me with my version.

Hope that helps!

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

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

Post Thu May 01, 2003 9:14 pm

Hey guys, Bob, Reynen and the others, will u please stop trying to rediscover the wheel? The StealthBlades with Star Wars sounds are in my mod since v0.5c, perhaps u should look there and give me some credits in the process...
Radiation can confirm that since he played and finished te SP campaign in my mod with the StealthBlades.

Post Thu May 01, 2003 9:39 pm

ok im getting the images zipped right now, shold ahve them up in not too long. i used Photoshop on them but i forget how i saved them.

Post Thu May 01, 2003 10:20 pm

the images are zipped up and available at http://www.planetirg.net/spawn/altscreens.zip

Post Thu May 01, 2003 11:56 pm

Michael Dan:

Thanks! I'll take a look at it.

I've got a clip of Moby's "One of these mornings" working as the death music. sounds real good, but I have to wait for authorization from the distributor b4 i can release it

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

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

Post Fri May 02, 2003 12:03 am

I dont think you should be s ohard on them for wanting to do things there own way Dan....just because you did it your way does not mean that they cant do it theirs...the challange of discovery and accomplishment means more than being a "copycat" someone else..who know's maybe they will find some other way to make it better than what you have done..."Trial and error" the most famous quote for any inventor...creator...ect.For you to come in here and start off like this just is not the best way to start any if at all a community "respect" maybe you should look before you leap.

Battleship's?...ya we got that

Post Fri May 02, 2003 3:26 am

Sorry for the lack of updates, the kid has kept me busy non-stop.

I've barely been able read my email. I wil try and work on this at the weekend.

Michael Dan:

You may have stealthblade and sound included in your mod, but you did not explain what you did to get them that way.

I would take to try and reverse engineer your mod and figure out exactly what you did.

I can't very well copy your INI files over mine and trying to include everything you did would be equally tedious.

If you want to help, tell me exactly the files and info to change / add for the stealthblade / sound modifications.

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

Post Fri May 02, 2003 3:43 am

Rey:

I'm looking into his mod, looks pretty easy to add the TIE specific-stuff.

On a cool note:
I DID IT! I got the Kusari Gunship Forward Turret to rotate! I've got proof this time too.

Go
here
to see it in action!

It was a setting in the actual cmp file for the turret itself. It's in data\equipment\models\turrets\ku_gunboat_gun01.cmp
I just increased the rotation for the axis and it worked. the only thing left is to make it aim up and down.

Laterz all, it's getting late here...

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

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

Edited by - BobTheDog on 02-05-2003 04:43:34

Post Fri May 02, 2003 7:10 am

to add specific sounds for a weapon the sound has to be declared into sounds.ini :

[Sound
nickname = fire_empire3
file = audio\sounds\weapons\fire_empire3.wav
range = 60, 500
crv_pitch = 9
attenuation = -7

and place the WAV file into audio/sounds/weapons dir
and then used in the weapons.ini as a one shot sound:

[Munition
nickname=rh_gun01_mark01_ammo
hp_type=hp_gun
requires_ammo=false
hit_pts=2
hull_damage=32.7
energy_damage=0
weapon_type=W_Tachyon01
one_shot_sound=fire_empire3
munition_hit_effect=rh_tachyon_01_impact
const_effect=rh_tachyon_01_proj
lifetime=1
force_gun_ori=false
mass=1
volume=0.0001

the wav file used by me was taken from Xwing Alliance and procesed with Cool Edit before I used it.
I tried to add a new sound for the ties engine but didn't work. probably an existing sound engine must be replaced, otherwise it will crash.

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