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Want to make a mod? Want a mod team?

Advertise for Modelers, Programmers, Webmasters, INI Editors, Script Experts, Adventurers, Servers, or anything that has to do with a project

Post Mon Sep 26, 2005 12:35 am

Want to make a mod? Want a mod team?

Here are some words of Argh - whom is one of the most accomplished modders on the site. I wholeheartedly agree with what he says:


If you want help, describe the objectives of your project in as much detail as possible. Nobody who actually knows what they're doing is going to drop everything and work for you, for free, with no idea what you're planning to build. Building a mod is a lot of work... if you want people to work for free, present a detailed idea, not just a one-paragraph "Plz hlp meh, I want to bild a mod" post.

If you're an artist (which, given that you're basically looking for a coder, looks like it might be the case), show screenshots of your work, to get people interested in what you're doing. If you're not an artist, nor a coder... um... then why do you think you're remotely qualified to lead a mod team? Just being real here...

If you're a coder... um... why do you need this kind of help? Write up your design plan and explain why this is a big enough project that you really do need more coding expertise.

Lastly... I'll let you in on a little secret... if you really want good help to show up... build your first version of the mod, or a fair percentage of the art assets... THEN ask for help. People with more skill and better work ethics tend to stay far, far away from projects that are still mainly vaporware, because we all know how often these fail. In short... if you want help, show people that you're serious about completing your project... and build enough content that people can see that you're worth working with.

At any rate... good luck with your project.



Simply put - if you want to create the "next big thing" I suggest that you write out a detailed plan of your mod. Show any coding/art/models that you have already. If you are a coder, show a good start that you have made - show your current work so that people can try it before they attempt to help.

If you have nothing to show - then I will be blunt - you are wasting your time, so don't bother posting. If you do not know anything about how to either code or model - then please, don't bother posting. You have no chance in hell.
I'm not being cruel - I am being blunt and realistic. People whom wish to be a "mod director" but don't know the first thing about anything don't just waste their time... they waste everyone else whom gets caught up along with it.
If you already know how to code, then I suggest you learn some more. A mod director needs to know how to code nearly every facet of the game - and it helps if they can edit models as well (CMP editing is fairly easy!). After all, you can get permission to use models/mat files from their creators... If you don't know how to mod... well - let me refresh my bluntness:

If you do not know anything about how to either code or model - then please, don't bother posting. You have no chance in hell.
I'm not being cruel - I am being blunt and realistic.


We ALL had to start by learning, and it has taken years to garner intimate ini coding knowledge that allows us to make those mods, or create neat work arounds. You won't be able to spend the odd hour here and there, allowing others to do all the work - and one month later roll out a huge mod.
It just will not happen.


Edited by - Chips on 9/26/2005 1:43:54 AM

Post Mon Sep 26, 2005 3:42 am

Hey, this is a good idea

Ok, let me add to the somewhat depressing (if realistic) reading materials above, by showing how you can do things right, and get the kind of attention your mod needs to grow and flourish! Because, in the end, that's what we all want to happen here- I like playing new, beautifully-made mods as much as anybody does

So, here's an example of how to go about things:

************************************************************************************************************************************************************************************************

EXAMPLE ONE - "I need a ship done for my mod".

This is a pretty typical request. But it's not exactly easy to get people to jump up and do this- most of these requests get ignored, and then the modders who've asked for the ship get discouraged, and either quit modding FL or just quit asking for help. We see it all the time here.

How to avoid this from happening to you? Well, ask yourself a few questions:

1. Are you asking for a ship that's probably already available in existing mods? For example, asking for a Bretonian VHF... is kind've silly. There are lots of mods that feature Bretonian VHFs. Go find one, and then write a nice, polite email to the mod creators or the shipwright who made the model... and you will very likely get their permission to use the model. Problem solved

2. Are you asking for a ship from a specific movie, video game, manga, comic, book or other source? If so... use Google's Image Search to find screen-captures, drawings, paintings, still shots... anything that could help artists make the ships you want!

Artists, even more than most people, are generally "turned on" by exciting, interesting images. That's part of why they're artists. So if you want to get an artist really excited about helping you... find your source materials. As an example, when I was building the last versions of Warriors of the Sky, I had four artists working with me... so, instead of just saying "yeah, uh... build me X, Y and Z", I sent them to websites featuring aircraft from the period between WWI and WWII (which, if you've played Warriors of the Sky, makes perfect sense), and then told them to re-interpret them however they thought would be fun.

3. If nobody helps you... is your mod idea a non-starter? If your answer is, "yes", then... either learn how to model/skin, or learn how to beg/plead/cajole/present with flair and enthusiasm Modeling and skinning models is very hard work. There aren't all that many people around here who are very good at all of the skills required. So please... if you want a ship, and really, really need it for your mod idea... be understanding that if you want somebody to give up hours to days of their free time for you, then you'd better have a very good sales pitch!

************************************************************************************************************************************************************************************************

EXAMPLE TWO: "I have this great idea for a mod, but I need help."

Ok... let's start with some basics.

First off, why do you need help?

1. If the answer is, "because I don't know how to code, make models, or do much in the way of making a mod for FL"... then your best hope is to write a really, really complete (and hopefully interesting) description of what you want your mod to do... and then maybe, just maybe, somebody will help you out.

But probably not. Because, let's face it... anybody smart enough to code / model / game-design / troubleshoot something as complex as a FL mod... probably has ideas of their own. My main advice, for those who don't have any real, technical skills... is to be honest, both with yourself and with whoever you're asking for help. Because if they think that you know what you're doing, and then do a bunch of work for you, they're going to be pretty upset if you don't finish your end of things!

2. If the answer is, "I know how to model/skin, but not how to code"... then you're in luck! If you just start making really cool models with skins... chances are very good that somebody will be willing to export them to CMPs, code them up, and release them for inclusion in FL. Because, quite honestly... putting Hardpoints on things and writing a ship script is really easy (especially if you have downloaded, say, one of my XML Toolkit mods).

So just put up some screenshots, and you will almost certainly get some help

3. If the answer is, "I know how to code, but my project is so big that I need more coders"... well, this is a fairly common request, but it's one of the hardest to get real, qualified help for.

Why is it hard to get help for something like this? Well, because you're basically wanting to manage a large mod project- to be the "leader" and game-designer. And guess what- EVERYBODY with some skill and ambition wants that role!

If you are going to be a mod's "creative dictator"... I have some suggestions about what you should really know how to do before you put up a request:

A. Build a working demo, showing off your coding abilities, and release it on TLR. Even a simple (but interesting) demo can really help you find assistance.

B. Learn how to do everything you possibly can. Learn enough about how 3D models are put into FL, for example, that you can export a finished model from MS3D, put Hardpoints on it, and code it. Learn how to code Systems, Bases, Weapons, Factions, FX, Explosions, Fuses, Solars and Equipment from scratch. No, just being able to make a System with FLE does not count as being "good at modding". Really.

C. When you're ready to make your pitch... write up your game design, and try to get people as excited as possible. Here are bad and good examples:

BAD: "I wanna make a mod about hAl0. Any1 wanna hlp meh?" This is BAD, because people who cannot be bothered to SPELL CORRECTLY will never code well enough to finish a working mod, which requires ZERO spelling errors. Not to mention it doesn't tell us much, other than that you like, uh, "hAl0".

GOOD: "My name is XTremeModder. You may have seen my demo mod, "How to make FL Physics Dance" on TLR recently. I am very interested in starting a Halo mod project. The objective of the mod will be to model the entire Ringworld, all of the Covenant and Human ships, fighters, and other craft, and to make it possible for players to join either side of the war against each other in a MP-only environment.

If you think this sounds interesting, please check out the Game Design Document found at (insert link here) which contains all of the details about what we will be doing. I have never lead a big FL mod project before, but I am very interested in completing a big project, am commited to working on it over a 6-9 month timeframe to the initial release, and have plenty of free time. Please email me at [email protected] if you have read the Game Design Document and feel that you would be qualified to join my team".

Now... that is a pitch! It has all of the elements- completeness, an example mod to demonstrate that he/she isn't full of crapola, and links telling people where they can find out very detailed information about the mod's objectives (which also implies that the mod "leader" has a website- a big plus towards credibility).



So... you want help? Do things right

Post Sat Oct 08, 2005 5:21 pm

I'd like a modder to help me with our clan's training server. We need dockable trains, small transports, armored transports, heavy lifters, mining ships and all kinds of battleships cruisers and gunboats.

See me for who I am, not for who I look like.

Post Mon Oct 10, 2005 11:00 pm

Did you even bother reading the posts above yours? Sigh.

Post Thu Oct 13, 2005 2:42 pm

4/7 Eternity Sirius Mod Server Proposal details (can someone plz help)

IONCROSS Freelancer Server Operator Mk V by JoeBoomz
(Modified) LancerGuard by Will (modified for admin lasers and cloaks to work and for auto-install onto client computers
which can be removed when mod is off)
Nexus server and client side mod just like PB
All the .ini files that edit encounters, plus a few more for the new Omicrons...
Marc's various anti-cheats....
EMP mine v1.0 (for intergration into mod)
Freelancer Tizona Del Cid patch by Esquilax (for intergration into mod)
FL SDK 1.3 and FL patch v1.1 (for intergration into mod for auto-install)
Complete Nav Map, 1200 speed mod, 10,000 ammo mod (for intergration into mod)



General changes/modding
*Adds Order, Nomads, Monkeys and Robots factions.
*Systems are renamed:
Omicron Beta (SP) renamed to Nomad Lair
Dyson Sphere system (Hyper Gate, SP) renamed to Dyson Sphere
Nomad Homeworld system (system before Hyper Gate, SP) renamed to Nomad Homeworld.
*New jump holes/gates:
Omicron Alpha -> Nomad Lair Jump Hole
Dyson Sphere -> Alaska (Nomads Alien Gate)
*Other equipment buyable:
Paralyzer Missile Launcher $235,000 (buyable in Primus and Gammu)
Nomad Energy Cannon $121,000 (buyable in Nomad bases and primus and gammu)
Nomad Energy Blaster $121,000 (buyable in Nomad bases and primus and gammu)
Adv. Champion H.F. Shield $383,000 (buyable at places which sell Adv. Brigandine H.F Shield)
Nomad Laser (3) $194,000 (buyable at Nomad bases)
Nomad Prototype $72,000 (buyable at Nomad and Order bases, and Juneau shipyard)
Nomad Thruster $54,000 (buyable at Nomad bases)
Nomad Cruise Disruptor $121,000 (buyable at Nomad bases)
Nomad Turret $135,000 (buyable at Nomad bases)
EMP mines added-buyable from any civilian/military base.

*New ships:
The Police Ship NOT FOR SALE
(The Order Ship)
Hull:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX........
Mounts: 6/1
NOMAD LASER x 6 (HD: 10000000.... SD: 100000..... RF:999.999 Range: 10k
Warp Drive(customised "thruster" with speed 9999)
Heavy Fighter Uber shield
IM_KICKING_YOU_OFF_NOW cannon (Class: 9999...)-Kicks modder/rude noob off server ready to get banned....
My_nice_shiny_admin_cloak-hides your beautiful ship from prying eyes....

Garuda Eagle (VHF class) (An Eagle thats skin is black) $864,000
Hull: 10700
Mounts: 6/1
6x Class 10
Class 10 Turret
2x CD/T
CM, M
Class 10 shield
Nanobots/Shield batteries: 67/67
Cargo: 75

Sabre-X (VHF class) (A sabre with a more metallic finish) $930,000
Hull: 13100
Mounts: 6/1
6x Class 10
Class 10 turret
2x CD/T
CM, M
Class 10 shield
NB/SB: 79/79

Anubis Mk 2 (VHF Class) (The Order Ship) $974,000
Hull: 14300
Mounts: 6/1
2x Class 9
4x Class 10
Class 10 turret
3x CD/T
CM, M
Class 10 shield
NB/SB: 85/85

Nomad Fighter (LF Class) (Nomad Fighter) $767,000
Hull: 9900
Mounts: 4/0
4x Class 10
Class 10 shield
M, CM
2x CD
NB/SB: 55/55

UNKNOWN OBJECT (Class: Ultra L.F-Noob Can) [RESERVED FOR IDIOT MODDERS
Hull: 4500
Mounts: 0
NB/SB: 0

NOTE: GUNBOATS SHOULD COST BETWEEN 190-280 MIL, MONEY ON THIS SERVER IS QUITE HARD TO GET
CRUISERS SHOULD COST BETWEEN 275-350 MIL
BATTLESHIPS SHOULD COST 450-525 MIL
CSVs 250 MIL
HEAVY LIFTER 500 MIL (2500 CARGO SPACE)
ARMORED TRANSPORT 750 MIL
MINING SHIP 1 BIL
LUXURY LINER 2.5 BIL (30,000 CARGO SPACE)
PRISON SHIP 4.5 BIL (40,000 CARGO SPACE)
SMALL TRANSPORT 5 BIL
LARGE TRANSPORT 10 BIL
SMALL TRAIN 50 BIL
LARGE TRAIN 100 BIL


*New bases:
Freeport 7, Omicron Major (Zoners) (using Freeport-9 style station)(sells Zoners equipment and Garuda Eagle)
Planet Ra, Nomad Homeworld (Order) (using unknown planet in SP) (sells Order equipment and Anubis Mk II)
Battleship Osiris, Nomad Lair (Order) (using Osiris) (sells Order equipment and Anubis Mk 2)
Nomad Lair, Nomad Lair (Order) (using nomad lair in SP) (sells Nomad Fighter and nomad equipment)
Juneau Shipyard, Alaska (Liberty Navy) (using Juneau Shipyard) (sells liberty equipment, liberty battleship and
Nomad prototype)
Nomad Shipyard, Frankfurt (Nomads) (using nomad shipyard in SP mission)(sells Nomad Battleship, equipment,
fighter and gunboat)


*Existing bases modified:
Ryuku Base, Tohoku (Blood Dragons) (using Ryuku Base)(sells Blood Dragon weaponry)
Baltimore Shipyard, New York(sells small transport, large transport, armored transport)
Heaven's Gate Arch , Tohoku (Orbital Spa + Cruise) (using Tekagi's Arch)(sells civilian weaponry)
Rochester Base, New York (sells CSV)
Norfolk Shipyard, New York (sells Liberty Cruiser)
Planet Toledo, Omicron Minor (sells Osiris and Anubis Mk 2)
Alster Shipyard, Hamburg (sells mining ship, small transport and large transport)
Planet Malta, Omicron Alpha (sells Sabre-X)
Yokohama Shipyard, New Tokyo (sells prison ship and luxury liners)
Southhampton Shipyard, New London (sells small transport and large transport, small train and large train)
Oder Shipyard, New Berlin (sells Rheinland gunboat, Rheinland Cruiser and Rheinland battleship)

*Encounters modified(from scratch)
Alaska-Adds nomads which are up to 4x harder than even with AI boost and have gunboats/battleships.
Omicron Major/Minor, Dyson Sphere, Nomad Homeworld- Nomads and Order fight with Anubis Mk 2s vs nomad fighters,
gunboats and battleships and are an extra 1.75x harder than normal.
New York, New Berlin, New London, New Tokyo- add capital ship encounters
Unknown 1,2 and jump holes to the systems- nomads are 1.5x harder than originally.
Monkeys and Robots fly around Unknown 2 in Anubis Mk2s killing nomads.
Order, Monkeys and Robots drop DIAMONDBACK, Tizona Del Cid, Adv. champion shields, Paralyzer missile launchers and
ammo when killed. However, all Order/Monkeys and Robots are 2x harder than usual.
Nomads drop what they normally do on PB2.

*OTHER-
POLICE should have extra mod with Nexus and cloak detector/anti-cheat access in case some amateur but
clever modder bypasses the auto-install LancerGuard files.....

I will gladly award server police or admin status to whoever can help me with these

See me for who I am, not for who I look like.

Post Tue Oct 18, 2005 5:07 pm

I have a question and have not seen the answer on this website anywhere.
I have created a new commodity that I would like to have as an external cargo item. I was trying to figure out how to make this item tractor to the outside of the ship for all to see. Is this possible, if so, do I need to work on the commodity, the ship or both in order to acheave having an external cargo commodity.

Post Fri Oct 21, 2005 2:43 am

Can some body tell me what 2 do when my milkshape elvuation period runs out how do I make it restart with out have 2 re-install windows

Post Fri Oct 21, 2005 3:07 am

You could try purchasing it and getting a registration code from the author- I hear that works.

Chris Bates
Lead scripter,
Stargate BFM: Freelancer

Post Mon Oct 24, 2005 6:31 am

The Lancer Solurus System Mod still needs a shipmaker....
Is there anyone out there that please like to aid us?

e-mail [email protected]
MSN: [email protected]

Thank you

@ Doug (recursion) Cantrell: thank you for the aid you give us

Edited by - -=BORG=-One on 10/24/2005 7:31:48 AM

Post Wed Nov 02, 2005 11:05 am

My name is Mac Briggs, Game name [DW-Hunter (dw standing for darkwing). You may have seen our site <a href="http://www.darkwing.org.uk">Darkwing.org.uk. We are a clan mainly based in Freelancer now, our previous game was a game called Freespace 2. For more information on Freespace 2 please click <a "href=http://www.freespacezone.com">here. I am trying to construct a freelancer mod for a public server we are in the process of setting up. However I have run into problems adding in ship models into the .INI files. I think the main problem is that some of the .INI files are missing... I was hoping you guys could give me a few pointers, files or just simply some friendly help. I hope I am not a waste of time for you guys. If you wish to contact me other then through here, my e-mail is [email protected] . To contact me through messengers my messengers are
ICQ : 241858733
AIM : Scarsoftomarrow1 ( yes i know its misspelled )
MSN : [email protected]
Yahoo : Scarsoftomarrow1

Post Wed Nov 02, 2005 11:09 am

erm, didnt realize that your forum didnt support html code
:: edit ::

My name is Mac Briggs, Game name [DW-Hunter (dw standing for darkwing). You may have seen our site www.darkwing.org.uk. We are a clan mainly based in Freelancer now, our previous game was a game called Freespace 2. For more information on Freespace 2 please click here. I am trying to construct a freelancer mod for a public server we are in the process of setting up. However I have run into problems adding in ship models into the .INI files. I think the main problem is that some of the .INI files are missing... I was hoping you guys could give me a few pointers, files or just simply some friendly help. I hope I am not a waste of time for you guys. If you wish to contact me other then through here, my e-mail is [email protected] . If you wish to contact me through messengers, my messengers are
ICQ : 241858733
AIM : Scarsoftomarrow1 ( yes i know its misspelled )
MSN : [email protected]
Yahoo : Scarsoftomarrow1

Post Fri Nov 04, 2005 8:08 am

It does IMG code I think.

Post Sat Nov 12, 2005 12:44 pm

yo i'm SDragon and i was wondering if one (or more) of you guys would want to help me with making a mod with like all the star trek ships and the factions federation and borg as these are enemy's for live (like the borg have friends anyway) cause i thought it would make an interesting server if a borg clan and federation clan meet in open space and duke it out for no reason at all these would also require 2 seperate systems for the federation and the borg but the details should be worked out ltr

please give me a mail on [email protected] if you are interested and we'll work out the details then

Till ltr SDragon

Post Sat Nov 12, 2005 1:39 pm

Theres already two of them "DS9 Clan" and "Solurus", Solurus have a lot of star trek factions and ships including the Borg.

Post Sun Nov 13, 2005 3:29 am

yo thanks for the heads up and i will look those to up cause it just looks like it could be interesting with those 2 factions

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