Help and Request

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  • Station textures not visible

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    Works on my machine 😉

    Minor Errors I’ve found:
    -The texture is called tga but is actually a dds
    -If the model consists only of one group it should be a .3db
    Major Error:
    -The Hardpoint node is empty. Use UTF-Editor or the XML-Project to delete the Hardpoint Node/add Hardpoints. After that you should be able to see it ingame like in my picture.

  • Flserver 1.1 [Solved]

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    Thanks you for all

  • UTF editor : animations?

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    My plans of resizing station drowned… “I shouldn’t have done that…” 😉

    Not grave! That wasn’t my first goal and resizing stations is a gargantuan task!

    But is there a script incoherence on the inis, gotta look at this.

    A couple of minute later : I’ve tried to do something. Increasing a value in solararch.ini doesn’t fix the problem and no change at all.

  • Sur position problem

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    Glad to hear it! I’m just saying that considering how recent the viewer features are, it’s very possible there are still bugs lurking beneath 🙂

  • Hudshift?

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    nvm fixed it. Thanks!

  • Link to 88Flak mod soundtrack?

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  • Vanilla Freelancer

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    Duly noted :oops:

  • Advanced Beam Mod minimum level help

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    Not sure. It only takes about 50k earned credits to be level 10 though…

  • Max 2016 Import / export script for .3db?

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    I’ve only ported whatever was on the repository. If whoever made the vertex alpha/color changes did not commit them, then they aren’t part of it. Since we don’t use those at all, I don’t know whether they’re enabled.

  • Game crashes in space

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    Playing in a virtual 10 Anniversary, I got as far as the first fight with no problems (but the mouse is screwed up so I won’t be going any further).

    As regards the codec, the registry settings mentioned here are still present in 10, as is [c]l3codecp.acm[/c]. There’s also MP3 Codec Fix to properly register it in FL.

  • Help with error codes

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    no joy i guess …

    Problem signature: Problem Event Name: APPCRASH Application Name: Freelancer.exe Application Version: 1.0.1254.11 Application Timestamp: 00534d69 Fault Module Name: EngBase.dll Fault Module Version: 1.11.0.173 Fault Module Timestamp: 3e401cd3 Exception Code: c0000005 Exception Offset: 000124f2 OS Version: 6.1.7601.2.1.0.256.48 Locale ID: 2057

    Thank you for helping though 🙂

  • Tool Idea: Sellable Equipment Generator

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  • Making Power Plants sellable

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  • THN related question

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    nope, i made sure that this isnt an issue

    i guess i could try to remove the animated parts from the original model altogether and do some tests then
    but even if this is working this cant be the final solution as i want the animated parts to be visible all the time

  • Single player - Next mission requirements

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    Aha that’s how rankdiff.ini works… Thanks for pointing that out adoxa 🙂

  • Freelancer ID

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    FLKeyGen doesn’t actually generate a Freelancer ID, per se, like the one you get for your online FL user account, it creates a character key. I’ve used it dozens of times over the years and it’s never created an actual FL ID.

  • DSAM account errors

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    Not sure. Was working fine then at restart it went down. We are having some storms in the area so who knows what happened in the night. If it flickered on and off quickly? Who knows?

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    ok I fixed it myself

  • Character Limit

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    Thanks.

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    Hello all long time no see.
    Found some code from an old mod of mine that might help here

    <data file="data\MISSIONS\M01A\m01a.ini" method="sectionreplace" options="2:9">[Trigger] nickname = mrp_accept system = Li01 <dest>Act_SetShipAndLoadout = ge_fighter, msn_playerloadout</dest> <source> Act_SetShipAndLoadout = rh_elite, msn_playerloadout</data> <data file="data\SHIPS\rtc_shiparch.ini" method="sectionreplace" options="2:9">[Ship] nickname = rtcprop_civ_fighter <dest>LODranges = 0, 60, 120, 250, 500, 1000 DA_archetype = ships\civilian\cv_starflier\cv_starflier.cmp material_library = ships\civilian\cv_ships.mat</dest> <source> LODranges = 0, 60, 150, 1000 DA_archetype = ships\rheinland\rh_elite\rh_elite.cmp material_library = ships\rheinland\rh_playerships.mat</data> <data file="data\MISSIONS\npcships.ini" method="sectionreplace" options="2:9">[NPCShipArch] nickname = fauxplayer <dest>loadout = msn_playerloadout_faux level = d1 ship_archetype = msn_playership state_graph = FIGHTER npc_class = lawful, FIGHTER</dest> <source> loadout = msn_playerloadout_faux level = d1 ship_archetype = rh_elite state_graph = FIGHTER npc_class = lawful, FIGHTER</data> <data file="data\SHIPS\loadouts.ini" method="sectionreplace" options="2:9">[Loadout] nickname = msn_playerloadout <dest>archetype = ge_fighter equip = ge_gf1_engine_01 equip = shield01_mark01_lf, HpShield01 equip = ge_fighter_power01 equip = ge_s_scanner_01 equip = ge_s_tractor_01 equip = ge_s_thruster_01, HpThruster01 equip = li_gun01_mark01, HpWeapon01 equip = li_gun01_mark01, HpWeapon02 equip = LargeWhiteSpecial, HpHeadlight equip = SlowSmallOrange, HpRunningLight01 equip = SlowSmallOrange, HpRunningLight02 equip = SlowSmallOrange, HpRunningLight05 equip = contrail01, HpContrail01 equip = contrail01, HpContrail02 equip = DockingLightRedSmall, HpDockLight01 equip = DockingLightRedSmall, HpDockLight02 cargo = ge_s_battery_01, 3 cargo = ge_s_repair_01, 3</dest> <source> archetype = rh_elite equip = ge_re_engine_01 equip = npc_shield02_mark06, HpShield01 equip = rh_elite_power01 equip = ge_s_scanner_01 equip = ge_s_tractor_01 equip = ge_s_thruster_01, HpThruster01 equip = armor_scale_1 equip = rh_gun01_mark03, HpWeapon01 equip = rh_gun01_mark02, HpWeapon02 equip = rh_gun01_mark02, HpWeapon03 equip = rh_gun01_mark02, HpWeapon04 equip = rh_gun01_mark01, HpWeapon05 equip = rh_turret01_mark01, HpTurret01 equip = cruise_disruptor01_mark01, HpTorpedo01 cargo = cruise_disruptor01_mark01_ammo, 5 equip = mine01_mark01, HpMine01 cargo = mine01_mark01_ammo, 20 equip = ge_s_cm_01, HpCM01 cargo = ge_s_cm_01_ammo, 20 equip = LargeWhiteSpecial, HpHeadlight equip = SlowSmallYellow, HpRunningLight01 equip = SlowSmallYellow, HpRunningLight02 equip = SlowSmallYellow, HpRunningLight03 equip = SlowSmallYellow, HpRunningLight04 equip = SlowSmallYellow, HpRunningLight05 equip = SlowSmallYellow, HpRunningLight06 equip = contrail01, HpContrail01 equip = contrail01, HpContrail02 equip = DockingLightRedSmall, HpDockLight01 equip = DockingLightRedSmall, HpDockLight02</data> <data file="data\SHIPS\loadouts.ini" method="sectionreplace" options="2:9">[Loadout] nickname = msn_playerloadout_faux <dest>archetype = ge_fighter equip = ge_gf1_engine_01 equip = shield01_mark01_lf, HpShield01 equip = ge_fighter_power01 equip = ge_s_scanner_01 equip = ge_s_tractor_01 equip = ge_s_thruster_01, HpThruster01 equip = li_gun01_mark01, HpWeapon01 equip = li_gun01_mark01, HpWeapon02 equip = LargeWhiteSpecial, HpHeadlight equip = SlowSmallOrange, HpRunningLight01 equip = SlowSmallOrange, HpRunningLight02 equip = SlowSmallOrange, HpRunningLight05 equip = contrail01, HpContrail01 equip = contrail01, HpContrail02 equip = DockingLightRedSmall, HpDockLight01 equip = DockingLightRedSmall, HpDockLight02 cargo = ge_s_battery_01, 3 cargo = ge_s_repair_01, 3</dest> <source> archetype = rh_elite equip = ge_re_engine_01 equip = npc_shield02_mark06, HpShield01 equip = rh_elite_power01 equip = ge_s_scanner_01 equip = ge_s_tractor_01 equip = ge_s_thruster_01, HpThruster01 equip = armor_scale_1 equip = rh_gun01_mark03, HpWeapon01 equip = rh_gun01_mark02, HpWeapon02 equip = rh_gun01_mark02, HpWeapon03 equip = rh_gun01_mark02, HpWeapon04 equip = rh_gun01_mark01, HpWeapon05 equip = rh_turret01_mark01, HpTurret01 equip = cruise_disruptor01_mark01, HpTorpedo01 cargo = cruise_disruptor01_mark01_ammo, 5 equip = mine01_mark01, HpMine01 cargo = mine01_mark01_ammo, 20 equip = ge_s_cm_01, HpCM01 cargo = ge_s_cm_01_ammo, 20 equip = LargeWhiteSpecial, HpHeadlight equip = SlowSmallYellow, HpRunningLight01 equip = SlowSmallYellow, HpRunningLight02 equip = SlowSmallYellow, HpRunningLight03 equip = SlowSmallYellow, HpRunningLight04 equip = SlowSmallYellow, HpRunningLight05 equip = SlowSmallYellow, HpRunningLight06 equip = contrail01, HpContrail01 equip = contrail01, HpContrail02 equip = DockingLightRedSmall, HpDockLight01 equip = DockingLightRedSmall, HpDockLight02</data>