Conventional Modding

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  • Cruise disruptors weapon_equip.ini entry

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  • Unknown Coalition ship

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    Glad to see that I helped to improve the wiki ! šŸ™‚

  • Shield Effect

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    So I managed to understand how the story missions do this:
    With triggered fuses that destroy the shield generator and the attached equipment to disable the particle emitter
    Seriosly DA? m(

    I also tried to add geometry to the [Shield] object from select_equip,
    but either the texture or the 3db model is not loaded,
    resulting in an invisible mesh. So that doesnā€™t work either.

  • HUD Icon question

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    DarknessMuta wrote:
    I was wondering if someone might know which files correspond to the HUD elements at the top center when in Space flight that I have inside the red box in this example picture. I am using another HUD mod and would like to restore just this portion to the default look so I am hoping someone might know which file or files I would need to replace.

    Download the UTF-Editor if youā€™re not skilled in Photoshop.

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    šŸ™‚

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    Glad you got it all working! Sorry, did not know you meant in Discovery, I thought you meant Vanilla FL. We are all helpful here, so stop by any time. Modding FL is fun, you should come learn šŸ˜‰

  • Unused features

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    Any SP mission file, for ex. m10.ini

    ... Act_Popupdialog = 1, 1, CLOSE ;<-- we know it, shows 1 button OK Act_Popupdialog = 1, 1, YES_NO ;<-- shows 2 buttons YES and NO Act_Popupdialog = 1, 1, YES_NO_LATER ;<-- shows 3 buttons YES, NO and LATER ...
  • Player build able base, how to?

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    I really was looking for that feature and i did extensive research - and what you said doesnt seem a case, plugin code from discovery and kosacid version are outdated a lot, and they do miss config files but they would work if we could figure out where these ā€œtemplateā€ files should be - their names and base code. Code from github for FLHook 2.1 was altered by someone and even if anyone will compile it will not work as it miss calls to teplates.
    Its worth to mention plugin create these bases as ā€œplayersā€ in server.

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    yeah thatā€™s it I made a mod out of a mod a month ago when I Was banned from discovery. but my ban got lifted so I am playing again. but yeah after every weapon and ship 0 will let you buy that ship.

  • Modded Game Crashing Pre-Menu (Solved)

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    Quick update: Iā€™ve managed to fix the crashes. Because I was running low on options, I started just pulling out files and replacing them with the vanillaā€™s gameā€™s to see if anything changed. On my first copy-over, which was common.dll, the mod stopped crashing.

    Thank you all for the assistance, as iā€™d probably have given up again and not reached this point without it.

  • New Multiplayer Character - Faction Selection

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    I spent weeks taking apart ProcyonHook to the best of my ability. I managed to figure out how their client side packaging system worked, how their UI hooked into the multiplayer menu, and how it connected to the server. They mostly used vanilla features that were just disabled, but with excessive amount of assembly in order to get it working - or at least as far as I could tell.

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    An update on the above, upon further digging I discovered that the PlayerControl plugin wasnā€™t being loaded, it appears to be due to the way PlayerControlā€™s files should be installed, which donā€™t work with FLHook 2.0.0. Hereā€™s what Iā€™ve tried so far:

    1 . FLHook 2.0.0 works with my server, but the PlayerControl plugin requires a ā€œdllsā€ folder in the ā€œflhook_pluginsā€ folder, which isnā€™t there by default. Creating it manually does not rectify the problem.

    2 . FLHook 1.6.0 and 1.6.0-p3 both do not work with my vanilla 1.1 server, where FLHook.dll fails to load upon the server starting up. These versions of FLHook do however have the ā€œdllsā€ folder that PlayerControl requires.

    Can anyone advise how PlayerControl should be installed to a 1.1 vanilla server? Specifically, which versions of both FLHook and plugin should be used?

    I have done my best to try and find different versions of both, mixing and matching to try and get both to work together as intended, with no success so far.

    My thanks for your patience in advance. Iā€™m very new to Freelancer modding, and have little in the way of programming experience.

  • Zone Manipulation Question

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    You can use RING shape for asteroid fieldā€¦

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    Is it possible with conventional modding?

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    Other than reinstalling, no.

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    Yep, all worked a charm now. Thanks for checking and confirming how it worked, adoxa.

  • Maximum number available for equipment

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    Minerobba wrote:
    nothing to do with the size of the game.

    Not the size, but it may be there is a buffer overflow. Meaning there are more items added to the game than it can handle, and things beginning to act up internally and overwriting each other in unpredictable ways.

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    area_trade_trader was indeed the issue. I checked their behaviours and copies these values from defend_job to trader_job;

    scene_toughness_threshold = hardest
    flee_scene_threat_style = hardest
    loot_flee_threshold = hardest

    Now traders do not instantly run away from fights(I think) but run when their hull drop down to 75%. But I get to keep trader NPCs without them retreating all the time. Thanks guys!

  • Two HpEngine but one ingame

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    I assume your loadout has one installed on the second point.

  • The TSP Wiki Modding Database

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    I have already contributed ~30 wiki entries and might write some new entries these days, but it is quite time consuming.(especially my piece on particle effects).
    Another problem is that I can only explain things that I myself understand properly.

    On the topic of the gaps in the db, at least some of them are missing because some files are very straightforward imho.