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    <title>The Starport :: Forum</title>
    <link>http://the-starport.net/</link>
    <description>A Freelancer Game Fansite :: XOOPS Community Bulletin Board</description>
    <lastBuildDate>Tue, 21 May 2013 23:46:48 +0200</lastBuildDate>
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      <title>The Starport :: Forum</title>
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      <title>Re: Nebula excluding clouds [by Jeider]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5270&amp;forum=28&amp;post_id=55800#forumpost55800</link>
      <description>Speciality Modding::Nebula excluding clouds&lt;br /&gt;
Thanks for all. I will try make particle effect. &lt;img src=&quot;http://the-starport.net/uploads/smil3dbd4d6422f04.gif&quot; alt=&quot;&quot; /&gt;&lt;br /&gt;&lt;br /&gt;2Davis: &lt;br /&gt;I have 1 BIG nebula, 1 sphere for exclusion and 1 ring zone for clouds.&lt;br /&gt;In ini-files BIG nebula exclude only sphere, but clouds in ring not generating. &lt;img src=&quot;http://the-starport.net/uploads/smil3dbd4d75edb5e.gif&quot; alt=&quot;&quot; /&gt; &lt;br /&gt;</description>
      <pubDate>Tue, 12 Mar 2013 17:52:18 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5270&amp;forum=28&amp;post_id=55800#forumpost55800</guid>
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      <title>Re: Dev&#039;s Limit Breaking 101 Techniques [by FriendlyFire]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=403&amp;forum=28&amp;post_id=55566#forumpost55566</link>
      <description>Speciality Modding::Dev&#039;s Limit Breaking 101 Techniques&lt;br /&gt;
0x27ADCA Freelancer.exe 1c Filter out incompatible builds on server list by default&lt;br /&gt;&lt;br /&gt;Thought some people may find that useful.</description>
      <pubDate>Sat, 23 Feb 2013 05:25:52 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=403&amp;forum=28&amp;post_id=55566#forumpost55566</guid>
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      <title>Re: view clipping?! [by Hidamari]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5238&amp;forum=28&amp;post_id=55424#forumpost55424</link>
      <description>Speciality Modding::view clipping?!&lt;br /&gt;
thanks alot guys once again, you guys amaze me &lt;img src=&quot;http://the-starport.net/uploads/smil3dbd4d4e4c4f2.gif&quot; alt=&quot;&quot; /&gt; &lt;img src=&quot;http://the-starport.net/uploads/smil3dbd4dbc14f3f.gif&quot; alt=&quot;&quot; /&gt;&lt;br /&gt;&lt;br /&gt;now if somebody could help me set up a turret correctly id be very very greatful.</description>
      <pubDate>Mon, 18 Feb 2013 23:12:18 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5238&amp;forum=28&amp;post_id=55424#forumpost55424</guid>
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      <title>Re: You know when it all goes red? [by Gisteron]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5207&amp;forum=28&amp;post_id=55099#forumpost55099</link>
      <description>Speciality Modding::You know when it all goes red?&lt;br /&gt;
there are reputation setting commands in FLHook. go through the documentation, you sure will find them &lt;img src=&quot;http://the-starport.net/uploads/smil3dbd4e398ff7b.gif&quot; alt=&quot;&quot; /&gt;</description>
      <pubDate>Tue, 29 Jan 2013 16:47:44 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5207&amp;forum=28&amp;post_id=55099#forumpost55099</guid>
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      <title>Re: Weird FLServer Error [by F!R]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5188&amp;forum=28&amp;post_id=54963#forumpost54963</link>
      <description>Speciality Modding::Weird FLServer Error&lt;br /&gt;
Also had (have?) this error&lt;br /&gt;- and it was possibly caused by 2 reasons.&lt;br /&gt;&lt;br /&gt;#1&lt;br /&gt;banners by the playerctrl plugin &lt;br /&gt;- seen @ my test server running NOT under an admin account btw&lt;br /&gt;- pretty sure, also @ the main server (this one running under winxp admin account&lt;br /&gt;&lt;br /&gt;#2 (possibly!)&lt;br /&gt;various flhookadmin players with msg rights,&lt;br /&gt;but not having an &amp;#039;admin&amp;#039; file in the account directory&lt;br /&gt;&lt;br /&gt;When I d read Adoxa&amp;#039;s post above, &lt;br /&gt;I d added &amp;#039;admin&amp;#039; files to those accounts&lt;br /&gt;- but I didn&amp;#039;t have time to check, if it&amp;#039;s gone now.&lt;br /&gt;&lt;img src=&quot;http://the-starport.net/uploads/smil3dbd4e398ff7b.gif&quot; alt=&quot;&quot; /&gt;</description>
      <pubDate>Tue, 08 Jan 2013 08:53:03 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5188&amp;forum=28&amp;post_id=54963#forumpost54963</guid>
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      <title>Re: MP Scripting Problems [by HeIIoween]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5183&amp;forum=28&amp;post_id=54910#forumpost54910</link>
      <description>Speciality Modding::MP Scripting Problems&lt;br /&gt;
At the Disco this hack is applied:&lt;br /&gt;&lt;div class=&quot;xoopsCodeText&quot;&gt;Code:&lt;/div&gt;&lt;div class=&quot;xoopsCode&quot;&gt;&lt;code&gt;content.dll&amp;nbsp;04EE3A&amp;nbsp;A22A-&amp;gt;A26A&amp;nbsp;=&amp;nbsp;OpenSP&amp;nbsp;tweak&amp;nbsp;for&amp;nbsp;1.1&amp;nbsp;DLLs&amp;nbsp;to&amp;nbsp;always&amp;nbsp;start&amp;nbsp;from&amp;nbsp;m13&lt;/code&gt;&lt;/div&gt;&lt;br /&gt;So change your mission to Mission = Mission_13&lt;br /&gt;and move your scripts into m13.ini</description>
      <pubDate>Sun, 30 Dec 2012 00:24:16 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5183&amp;forum=28&amp;post_id=54910#forumpost54910</guid>
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      <title>Re: Effects showroom! [by HeIIoween]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=679&amp;forum=28&amp;post_id=54705#forumpost54705</link>
      <description>Speciality Modding::Effects showroom!&lt;br /&gt;
&lt;object width=&#039;425&#039; height=&#039;350&#039;&gt;&lt;param name=&#039;movie&#039; value=&#039;http://www.youtube.com/v/5eeNEAsflJs&#039;&gt;&lt;/param&gt;&lt;param name=&#039;wmode&#039; value=&#039;transparent&#039;&gt;&lt;/param&gt;&lt;embed src=&#039;http://www.youtube.com/v/5eeNEAsflJs&#039; type=&#039;application/x-shockwave-flash&#039; wmode=&#039;transparent&#039; width=&#039;425&#039; height=&#039;350&#039;&gt;&lt;/embed&gt;&lt;/object&gt;</description>
      <pubDate>Thu, 13 Dec 2012 10:40:09 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=679&amp;forum=28&amp;post_id=54705#forumpost54705</guid>
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      <title>Re: Changing the weapon class strings [by CMDBob]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5139&amp;forum=28&amp;post_id=54500#forumpost54500</link>
      <description>Speciality Modding::Changing the weapon class strings&lt;br /&gt;
Oh wow, thanks! Could have SWORE I&amp;#039;d checked through all the DLLs for these strings!&lt;br /&gt;&lt;br /&gt;EDIT: Right, got a new question: How do I remove the (Class whatever) from weapon strings, so for example, Justice Mk 1 (Class 1) would just read Justice Mk 1?&lt;br /&gt;&lt;br /&gt;Double edit: I&amp;#039;ve found where the game stores the (Class ) strings in resource, now I just can&amp;#039;t get rid of the number at the end.&lt;br /&gt;&lt;br /&gt;Triple Edit: Found a fix for that, in the Limit Breaking thingie. &lt;img src=&quot;http://the-starport.net/uploads/smil3dbd4d6422f04.gif&quot; alt=&quot;&quot; /&gt;</description>
      <pubDate>Tue, 27 Nov 2012 08:33:35 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5139&amp;forum=28&amp;post_id=54500#forumpost54500</guid>
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      <title>Re: Minimize ALL HUDs - button press plugin? [by FriendlyFire]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5124&amp;forum=28&amp;post_id=54375#forumpost54375</link>
      <description>Speciality Modding::Minimize ALL HUDs - button press plugin?&lt;br /&gt;
There&amp;#039;s already a variety of no HUD plugins. I believe adoxa&amp;#039;s got one and Discovery does too.</description>
      <pubDate>Sun, 18 Nov 2012 22:00:04 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5124&amp;forum=28&amp;post_id=54375#forumpost54375</guid>
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      <title>Re: Plugin(or hack?) request - explosions to non-missile weapons [by Vital]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5098&amp;forum=28&amp;post_id=54366#forumpost54366</link>
      <description>Speciality Modding::Plugin(or hack?) request - explosions to non-missile weapons&lt;br /&gt;
Ofcourse I thought about it, but this way it won&amp;#039;t &amp;quot;track&amp;quot; targets(target cross is in the same place while the target moves, not ahead of it like with guns), and it won&amp;#039;t be able to fire fast withot lag(some ammo is left near you and doesn&amp;#039;t fly away).</description>
      <pubDate>Sun, 18 Nov 2012 17:28:59 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5098&amp;forum=28&amp;post_id=54366#forumpost54366</guid>
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      <title>Re: how can edit rearview inertia? [by Vital]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=4426&amp;forum=28&amp;post_id=54365#forumpost54365</link>
      <description>Speciality Modding::how can edit rearview inertia?&lt;br /&gt;
So what&amp;#039;s the solution, JONG?</description>
      <pubDate>Sun, 18 Nov 2012 17:23:46 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=4426&amp;forum=28&amp;post_id=54365#forumpost54365</guid>
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      <title>Re: Removing ammo after death [by Gisteron]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5097&amp;forum=28&amp;post_id=54161#forumpost54161</link>
      <description>Speciality Modding::Removing ammo after death&lt;br /&gt;
try searching the TLR archives. around somewhere i recall there is a brief tutorial on how to drop all cargo on death. pretty annoying if you have a larger fleet battle and people keep respawning, though we rarely do have them nowadays.</description>
      <pubDate>Wed, 07 Nov 2012 16:47:13 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5097&amp;forum=28&amp;post_id=54161#forumpost54161</guid>
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      <title>Re: AI Wingmen Tutorial + Sample Mod [by sumanuti]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=977&amp;forum=28&amp;post_id=54078#forumpost54078</link>
      <description>Speciality Modding::AI Wingmen Tutorial + Sample Mod&lt;br /&gt;
Me - &lt;u&gt;Glad&lt;/u&gt; u liked it and that helped, anyhow &lt;img src=&#039;http://i557.photobucket.com/albums/ss15/3MAJ/XsmileysX/byebye.gif&#039; border=&#039;0&#039; alt=&#039;&#039; onload=&quot;JavaScript:if(this.width&gt;300) this.width=300&quot; /&gt;</description>
      <pubDate>Mon, 05 Nov 2012 09:53:51 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=977&amp;forum=28&amp;post_id=54078#forumpost54078</guid>
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      <title>Re: Plugin Idea/Request: have NPC Ships spawn with randomized amount of damage [by HeIIoween]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=3784&amp;forum=28&amp;post_id=54048#forumpost54048</link>
      <description>Speciality Modding::Plugin Idea/Request: have NPC Ships spawn with randomized amount of damage&lt;br /&gt;
Noticed that gunboats, cruisers, battleships npcs get only hull damage.&lt;br /&gt;&lt;br /&gt;When plugin is disabled - they get at fisrt shield damage as usually :/</description>
      <pubDate>Sun, 04 Nov 2012 05:12:08 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=3784&amp;forum=28&amp;post_id=54048#forumpost54048</guid>
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      <title>101 Patch [by HeIIoween]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5052&amp;forum=28&amp;post_id=53695#forumpost53695</link>
      <description>Speciality Modding::101 Patch&lt;br /&gt;
Tools needed - Adoxa&amp;#039;s bpatch&lt;br /&gt;Share your patch too : )&lt;br /&gt;&lt;br /&gt;&lt;div class=&quot;xoopsCodeText&quot;&gt;Code:&lt;/div&gt;&lt;div class=&quot;xoopsCode&quot;&gt;&lt;code&gt;#&amp;nbsp;&amp;lt;offset&amp;gt;:&amp;nbsp;&amp;lt;NN&amp;nbsp;EE&amp;nbsp;WW&amp;gt;	[&amp;nbsp;&amp;lt;OO&amp;nbsp;LL&amp;nbsp;DD&amp;gt;&amp;nbsp;]&amp;nbsp;-&amp;nbsp;offset&amp;nbsp;&amp;&amp;nbsp;bytes&amp;nbsp;in&amp;nbsp;hexadecimal&lt;br /&gt;
&lt;br /&gt;
File:&amp;nbsp;Freelancer.exe&lt;br /&gt;
&lt;br /&gt;
#&amp;nbsp;Remove&amp;nbsp;the&amp;nbsp;&amp;quot;NEW&amp;nbsp;GAME&amp;quot;&amp;nbsp;and&amp;nbsp;&amp;quot;LOAD&amp;nbsp;GAME&amp;quot;&amp;nbsp;buttons&amp;nbsp;on&amp;nbsp;the&amp;nbsp;main&amp;nbsp;menu.&lt;br /&gt;
#&amp;nbsp;Jason&amp;nbsp;Hood,&amp;nbsp;28&amp;nbsp;November,&amp;nbsp;2009.&lt;br /&gt;
174634:&amp;nbsp;E8&amp;nbsp;47&amp;nbsp;E5&amp;nbsp;EA&amp;nbsp;FF&amp;nbsp;83&amp;nbsp;7C&amp;nbsp;24&amp;nbsp;50&amp;nbsp;01&amp;nbsp;77	[&amp;nbsp;C7&amp;nbsp;44&amp;nbsp;24&amp;nbsp;70&amp;nbsp;00&amp;nbsp;00&amp;nbsp;00&amp;nbsp;00&amp;nbsp;C7&amp;nbsp;44&amp;nbsp;24&amp;nbsp;]&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;11&amp;nbsp;DB&amp;nbsp;05&amp;nbsp;4C&amp;nbsp;46&amp;nbsp;57&amp;nbsp;00&amp;nbsp;EB&amp;nbsp;0D	[&amp;nbsp;74&amp;nbsp;00&amp;nbsp;00&amp;nbsp;00&amp;nbsp;00&amp;nbsp;C7&amp;nbsp;44&amp;nbsp;24&amp;nbsp;78&amp;nbsp;]&lt;br /&gt;
1746CA:&amp;nbsp;00&amp;nbsp;00	[&amp;nbsp;80&amp;nbsp;3E&amp;nbsp;]&lt;br /&gt;
174707:&amp;nbsp;00&amp;nbsp;00	[&amp;nbsp;80&amp;nbsp;3E&amp;nbsp;]&lt;br /&gt;
&lt;br /&gt;
#&amp;nbsp;activate&amp;nbsp;[light]&amp;nbsp;lightsource_cone&amp;nbsp;entries&amp;nbsp;~adoxa&lt;br /&gt;
131D2B:&amp;nbsp;B0&amp;nbsp;01&amp;nbsp;90	[&amp;nbsp;0F&amp;nbsp;94&amp;nbsp;C0&amp;nbsp;]&lt;br /&gt;
&lt;br /&gt;
#&amp;nbsp;need&amp;nbsp;level&amp;nbsp;to&amp;nbsp;buy&amp;nbsp;ships/equipment&amp;nbsp;in&amp;nbsp;MP&amp;nbsp;~adoxa&lt;br /&gt;
08049A:&amp;nbsp;00	[&amp;nbsp;28&amp;nbsp;]&lt;br /&gt;
082E96:&amp;nbsp;00	[&amp;nbsp;0A&amp;nbsp;]&lt;br /&gt;
0B948E:&amp;nbsp;00	[&amp;nbsp;1B&amp;nbsp;]&lt;br /&gt;
13E1F8:&amp;nbsp;89&amp;nbsp;35&amp;nbsp;8C&amp;nbsp;33&amp;nbsp;67&amp;nbsp;00&amp;nbsp;EB&amp;nbsp;47	[&amp;nbsp;90&amp;nbsp;90&amp;nbsp;90&amp;nbsp;90&amp;nbsp;90&amp;nbsp;90&amp;nbsp;90&amp;nbsp;90&amp;nbsp;]&lt;br /&gt;
13E23D:&amp;nbsp;BA	[&amp;nbsp;09&amp;nbsp;]&lt;br /&gt;
&lt;br /&gt;
#&amp;nbsp;gamma&amp;nbsp;ranges&amp;nbsp;from&amp;nbsp;0.5&amp;nbsp;to&amp;nbsp;1.5,&amp;nbsp;not&amp;nbsp;1.0&amp;nbsp;to&amp;nbsp;2.0&amp;nbsp;~adoxa&lt;br /&gt;
0244F7:&amp;nbsp;E8&amp;nbsp;75	[&amp;nbsp;B8&amp;nbsp;89&amp;nbsp;]&lt;br /&gt;
&lt;br /&gt;
#&amp;nbsp;remove&amp;nbsp;class&amp;nbsp;info&amp;nbsp;from&amp;nbsp;equipment&amp;nbsp;~adoxa&lt;br /&gt;
07C943:&amp;nbsp;90&amp;nbsp;E9	[&amp;nbsp;0F&amp;nbsp;87&amp;nbsp;]&lt;br /&gt;
&lt;br /&gt;
#&amp;nbsp;quadruple&amp;nbsp;existing&amp;nbsp;LODranges&amp;nbsp;~adoxa&lt;br /&gt;
002389:&amp;nbsp;D8&amp;nbsp;C0&amp;nbsp;90	[&amp;nbsp;83&amp;nbsp;FE&amp;nbsp;08&amp;nbsp;]&lt;br /&gt;
00238C:&amp;nbsp;D8&amp;nbsp;C0	[&amp;nbsp;7D&amp;nbsp;16&amp;nbsp;]&lt;br /&gt;
&lt;br /&gt;
#&amp;nbsp;max&amp;nbsp;distance&amp;nbsp;at&amp;nbsp;which&amp;nbsp;ships&amp;nbsp;can&amp;nbsp;be&amp;nbsp;seen&amp;nbsp;(even&amp;nbsp;if&amp;nbsp;lodranges&amp;nbsp;specify&amp;nbsp;a&amp;nbsp;higher&amp;nbsp;distance)&amp;nbsp;~Dev&lt;br /&gt;
#&amp;nbsp;poly&amp;nbsp;flipping&amp;nbsp;distance&amp;nbsp;-&amp;nbsp;raising&amp;nbsp;this&amp;nbsp;value&amp;nbsp;stops&amp;nbsp;graphical&amp;nbsp;glitches&amp;nbsp;on&amp;nbsp;big&amp;nbsp;CMPs,&amp;nbsp;but&amp;nbsp;raising&amp;nbsp;it&amp;nbsp;too&amp;nbsp;high&amp;nbsp;introduces&amp;nbsp;flickering&amp;nbsp;issues&amp;nbsp;with&amp;nbsp;SPH-based&amp;nbsp;models&amp;nbsp;(like&amp;nbsp;planets)&amp;nbsp;~FriendlyFire&lt;br /&gt;
1C8910:&amp;nbsp;00&amp;nbsp;60&amp;nbsp;EA&amp;nbsp;47	[&amp;nbsp;00&amp;nbsp;40&amp;nbsp;1C&amp;nbsp;47&amp;nbsp;]&lt;br /&gt;
&lt;/code&gt;&lt;/div&gt;</description>
      <pubDate>Mon, 15 Oct 2012 20:48:21 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5052&amp;forum=28&amp;post_id=53695#forumpost53695</guid>
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      <title>Re: Request: System music plugin [by Freestalker.fr]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=4967&amp;forum=28&amp;post_id=53480#forumpost53480</link>
      <description>Speciality Modding::Request: System music plugin&lt;br /&gt;
Is there a way to have only battle music or a fusion of the danger and battle musics portions. Just like in Darkstar one, an intro (optional) and random battle music, no danger music, it brake the action. You see what I want to say?</description>
      <pubDate>Fri, 05 Oct 2012 19:09:07 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=4967&amp;forum=28&amp;post_id=53480#forumpost53480</guid>
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      <title>Re: Shield drag [by HeIIoween]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=3677&amp;forum=28&amp;post_id=53202#forumpost53202</link>
      <description>Speciality Modding::Shield drag&lt;br /&gt;
Thanks Adoxa - it works &lt;img src=&quot;http://the-starport.net/uploads/smil3dbd4d6422f04.gif&quot; alt=&quot;&quot; /&gt;</description>
      <pubDate>Mon, 17 Sep 2012 12:39:24 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=3677&amp;forum=28&amp;post_id=53202#forumpost53202</guid>
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      <title>Re: Character Limit [by adoxa]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=4621&amp;forum=28&amp;post_id=53200#forumpost53200</link>
      <description>Speciality Modding::Character Limit&lt;br /&gt;
Hm, okay. BTW, have you tried looking at a &lt;a href=&quot;http://freelancer.adoxa.cjb.net/plugins.html#packets&quot; rel=&quot;external&quot; title=&quot;&quot;&gt;packet&lt;/a&gt; dump? That might provide some data; in particular, look at packets having a size greater than 10238 ( = 0x2800, or 10190 = 0x27d0, less two) as they should be the ones going wrong (there&amp;#039;s a 10Ki buffer on the stack).</description>
      <pubDate>Mon, 17 Sep 2012 07:41:59 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=4621&amp;forum=28&amp;post_id=53200#forumpost53200</guid>
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      <title>Re: Cargo Expansion Upgrade [by IronBob01]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=4054&amp;forum=28&amp;post_id=53197#forumpost53197</link>
      <description>Speciality Modding::Cargo Expansion Upgrade&lt;br /&gt;
Thanks, glad you like them.  I will post more pictures as I finish things.  I will probably start a different thread for it though.</description>
      <pubDate>Sun, 16 Sep 2012 22:56:05 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=4054&amp;forum=28&amp;post_id=53197#forumpost53197</guid>
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      <title>Re: Cloaking Transparency [by Hidamari]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=4485&amp;forum=28&amp;post_id=53173#forumpost53173</link>
      <description>Speciality Modding::Cloaking Transparency&lt;br /&gt;
did anything come of this, id be really interested in the use of an ECM based system for my mod.&lt;br /&gt;&lt;br /&gt;&lt;img src=&quot;http://the-starport.net/uploads/smil3dbd4d6422f04.gif&quot; alt=&quot;&quot; /&gt;</description>
      <pubDate>Fri, 14 Sep 2012 23:04:23 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=4485&amp;forum=28&amp;post_id=53173#forumpost53173</guid>
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      <title>Re: hook to set IFF? [by Ursus]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=4981&amp;forum=28&amp;post_id=53096#forumpost53096</link>
      <description>Speciality Modding::hook to set IFF?&lt;br /&gt;
&lt;div class=&quot;xoopsQuoteText&quot;&gt;Quote:&lt;/div&gt;&lt;div class=&quot;xoopsQuote&quot;&gt;&lt;blockquote&gt;&lt;br /&gt;sumanuti wrote:&lt;br /&gt;&lt;strong&gt;PlayerControl&lt;/strong&gt; plugin does this!&lt;br /&gt;There is a need to define thing you carry that will fix reputation on each dock/undock. Setting one to be 0.91 should automatically assign Faction affiliation.&lt;/blockquote&gt;&lt;/div&gt;&lt;br /&gt;I know how to do it by changing reputation. What I&amp;#039;m looking for is a way to change the primary affiliation directly, without touching the reputation.&lt;br /&gt;&lt;br /&gt;Your IFF doesnt change everytime a reputation goes to .9 so something is making a decision to set IFF and then affecting the change, while choosing not to do so at other times. I assume there is a discrete call in the game for this, that&amp;#039;s what I&amp;#039;m looking for.&lt;br /&gt;&lt;br /&gt;</description>
      <pubDate>Mon, 10 Sep 2012 22:40:51 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=4981&amp;forum=28&amp;post_id=53096#forumpost53096</guid>
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      <title>Re: Hack request: stop fuse damage from not triggering ship_fuse when ship is destroyed. [by Vital]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=4951&amp;forum=28&amp;post_id=52832#forumpost52832</link>
      <description>Speciality Modding::Hack request: stop fuse damage from not triggering ship_fuse when ship is destroyed.&lt;br /&gt;
&lt;div class=&quot;xoopsQuoteText&quot;&gt;Quote:&lt;/div&gt;&lt;div class=&quot;xoopsQuote&quot;&gt;&lt;blockquote&gt;&lt;br /&gt;Timmy51m wrote:&lt;br /&gt;Weapons and such have explosion resistance entries in weap_equip don&amp;#039;t they? Perhaps that&amp;#039;s why they don&amp;#039;t go boom from normal explosions.&lt;/blockquote&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;That&amp;#039;s not the case, it seems like fuse damage does not percepted by the hull as other types of damage(explosion and hits). didn&amp;#039;t try collision.</description>
      <pubDate>Wed, 15 Aug 2012 07:15:05 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=4951&amp;forum=28&amp;post_id=52832#forumpost52832</guid>
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      <title>Re: Trouble with open(close)_sound [by DwnUndr]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=4945&amp;forum=28&amp;post_id=52822#forumpost52822</link>
      <description>Speciality Modding::Trouble with open(close)_sound&lt;br /&gt;
The door open sound while undocking from a base would be in the thn file (since you are still in animation).  You would have to add it and provide the trigger.&lt;br /&gt;There would be a secondary problem of &amp;#039;ducking&amp;#039; involving the normal launch voice, but both could still be audible.</description>
      <pubDate>Tue, 14 Aug 2012 03:52:24 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=4945&amp;forum=28&amp;post_id=52822#forumpost52822</guid>
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      <title>Re: Mission Impossible - Cargo Extending [by JONG]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=3199&amp;forum=28&amp;post_id=52659#forumpost52659</link>
      <description>Speciality Modding::Mission Impossible - Cargo Extending&lt;br /&gt;
&lt;div class=&quot;xoopsQuoteText&quot;&gt;Quote:&lt;/div&gt;&lt;div class=&quot;xoopsQuote&quot;&gt;&lt;blockquote&gt;&lt;br /&gt;HeIIoween wrote:&lt;br /&gt;Got Used Cargo Reducing oO&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Note for modders/coders/hackers: Ofcourse this requires hack because FL des not allow to buy equipment with negative volume value.&lt;br /&gt;&lt;br /&gt;&lt;/blockquote&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;So, what&amp;#039;s code I need to hack to make FL can allow to buy equipment with negative volume value?</description>
      <pubDate>Tue, 31 Jul 2012 11:37:10 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=3199&amp;forum=28&amp;post_id=52659#forumpost52659</guid>
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      <title>Re: Alcander&#039;s Freelimits [by HeIIoween]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=2242&amp;forum=28&amp;post_id=52276#forumpost52276</link>
      <description>Speciality Modding::Alcander&#039;s Freelimits&lt;br /&gt;
&lt;div class=&quot;xoopsQuoteText&quot;&gt;Quote:&lt;/div&gt;&lt;div class=&quot;xoopsQuote&quot;&gt;&lt;blockquote&gt;&lt;br /&gt;adoxa wrote:&lt;br /&gt;... I probably &lt;i&gt;won&amp;#039;t&lt;/i&gt; be going the whole hog, now.&lt;/blockquote&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;Agreed, that&amp;#039;s why i have not asked something additional...&lt;br /&gt;I have only power upgrades by your EngClass so even dunno why ppl talking about unlimited count of engines per one slot.&lt;br /&gt;Will check then too with your solution.</description>
      <pubDate>Thu, 21 Jun 2012 13:10:38 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=2242&amp;forum=28&amp;post_id=52276#forumpost52276</guid>
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