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May. 19, 2013
The Starport Forum Index > All Posts (Quarks)

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Re: Three Gun Turret
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As far as I remember there is the possibility to add the sound effect to the muzzle flash effect and not the gun itself.

Posted on: 4/10 1:50
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Re: Starspheres again...... dont say use search.
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Wow, that looks great!
I really hope you manage to make a working starsphere of it.

Have you tried to put your texture on one of the spherical vanilla backgrounds?
That was the only thing that worked for me when I was investigating on this topic some time ago. Although my textures always were meant to tile up/down and left/right...
I never hat any luck exporting one myself, too.

Posted on: 1/29 15:37
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Re: 'freelancer did not detect a 3d capable video card in your system'
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have you tried skipping that notice? That has always worked for me.

Posted on: 2012/9/18 18:01
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Re: A couple questions about editing / modifying vanilla FL
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Quote:

Bobthemanofsteel wrote:
As for the HP of your destructible parts, I believe the magic lies in the hit_points line of the [Collision Group] section of your ship in the shiparch.

That is right. And when such a part is destroyed, all equipment mounted on hardpoints attached to this part is lost, too. These parts are definded in shiparch.ini as [Collision Group] entries under the ship itself.

Posted on: 2012/6/26 22:00
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Re: Vanilla Freelancer patching...
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Quote:

Jerico wrote:
I have done this, but I have since found that the main Freelancer menu screen still says v1.0. Is that right, or have I gone wrong somewhere?


That ist right, as that 1.1 patch does not destroy compability with the unpatched game.

Don't know about quickfix though as I don't use it, but I thinks it's the same.

Posted on: 2012/5/20 21:13
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Re: NPC cargo drop
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MISSIONS\LootProps.ini might help.

Posted on: 2012/3/31 18:29
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Re: Random System Generator
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So you are another one who works on a system generator. Good idea to use such a thing to generate concepts, not for actually creating usable systems. That's why I stopped my project, I realised it won't have any use the way I wanted.
Still, your program sometimes places objects too close together, although it seems to take care that objects are not on top of each other. But as it is not meant to produce finished layouts, that's no real problem though.

Posted on: 2012/3/13 20:14
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Re: Q-Place new base into a system
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Ok, I will explain a litttle bit.
As ColdFire said, an entry for a base starts with a [base] block. There the nickname, faction it belongs to and how npcs call it are defined.

After that is a [MVendor] block, which defines how many jobs there are on the board (only for SP).

Then there are some [BaseFaction] blocks, one for every faction present on that base, it controls wether the given faction gives missions, which npc (defined below in a multitude of [GF_NPC] blocks) belong to them and their weight relative to the others theyhave on that base.

The [GF_NPC] contain the info for the individual npcs (body parts, voice, name, rumors they tell, if you can bribe them sometimes, wether they know some wrecks and bases they can sell the info of and so on. The Vendors are also defined, but usually don't have any voice and rumors and so on.

There is one [MRoom] block for every room you can enter on that base, traders and the baarkeeper have to be set as fixtures here to be always there, not only sometimes like the other npcs.

And then follows the next base starting with the [base] block and so on.

Posted on: 2012/3/8 17:51
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Re: Q-Place new base into a system
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Adding a ship dealer room by hand to a base that has none at default is quite a bit of work - have a look at the files where the station interiors are saved. You would have to add the shipdealer hotspot (the button) to every other room, and add a file for the dealer itself.
If you speak of the person: This you have to do inside mbases.ini. You could simply copy a shipdealer (and his fixture line) from a base that has one to your new base and edit the nickname.

Posted on: 2012/3/7 18:14
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Re: Freelancer Status on 2012 ?
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Welcome, smuggler.

Well, there are servers that have a dynamic economy system running, e.g. the Hamburg City Server, but for single player this is immpossible exept for random prices as far as I know. Note that fpr joining such a server you might need the mod this server runs.

Posted on: 2012/3/6 17:12
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Re: I need help
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So your goal is to remove all the level requirements for equipment and ships? Do you still want the storyline to start?

Posted on: 2012/3/6 16:54
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Re: Custom Turret: not quite working...
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Hi and welcome to the Starport!

About your model: I tried to open it with HardCMP, which gave me an empty model, and importing into Milkshape crashed the importer. So probably there's also a problem with that .zip file you uploaded.

Posted on: 2012/3/6 16:49
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Re: Visible player hit effects?
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Try it, or get 88flak.

Posted on: 2012/2/29 13:41
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Re: Visible player hit effects?
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He means that only the other palyers see the hit effects of projectiles.
I think 88flak had a workaround by adding an explosion block with the projectiles hit effect, but without any damage to wvery normal weapon.

Posted on: 2012/2/28 21:10
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Re: Bar NPC Blues
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So it crashes, or what is the problem?

Posted on: 2012/2/28 19:51
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