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There are currently 60 users playing Freelancer on 34 servers.
November. 21, 2017
The Starport Forum Index > All Posts (Skotty.)

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Re: I finally got the Original Game Soundtrack on CD!!
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Thanks for uploading those. I knew them only from a Youtube Video that had them all merged into one long soundtrack-video.

I also still have some other Freelancer Soundtrack on my PC. Certainly it contains tracks from yours, just cut into several single titles. But it also contains Bar Music, which is missing in your version. This Bar Music however is in better quality than FL's, and so it must be also from some "more original" source.

I think J.R. sent it to me once.
Download: Freelancer Soundtrack

And since we are at this, Syd once also sent me very early music of the game.
Download: music(early)

Posted on: Today 0:15

Edited by Skotty. on 2017/11/20 0:30:16
Edited by Skotty. on 2017/11/20 0:34:07
Edited by Skotty. on 2017/11/20 0:37:03
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Re: FL Modding, INI Strukturen
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Hier ist der Quellcode des Projektes was Schmackbolzen angesprochen hat.
http://erikszeug.de/files/Freelancer/Tools/FLWeaponCreator_src.7z
Ist inzwischen etwas älter, also nicht unbedingt ein Beispiel an Lesbarkeit. Aber es funktioniert.

Posted on: 11/4 15:25
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Re: Raise your voices!
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Oh, those are really nice models.

Posted on: 6/10 20:54
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Re: Raise your voices!
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If you want to go on in the timeline, you really should take your time and read all rumours in Freelancer. They provide a lot of material! Like Kishiro working on a ship with jump-drive, as the Osiris already has. ALG fusioning with Krüger Minerals, etc.

Posted on: 6/1 21:51
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Re: Raise your voices!
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For such ambitious plans it would be nearly a waste to concentrate too much on current FL. It would require a lot of hooking and such.
Librelancer or something else might be much better suited since you have access to everything. And I mean not just interfaces.
But that would still need to be finalized. So until then, I know, there is only Freelancer.

Btw the link to the interface prototype you had in your post earlier was very nice.

Posted on: 5/31 16:50
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Re: Raise your voices!
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There is a trick to avoid the limit. But I am not sure what it was exactly. There is an internal counter for points (VMeshRef or VMeshData node?), which is a 16bit unsigned integer, means you can have max. 65535 points.

That model looks very nice. I do like the rather clean style (since that stuff can't oxidate in space) and the minimalistic but existent colouring. The geometry adds a lot to it.

Posted on: 5/31 14:11

Edited by Skotty. on 2017/5/31 14:17:37
Edited by Skotty. on 2017/5/31 14:18:44
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Re: [WIP] Ale Effect Editor
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Actually it is mostly my fault. Recently I am playing too many other games and am busy with university stuff. And since I'm pretty much responsible for the UI, I delay it by not being motivated at all to work on it.

Posted on: 4/4 21:28
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Re: UTF Editor
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Those secondary SUR meshes are, as CMP parts, moved by the tree defined in the fix, pris and rev nodes.

Posted on: 2/27 20:07
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Re: CMP Importing Help
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If it really doesn't work, just list all models you need and I'll do it.

Posted on: 2/27 11:57
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Re: Dev's Limit Breaking 101 Techniques
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That works great! And in multiplayer, too. On what base do you calculate the cost of repairing a hull component relative to the general hull value?

Posted on: 2/14 12:06

Edited by Skotty. on 2017/2/14 12:18:40
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Re: Dev's Limit Breaking 101 Techniques
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It works fine in multiplayer. On a default server there are no cheating issues or other problems. Money is calculated based on ship hull price. Repairs are working.
However there are two changes: All ship components now always have a repair price of 1, except for the root ship component, which has the correct pricing. I guess it is because ship components don't have a price at all via goods.ini?
And second all ship components are now displayed as "Ship Component" instead of their individual name.

The latter isn't a serious problem, but the first one might be: If you don't repair the main hull and only single components it comes nearly for free.

Posted on: 2/13 11:31
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Re: [LightSource] Direction?
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As far as I know they are not really directional. Every light you encounter in FL are point lights. At least I haven't seen any "valid" directional light in any of the game's ini files.

In the Freelancer.exe, valid types are DIRECTIONAL, CONE, POINT and AMBIENT. How or if they are used should be experimented with.

Take a look into "igraph.ini" in the DATA directory. There those atten_curves are defined. They are nothing else than different kind of curves how the light magnitue is depending on the max range you set up in the system files.

Posted on: 2/9 22:22

Edited by Skotty. on 2017/2/9 22:28:17
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Re: Librelancer : Jan 2017
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Is there any way to rotate camera in the system view? I just see controls to move around.
And unfortunately when clicking on Gameplay Demo, the music of Liberty starts, but the game is stuck in a loop. No errors, only "no sur found" warnings.

Edit: When moving around in LI01 the game also gets stuck when approaching Fort Bush or getting Manhatten in my view.

Posted on: 1/20 8:42

Edited by Skotty. on 2017/1/20 9:00:45
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Re: Change of Email address
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Yes, its just because of your permission. I can't change it, too.

Posted on: 1/1 1:27
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Re: Missing Textures
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I am using a R9 270X myself and since I got it years ago, I have low resolution textures in FL, too. Different driver versions and settings also didn't change it. Even adding it to flconfigdatabase.txt (all graphics cards the game should recognize should be present there) didn't work.
And for some particle effects, I even have white textures (maybe the missing textures you are talking about?).

Posted on: 12/26 23:33
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