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There are currently 116 users playing Freelancer on
89 servers. | May. 24, 2013 |
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All Posts (CK256)
Re: A Freelancer Mod for Star Citizen |
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Quite a regular
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Even untextured they look good! ut one thing that bugged me about the original game was the size of the gun models in relation to the ship.
It's no so bad with HF and VHF but LF's fitted with HUGE guns just look ridiculous, I'd suggest having several scaled weapons for the different ship classes. Another option is to have the weapon emitter inside a housing that opens when the weapons are activated, it never made any sense all that expensive hardware hung on outside the ship.
Posted on: 4/23 16:23
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Re: event horizon? |
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There appears to one in the Asylum 51 ship pack, look in the unknown folder
http://the-starport.net/modules/wfdow ... lefile.php?cid=6&lid=2645
Posted on: 4/23 7:45
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Re: I would like to learn Modding |
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Quite a regular
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Check out this link and download the attachment on my post for a collection of tutorials
http://the-starport.net/modules/newbb ... t_id=55073#forumpost55073 And this link to a download that outlines FL file structure http://the-starport.net/modules/wfdow ... lefile.php?cid=2&lid=2638
Posted on: 4/6 18:50
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Re: A Freelancer Mod for Star Citizen |
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Quite a regular
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It'd be interesting to run FL in a modern game engine without the limitations of scale, physics etc
Count me in for system creation!
Posted on: 4/5 10:23
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Re: has anybody tried to put phys-x into the game ? |
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Quite a regular
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@ Hidamari, the closest approximation to gravity in FL is adding drag modifiers to Zones as below last line.
[zone] nickname = Zone_PL08_2_to_PL08_1_hole pos = -120001, 0, -60001 shape = SPHERE size = 4000 property_flags = 131072 visit = 128 sort = 0 interference = 0.010000 drag_modifier = 2 It will slow the non cruise and thruster speed significantly although there's no effect on cruise engine flight. I think 5 is the maximum suggested for the drag modifier as beyond this the ship may get stuck (never tried 5 myself so it may be worth playing around with different settings)
Posted on: 4/3 13:57
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Re: Converting mod to open single player |
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Thx khayman that seems to work (some!) it's got past the FP7 intro and crash scenario and starts on Manhattan with a Starflyer,
However the screen resolution is wrong or the hud display is messed up as the room icons aren't visible but it's significant progress! The mod is a bit of an oldie I worked on several years ago it was called the Antares expansion mod, the final release had about 100 systems and over 300 bases, The difficulty level was set pretty high so it didn't attract the casual player gone but not entirely forgotten.Thx again guys for all the help Edit; I've added some screengrabs from the mod so if anyone has a quick fix...... Attach file: screen3.jpg (244.58 KB)![]() screen1.jpg (272.09 KB)![]()
Posted on: 3/28 12:36
Edited by CK256 on 2013/3/28 15:21:54
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Re: Converting mod to open single player |
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Quite a regular
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Tried the two files by copying the ones from Genesis the game does start when the new game button is hit but it opens into the FP7 intro scene and crashes soon after, thx for the info as it is progress
![]() Is there an open SP starter pack like the TCM one? I could build the mod files around that if there was. Thx again guys!
Posted on: 3/27 14:32
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Re: Converting mod to open single player |
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Quite a regular
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Thx for the replies, recently I've been playing the Genesis mod by Gibbon in open SP (great stuff BTW!) and got to wondering what changes are needed to make a mod OSP compatible.
I've had a look at the game files but I couldn't see anything obviously different from a typical mod, the old mod I have works on XP with a server and client setup running but I can't get the server working on Win 7.
Posted on: 3/27 9:02
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Converting mod to open single player |
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Quite a regular
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I'm interested in converting an old mod to open single player as I can't get the server to run on win 7 (fine on XP but my old XP box has finally died) but have no idea where to start.
Has anyone got a guide/tutorial on converting mods to open single player? Thx in advance!
Posted on: 3/26 8:50
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Re: Scale Problems |
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Planets range between 400 to 8000 (m?) so they are way too small but FL systems are 100000 to 200000 (m?) so I'd suggest keeping your planet sizes below 20000.
Systems can be made bigger but anything larger than 250000 takes ages to cross at cruise, cruise speed can be increased but that creates a whole raft of issues with encounters so I reckon it needs to be kept below 400.
Posted on: 3/10 20:21
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Re: Commodities and Bases |
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Quite a regular
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Try this link for info on commodities
http://the-starport.net/freelancer/fo ... t_id=55173#forumpost55173 Check out the attachment for a commodity creation tutorial
Posted on: 3/7 10:49
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Re: Fastships someone? (Small Tutorial how 2 convert ships fast) |
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Quite a regular
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I've got the guide but it's too big to upload on here try this link to Amazons cloud drive
https://www.amazon.com/clouddrive/share?s=-UQ8_X8BR7cusmwBegXk6w
Posted on: 2/19 12:23
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Re: creating a new system |
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Quite a regular
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Hi there have a look at the thread in the link
http://the-starport.net/freelancer/fo ... t_id=55073#forumpost55073 Download the zip attached to my post and read Giskards system building from scratch it's a great starting point or refresher course. I'd also recommend FL Mod Studio as an excellent tool for modidng systems https://code.google.com/p/freelancermodstudio/
Posted on: 2/12 20:02
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Re: Need help |
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Quite a regular
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Nice looking ship! I've added a tutorial on texturing that might help, although I've no texturing experience myself there are a few thing to bear in mind about FL models.
Poly count; not sure what the upper limit is for FL but I suspect your model would be close to it or over that limit. As vanilla FL models are quite basic they rely heavily on good textures to add detail and achieve a sense of scale. Have you defined a size for your ship? remember planets in FL are 2 - 8 km across so it's easy to have a ship that looks too large in game.
Posted on: 2/5 11:25
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Re: Adding Commodities on bases and setting their prices |
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I think creating a new commodity would be the best approach as you want it to be sold at only one location and bought at multiple locations at different prices.
[BaseGood] base = Br01_01_base MarketGood = commodity_cardamine, 0, 0, 0, 0, 1, 1 MarketGood = commodity_Uranium, 0, 0, 0, 0, 1, 10 MarketGood = commodity_Chlorine, 0, 0, 0, 0, 1, 1 MarketGood = commodity_Sodium, 0, 0, 0, 0, 1, 1 MarketGood = commodity_Coal, 0, 0, 0, 0, 1, 1 MarketGood = commodity_construction_machinery, 0, 0, 0, 0, 1, 10 MarketGood = commodity_sidearms, 0, 0, 0, 0, 1, 96 MarketGood = commodity_food, 0, 0, 150, 500, 0, 1 MarketGood = commodity_luxury_food, 0, 0, 0, 0, 1, 1 MarketGood = commodity_pharm, 0, 0, 0, 0, 1, 190 MarketGood = commodity_engine_components, 0, 0, 0, 0, 1, 1 The code block above is from New London market_commodity.ini entry and the only item for sale is food. of the others Uranium, construction_machinery, sidearms and pharm will pay more than the basic selling rate by factors of 10, 10, 96 and 190. These numbers define the selling price of these items at this base so 10 x basic selling rate etc...... see below for adding a new commodity and FL Companion http://the-starport.net/freelancer/news/ ... ords=adding+new+commodity http://wiz0u.free.fr/prog/flc/
Posted on: 2/3 12:28
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screen3.jpg (244.58 KB)


Adding commodities-Tunicle.zip