Freelancer Community Network
Reminder: Internet Explorer 6 or below are NOT supported.
HomeHome
ForumForum
WikiWiki
DownloadsDownloads
ForgeForge
Multiplayer Connection Tutorial
Collapse/Expand Donations
Monthly costs: -50€
Income (ads): +25€
Donations (last month): +0€

Current balance: -65€
(last updated 2013/05)

Please make a donation if you want to help keeping The-Starport online:

Thanks!
Collapse/Expand Random Image
Collapse/Expand Poll
Would you be interested in Star Citizen modding?
Yes.
No, not interested in SC mods/modding.
No, not interested in SC in general.
Total Votes: 276
3 Comments
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Twitter
Collapse/Expand Who's Online
22 user(s) are online (13 user(s) are browsing Forum)

Members: 0
Guests: 22

more...
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 116 users playing Freelancer on 89 servers.
May. 24, 2013
The Starport Forum Index > All Posts (CK256)

Bottom Bottom   Previous Topic   Next Topic

(1) 2 3 4 ... 11 »


Re: A Freelancer Mod for Star Citizen
Quite a regular
Joined:
2008/7/16 12:33
Group:
Registered Users
Posts: 151
Offline
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
Report Top
Topic | Forum


Re: event horizon?
Quite a regular
Joined:
2008/7/16 12:33
Group:
Registered Users
Posts: 151
Offline
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
Report Top
Topic | Forum


Re: I would like to learn Modding
Quite a regular
Joined:
2008/7/16 12:33
Group:
Registered Users
Posts: 151
Offline
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
Report Top
Topic | Forum


Re: A Freelancer Mod for Star Citizen
Quite a regular
Joined:
2008/7/16 12:33
Group:
Registered Users
Posts: 151
Offline
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
Report Top
Topic | Forum


Re: has anybody tried to put phys-x into the game ?
Quite a regular
Joined:
2008/7/16 12:33
Group:
Registered Users
Posts: 151
Offline
@ 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
Report Top
Topic | Forum


Re: Converting mod to open single player
Quite a regular
Joined:
2008/7/16 12:33
Group:
Registered Users
Posts: 151
Offline
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:



jpg  screen3.jpg (244.58 KB)
305_51545fa2daa59.jpg 1024X768 px

jpg  screen1.jpg (272.09 KB)
305_51545fc1a46bc.jpg 1023X766 px

Posted on: 3/28 12:36

Edited by CK256 on 2013/3/28 15:21:54
Report Top
Topic | Forum


Re: Converting mod to open single player
Quite a regular
Joined:
2008/7/16 12:33
Group:
Registered Users
Posts: 151
Offline
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
Report Top
Topic | Forum


Re: Converting mod to open single player
Quite a regular
Joined:
2008/7/16 12:33
Group:
Registered Users
Posts: 151
Offline
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
Report Top
Topic | Forum


Converting mod to open single player
Quite a regular
Joined:
2008/7/16 12:33
Group:
Registered Users
Posts: 151
Offline
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
Report Top
Topic | Forum


Re: Scale Problems
Quite a regular
Joined:
2008/7/16 12:33
Group:
Registered Users
Posts: 151
Offline
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
Report Top
Topic | Forum


Re: Commodities and Bases
Quite a regular
Joined:
2008/7/16 12:33
Group:
Registered Users
Posts: 151
Offline
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

Attach file:


zip Adding commodities-Tunicle.zip Size: 3.11 KB; Hits: 22

Posted on: 3/7 10:49
Report Top
Topic | Forum


Re: Fastships someone? (Small Tutorial how 2 convert ships fast)
Quite a regular
Joined:
2008/7/16 12:33
Group:
Registered Users
Posts: 151
Offline
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
Report Top
Topic | Forum


Re: creating a new system
Quite a regular
Joined:
2008/7/16 12:33
Group:
Registered Users
Posts: 151
Offline
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
Report Top
Topic | Forum


Re: Need help
Quite a regular
Joined:
2008/7/16 12:33
Group:
Registered Users
Posts: 151
Offline
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.


Attach file:


zip KasdiasTextureGuide.zip Size: 829.81 KB; Hits: 15

Posted on: 2/5 11:25
Report Top
Topic | Forum


Re: Adding Commodities on bases and setting their prices
Quite a regular
Joined:
2008/7/16 12:33
Group:
Registered Users
Posts: 151
Offline
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/




Attach file:


zip Base Codes.zip Size: 11.48 KB; Hits: 13

Posted on: 2/3 12:28
Report Top
Topic | Forum



Top Top
(1) 2 3 4 ... 11 »



[Advanced Search]