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There are currently 133 users playing Freelancer on
86 servers. | May. 22, 2013 |
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All Posts (Thaddeus)
Re: Unused features |
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Starport Staff
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Doh! yet another column to add to the spreadsheet
Posted on: 5/10 8:34
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Re: Data for map visits in the save file |
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Starport Staff
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The visibility of JumpHoles is controlled in the system.ini
for instance in the BR03.ini (cambridge) find the jumphole [Object] nickname = Br03_to_Br04_hole Change the flag visit = 128 for visit = 0 That will make it visible, repeat for the other invisibles You could have an NPC tell you where it is, that is controlled by interface\knowledgemap.ini
Posted on: 5/8 19:42
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Re: VMesh material could not find |
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Starport Staff
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Just use the Windows search in the file you made for the xml files. Type the hex number into the "A word or phrase in the file" box. Hopefully it should pop up.
4091067710 is the decimal equivalent of your texture file you want to find the name of, while 0xF3D8BD3E is the hexadecimal equivalent which xml-utf uses 4091067710 0xF3D8BD3E ???? Profit!!
Posted on: 5/6 8:23
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Re: .obj -> .sur converter |
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Starport Staff
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thats better
have one on me
Posted on: 5/4 13:51
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Re: .obj -> .sur converter |
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Starport Staff
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odd. XP with SP3 on my design compu. as you can see in the picture, instead of being populated by all the spike0x_lod's the box is blank. No biggy as I can still type in the value.
Attach file: obj-sur-conv.jpg (34.05 KB)![]()
Posted on: 5/4 8:07
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Re: .obj -> .sur converter |
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Starport Staff
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Nice work Schmacks, but, something wrong with the "group belongs to" dropdown menu. Clicking on it doesnt create a dropdown menu of static or moveable parts anymore - just a thicker black line - I had to manually type the _lod1 parts in.
Posted on: 5/3 22:37
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Re: VMesh material could not find |
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Starport Staff
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Took me awhile to find that texture, I was using it on an Order gunboat for the bay doors. Again it was just a case sensitive problem. Texture CRCs are one of the most frustrating things to correct. On this occasion I watched the FLspew as ships spawned and finally nailed it down as for the mBase "errors" those are not really errors, they are all the single player mission generated bases. Because they only exist for the time of the mission is in progress and are destroyed they don't have a set point in the system.ini the only exception is Baxter, but I don't think it gets destroyed (.. not sure)
Posted on: 5/1 10:16
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Re: fix FLspew error |
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Starport Staff
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You could at least try write and in a different style...
ok. The spew error Code: WARNING:General:couldnt get effect texture is probably being generated by a missing or misnamed texture in your modified engine flame .thn (from your other other thread) if FL cant find an effect texture it defaults to a grey square. I suggest you go back and look at what textures are allocated and make sure they are all correct. Tip: texture nicknames are case sensitive, so "Texture" is not the same as "texture"
Posted on: 4/28 12:08
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Re: Mount/dismount equipment in space |
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Starport Staff
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Quote:
y'know, in all my years with this game that is the first time I have seen that asked for.
Posted on: 4/28 11:17
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Re: HELP: Remove sun RAYS |
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Starport Staff
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\DATA\SOLAR\stararch.ini
remove the spine entries ~ spines =
Posted on: 4/27 11:54
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Re: Best Spinning/Revolving Planet mod??? |
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Starport Staff
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Included script I was running quite a while ago, settings were taken from Gibbons mod with some corrections. Script was written for flmm1.3 but should still work for later versions. Once you see the settings in isolation like this it is relatively easy to make adjustments
It does have some compatibility issues with the different versions of the SDK. Alternatives are given at the bottom of the script
Posted on: 4/26 8:10
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Re: HELP: Dollar icon/sign??? |
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Starport Staff
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as above, but also
Code: DATA\EQUIPMENT\MODELS\COMMODITIES\NN_ICONS\commod_credits.3db
Posted on: 4/26 7:08
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Re: Help: One parameter Audio/Sound Error :-( |
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Starport Staff
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It is a reference for the in-space audio utf file. It would only be used if you actually have Order battleships patrolling your zones. The easiest thing to do is just edit the "msg_id_prefix = " in the shiparch to
Code: msg_id_prefix = gcs_refer_shiparch_LibbAs it is a Liberty Battleship - just run by the Order... Or you could splice all the audio voice files, using the "Order" and "Battleship" from the voice files. It is tedious work though
Posted on: 4/24 9:29
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Re: HardCMP Attach to:??? |
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Starport Staff
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Look at one of the vanilla fighters with HardCMP. The "attached to" menu is for multi-part models. You can assign hard points to those parts, anything attached to those HPs will be lost along with the destructible part.
Posted on: 4/21 18:39
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Re: latest zoom in & out camera mod??? |
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Starport Staff
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Posted on: 4/18 16:44
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have one on me
obj-sur-conv.jpg (34.05 KB)
spinning_planets.zip