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 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: 273
3 Comments
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Twitter
Collapse/Expand Who's Online
15 user(s) are online (10 user(s) are browsing Forum)

Members: 1
Guests: 14

selene, more...
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 133 users playing Freelancer on 86 servers.
May. 22, 2013
The Starport Forum Index > All Posts (Thaddeus)

Bottom Bottom   Previous Topic   Next Topic

(1) 2 3 4 ... 18 »


Re: Unused features
Starport Staff
Joined:
2008/10/25 17:58
From On my way back
Group:
Registered Users
Starport Staff
FLServer Admins
Posts: 280
Offline
Doh! yet another column to add to the spreadsheet

Posted on: 5/10 8:34
Open in new window
Report Top
Topic | Forum


Re: Data for map visits in the save file
Starport Staff
Joined:
2008/10/25 17:58
From On my way back
Group:
Registered Users
Starport Staff
FLServer Admins
Posts: 280
Offline
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
Open in new window
Report Top
Topic | Forum


Re: VMesh material could not find
Starport Staff
Joined:
2008/10/25 17:58
From On my way back
Group:
Registered Users
Starport Staff
FLServer Admins
Posts: 280
Offline
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
Open in new window
Report Top
Topic | Forum


Re: .obj -> .sur converter
Starport Staff
Joined:
2008/10/25 17:58
From On my way back
Group:
Registered Users
Starport Staff
FLServer Admins
Posts: 280
Offline
thats better have one on me

Posted on: 5/4 13:51
Open in new window
Report Top
Topic | Forum


Re: .obj -> .sur converter
Starport Staff
Joined:
2008/10/25 17:58
From On my way back
Group:
Registered Users
Starport Staff
FLServer Admins
Posts: 280
Offline
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:



jpg  obj-sur-conv.jpg (34.05 KB)
438_5184b2de84226.jpg 480X480 px

Posted on: 5/4 8:07
Open in new window
Report Top
Topic | Forum


Re: .obj -> .sur converter
Starport Staff
Joined:
2008/10/25 17:58
From On my way back
Group:
Registered Users
Starport Staff
FLServer Admins
Posts: 280
Offline
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
Open in new window
Report Top
Topic | Forum


Re: VMesh material could not find
Starport Staff
Joined:
2008/10/25 17:58
From On my way back
Group:
Registered Users
Starport Staff
FLServer Admins
Posts: 280
Offline


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
Open in new window
Report Top
Topic | Forum


Re: fix FLspew error
Starport Staff
Joined:
2008/10/25 17:58
From On my way back
Group:
Registered Users
Starport Staff
FLServer Admins
Posts: 280
Offline
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
Open in new window
Report Top
Topic | Forum


Re: Mount/dismount equipment in space
Starport Staff
Joined:
2008/10/25 17:58
From On my way back
Group:
Registered Users
Starport Staff
FLServer Admins
Posts: 280
Offline
Quote:

wasabitoy wrote:
mount/dismount an equipment when you are in space


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
Open in new window
Report Top
Topic | Forum


Re: HELP: Remove sun RAYS
Starport Staff
Joined:
2008/10/25 17:58
From On my way back
Group:
Registered Users
Starport Staff
FLServer Admins
Posts: 280
Offline
\DATA\SOLAR\stararch.ini

remove the spine entries ~ spines =

Posted on: 4/27 11:54
Open in new window
Report Top
Topic | Forum


Re: Best Spinning/Revolving Planet mod???
Starport Staff
Joined:
2008/10/25 17:58
From On my way back
Group:
Registered Users
Starport Staff
FLServer Admins
Posts: 280
Offline
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





Attach file:


zip spinning_planets.zip Size: 1.49 KB; Hits: 7

Posted on: 4/26 8:10
Open in new window
Report Top
Topic | Forum


Re: HELP: Dollar icon/sign???
Starport Staff
Joined:
2008/10/25 17:58
From On my way back
Group:
Registered Users
Starport Staff
FLServer Admins
Posts: 280
Offline
as above, but also

Code:
DATA\EQUIPMENT\MODELS\COMMODITIES\NN_ICONS\commod_credits.3db

Posted on: 4/26 7:08
Open in new window
Report Top
Topic | Forum


Re: Help: One parameter Audio/Sound Error :-(
Starport Staff
Joined:
2008/10/25 17:58
From On my way back
Group:
Registered Users
Starport Staff
FLServer Admins
Posts: 280
Offline
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_Libb


As 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
Open in new window
Report Top
Topic | Forum


Re: HardCMP Attach to:???
Starport Staff
Joined:
2008/10/25 17:58
From On my way back
Group:
Registered Users
Starport Staff
FLServer Admins
Posts: 280
Offline
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
Open in new window
Report Top
Topic | Forum


Re: latest zoom in & out camera mod???
Starport Staff
Joined:
2008/10/25 17:58
From On my way back
Group:
Registered Users
Starport Staff
FLServer Admins
Posts: 280
Offline
Camera Zoom in Turret View

Should be a dl link in that thread

Posted on: 4/18 16:44
Open in new window
Report Top
Topic | Forum



Top Top
(1) 2 3 4 ... 18 »



[Advanced Search]