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May. 22, 2013
The Starport Forum Index > All Posts (adoxa)

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Re: Save game modding
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Might be easier to install Console, then you could just jump to the base that has the ship, give yourself some extra cash, and buy it as usual. Save games have to be decoded (but encoding is not necessary) and possibly dehashed (but for what you want, you could probably get away without it). (Bear in mind, most of my utils are command line driven.)

Posted on: Yesterday 13:08
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Re: Launch to space - key binding
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This is on my todo list (it came up earlier, since my Console had a command to launch). The intention is to make the dock key (F3) also work as a launch key. Might still be a while yet, though...

Posted on: 5/14 10:46
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Re: VMesh material could not find
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If CRCTool didn't find it, then it's probable that it doesn't exist (i.e. the material number no longer corresponds to any material name). You might at least be able to find which object references it by using XML Project to dump all the .cmp/.3db files and a search utility to scan for the number (I think I did these in hex, so 0xF3D8BD3E).

Posted on: 5/5 3:29
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Re: VMesh material could not find
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0 sounds like a missing material line. As for the other one, try CRCTool.

Posted on: 5/1 15:48
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Re: Hack Turret View???
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You might find some insights at the original thread.

Posted on: 4/30 6:29
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Re: Converting mod to open single player
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There's also SP from MP, which creates a "New Game" based on the initial multiplayer character.

Posted on: 4/8 6:55
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Re: FLMM -> Open-Source?
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Just overwrite, atm; still haven't found the energy to get back into it, yet.

Posted on: 3/15 1:29
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Re: Where to add dump cargo fuse
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Yep, removing those lines should stop the crash, so you shouldn't need anything else.

Posted on: 3/14 15:44
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Re: Where to add dump cargo fuse
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Quote:
...
[start_effect]
effect = gf_explosion_ku_cruiser_smallexp
hardpoint = HpEngine01
at_t = 0.7
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[ignite_fuse]
at_t = 0
fuse = ku_destroyer_body_fuse
fuse_t = 0


[destroy_group]
at_t = 0.05
group_name = ku_eng01_lod1
fate = disappear
...

Delete the red lines and you should be right.

Quote:
How do I get the [­code] block to have a scroll so it doesn't take up so much room?

If you can use Stylish:
Code:
@namespace url(http://www.w3.org/1999/xhtml);

@-moz-document domain("the-starport.net") {
    .xoopsCode { max-height:310px; }
}

That will restrict it to about 20 lines.

Posted on: 3/14 10:17
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Re: Problems with new factions
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Code:
freelancer.exe, 01CDA4, 64->FF = display additional factions in missions

I think. The offer tests if there are more than 100 factions and refuses to display if so; the above eliminates that test, just doing the +131834 like the objective does. I was going to do a plugin (handle the zones as well), but then saw the original post was old, so you got this hack instead. And it looks like the +0 values aren't required - there's no %F0v0.

Posted on: 3/5 12:34
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Re: Play the Story mod after completing the OpenSP
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I have a save game that starts off the mission with a decked-out Eagle. I also have a tool to edit save games, so if you really want to use your own ship/equipment, you could decode the saves and copy yours to mine. You may also want to copy all your visited stuff, if you still want to see everything you've visited.

Posted on: 2/19 13:37
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Re: How to get factions to scan only some factions
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Sorry, works for me. Are you sure you copied it to DLLS\BIN? And it's installed there and in freelancer.ini because it modifies content.dll, which isn't loaded until after the stuff in dacomsrv.ini (and on every loaded game in SP). As for the ini file, well, you can have multiples of both:

Code:
[FactionScan]
faction = scanner1
scan = scannee1, scannee2    ; factions for scanner1
scan = scannee3
faction = scanner2
scan = scannee1              ; factions for scanner2
scan = scannee2, scannee3

[FactionScan]
faction = scanner3
scan = scannee1

What normal behavior? If you could already control what factions would be scanned, why did I write this plugin? But if it's not listed in scan, it won't be scanned. Isn't that the point? (Alternatively, if it is listed in dont_scan, it won't be scanned, but everyone else will be.)

Posted on: 2/8 5:51
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Re: Starspheres again...... dont say use search.
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Wasn't there a bug with that exporter, where you have to save the settings then load them for the scale to be recognized? i.e. all you should have to do is: set the scale to 1 (and whatever other settings you need); Save Settings; Load Settings; Continue.

Posted on: 1/31 1:40
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Re: How to get factions to scan only some factions
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Faction Scan. Testing really has been minimal (didn't even try MP), but it seems okay.

Posted on: 1/30 8:25
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Re: Character Animations
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@mknote: If there are timing issues, iirc the spew will have something like
Code:
E:\FL\Scratch\Source\Client\Gf\ScriptDeformable.cpp(12345) : TRACE_1:General:(null)
where 12345 is 12.345 seconds into the script.

@Livsi: FLScan just makes it worse; better to use my patched FLEd_Thorn, which fixes it, or dethorn, which uses another method entirely.

Posted on: 1/29 14:35
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