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There are currently 31 users playing Freelancer on 39 servers.
September. 21, 2017

Browsing this Thread:   1 Anonymous Users



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Q Most wanted features compiled within a Mod
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I have experimented with many aspect of modding I have both learned and forgot much.
but I take notes to aid me when I restart a project.
In truth I have burned out.
I enjoy modding more so than playing any more.
Over the years I have created many mods realizing that that I needed to create them small to test then compile within my main mod
I essentially bit off more than I can chew my mod is just to big for one person
I'm interested in seeing what is generally desired within a single mod I may have some that may draw interest
distractions born of other ideas or fighting with tools, no offence meant. have me at a loss of interest in completion
if I have mods that interest I would be willing to give them to those that they may have interest and aid if necessary or just wash my hands of it all together
the honest truth is I would love to finish it.


Posted on: 2015/4/24 21:22
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Re: Q Most wanted features compiled within a Mod
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some examples

FULL_Market_Bases

------------------------------------------------
All Original Bases Have the ability to sell ships
------------------------------------------------

*Full market bases has only original to make it fully compatible with vanilla stats
Universe.ini not present; No changes made, Mission bases dock able in different mod

*Full market bases all Vanilla bases have the ability to sell Ships.
*Full market bases is Universe/systems_mod only.
Compatible with any mod that does not alter the same files within the Universe\Systems folders

Mod uses vanilla:
UNIVERSE.ini (reads base exists) EXE/fl configuration/-universe = universe\universe.ini
The bases system folder (Br01, Li01, ect...)
The bases folder (Folder that holds all bases within a system)
The base .ini file (the configuration file that ties the individual base to specific rooms)
The Rooms folder (Folder that holds all rooms within a system )
The individual rooms (holds information that ties to the model, what you see/hear, and [hot spots]the Hp/buttons that allow room switch, character placement, sell/buy)

MODS by:
adding rooms to all individual bases within all Vanilla systems that lack ship dealer
Allowing ships to be bought on all original bases only if market_ships.ini Shows base sale

If ships are Modded into market _ships.ini with Full market bases Mod deactivated:
Ships will show as buyable even though they are not, Game will not crash.

------------------------------------------------
Faction Colors | "Faction colors" alters individual npc ships colors for all faction Ships. yet allows you to Purchase the standard ships or the faction ships.

Adds textures to ships based on there faction color, Colors are loosly based on faction uniforms
in general I created a look that seemed to best suit each faction giving color that contrasted against other factions as much as possible.
------------------------------------------------

This Mod uses

Data\Missions

*faction_prop.ini
*mshipprops.ini
*npcships.ini

other examples
mission bases | adds mission bases to the game as dock able

Mod Tester |All Bases Have been added to M13.ini for O/SP Disable Current and enable needed
allows for quickly testing your mod by landing on any base your universe can be quickly added and your base land able


Speed variance | alters the cruise and max speed I'm aware that this has been done but i use for creating different speeds based on equipment that you can buy
buying an engine will allow you to go as fast as the engine itself can go but use of thrusters can add to that speed

i have created the ini files in such a way that they are easily modified to your needs as example your ship arch could be standard or by removing ; and a little work you could add engine class to sell your engine

over all my mods are geared to teach and make learning the how and why easier.

thank you friendly fire for the comment I removed the code and I hope this explains my intentions better
I am limited to what can be done to combine what people really want because what they want may be what you all created
but a mod that encompasses the best of you in one would be really cool.




Posted on: 2015/4/25 2:22

Edited by Sky-Blazer on 2015/4/25 8:20:01
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Re: Q Most wanted features compiled within a Mod
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I am not quite sure what you're trying to achieve here... Posting random bits of code won't explain anything.

If you're hoping for help, I'm afraid you'll have a hard time. The community has shrunken down quite significantly and if someone's still modding, they most likely have their own ideas they want to implement, rather than doing yours. You'd have to show something truly special, or explain an idea that people want to rally behind.

All I'm seeing right now is random notes on your mod's structure and FLMM. If that's all it is, I'd recommend making a private Evernote/OneNote/Google Docs file to store them instead of posting them on the forums like this. They'll be easier for you to manage, edit, update and sort, and you won't risk losing them if anything happens to the site.

Posted on: 2015/4/25 5:39
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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Re: Q Most wanted features compiled within a Mod
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I guess what im after is ideas that may interest others if I have or can make a mod from my works that combine what people are looking for.

Posted on: 2015/4/25 5:51
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Re: Q Most wanted features compiled within a Mod
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i haven't been to the sight in a while and likely you have made many advances and cool things that outdating mine there are many mods out there that enhance the game greatly but often to get what you want multiple mods need loaded i wondering what interest people the most as example do people want to buy engines and thrusters to adjust there speed depending on what they mount, do they want to be able to purchase equipment that would when mounted create a new ship or perhaps the color of the ship

just a few examples to a few of the things i have been up to

Posted on: 2015/4/25 6:01
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Re: Q Most wanted features compiled within a Mod
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the one thing I enjoy about this site is the ability to gain good information from talented people I have dissected many mods for the purpose of learning. I have learned much on my own as well and created my own works I do not copy your works I build my own from scratch but that said I would like to give back to the community truly I would not have learned as much as I have if not for you. my main concentration aside from my mod has been creating a working tutorial that would aid those that cared to used it.

what it does is create an environment where any one can place as example ships into the game very quickly to play or test

it works off of the freelancer .ini what I did is create a file .modd only your new information is required the game reads it and your off it acts like an add on and helps compatibility with other small mods

Posted on: 2015/4/25 6:25
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Re: Q Most wanted features compiled within a Mod
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I think what you're looking for doesn't actually exist. People have preferences, but there is no "right" choice. Do people want mountable engines? Depends on who you ask. Do people want progression in equipment, or should all guns be balanced? Depends on who you ask.

If you want to make a mod, just do it. Design by committee doesn't work, and you most likely won't find much of a committee here anyway... I also wouldn't see it as "giving back". You're doing what the community does best: making mods. Don't try to make it into something bigger than it is, or than it could possibly be.

EDIT: Oh also, putting my admin hat for a second, please refrain from making multiple posts in a row. Edit your latest post instead. Stream of consciousness-style posts aren't advisable.

Posted on: 2015/4/25 15:31
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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