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There are currently 118 users playing Freelancer on
85 servers. | June. 20, 2013 |
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All Posts (Capt.Morgan)
Re: Hiding weapons from player? |
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Not too shy to talk
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2010/4/18 21:56 From Ohio, USA
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Well, the plugin works as advertised. The only problem I'm running into is that you can't group, or activate/deactivate hidden weapons, making this a bit less useful than I initally hoped. It'll still have uses, though.
If I might make a suggestion, could you extend it to only hide stuff from the inventory, in addition to the complete hiding that it does now? Perhaps by setting the price to 1, it would hide it from your inventory so you can't unmount or sell it, but it would still appear in the list as with any other weapon. That would leave the original function where it hides it completely with the price set to 0, giving the modder more options with equipment.
Posted on: 2011/5/18 2:53
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Re: Kuze's Freelancer Ship pack 2 |
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Not too shy to talk
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It'll be getting a new name. Since it's a Medicean ship, it'll be an Italian name, but we haven't decided on one yet, so we're using Trident as the working name in the meantime.
Posted on: 2011/5/16 16:42
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Re: Hiding weapons from player? |
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Not too shy to talk
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Adoxa, you're wonderful. That should come in handy for Broken Bonds. Hiding things that shouldn't be unmounted, like forward guns on caps or mining lasers on mining ships, will really be useful.
Posted on: 2011/5/16 16:14
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Re: Kuze's Freelancer Ship pack 2 |
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Not too shy to talk
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Kuze, we've done another retexture of the Trident, too. We've decided to make it an older Medicean design. The rusty version I posted before is the used version in a state of disrepair. You'd see that among smugglers and frontier traders.
The one on the right is the new version, still showing it's Medicean colors: ![]() We might tweak it yet, but that's the look we're pretty much going for.
Posted on: 2011/5/16 16:06
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Cargo Expansion Upgrade |
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Broken Bonds is going to include a couple train-type cargo ships, and I'd like to make it so you buy just the forward section, and buy the trailing sections separately, rather than having a separate ship type for each train. For example, you'd buy the ship, then shell out some credits for the first cargo section. Later on, you've got some money and want to expand, so instead of selling the entire ship, you just dump the cargo section, and buy the next longer one.
Now, from my searches here on the subject, it seems that the only way to do this is with a FLHook plugin. I also saw that it was on a few folks' to-do lists, albeit fairly low. My question here is, what's the status of the development of such a plugin? Or, is there a non-FLHook way of accomplishing this after all?
Posted on: 2011/5/9 22:22
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Re: Bob's problems with a new ship. (Now a texture issue!) |
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The textures in the CAV's MAT are in JPG format. For FL, it has to be DDS or TGA, but HardCMP is a bit less picky. This is why you're having problems.
Now, here's what you can do. Extract all the textures using the UTF editor. You'll save them one at a time. Once that's done, delete the MIP0 node that it's attached to, then put the node back in by creating a new node and renaming it to MIP0 (or MIPS if MIP0 doesn't work for some reason. I'm not sure what the difference is.) Next, open the textures in your editor of choice and save them as TGA or DDS. I suggest DDS, as TGA takes up loads more space. The DDS needs to have one-channel alpha (DXT1 if you're using Paint.net) or it won't work. Finally, import the newly saved DDS or TGA files into the MAT's now empty MIP0 nodes. If all went well, you should be good to go. EDIT: Or, you could just use the textures that Kuze uploaded in his last post.
Posted on: 2011/5/9 18:10
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Re: Game crashes on ship launch |
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Not too shy to talk
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No offense taken. I'm the one who got sloppy with these. Mostly out of ignorance, though. I'm not much of an experienced (or talented) modeller, but I'm one of the only people on the dev team who can take a textured model and turn it into a usable ship.
Oh well, you only learn by breaking it and putting it back together.
Posted on: 2011/5/9 4:21
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Re: Kuze's Freelancer Ship pack 1 |
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Well, we got the Serpent working. The scaling was perfect at 85% of it's original size, so it's a great LF counterpart to the greyhound. Allow me to present the Tasmanian Mercenaries, Inc. "Devil" Light Fighter.
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Posted on: 2011/5/9 3:42
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Re: Game crashes on ship launch |
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Not too shy to talk
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That seems to have been the problem, at least with the Devil. I re-exported it, hardpointed it again, and it worked like a charm. We'll find out if that's the problem with the other one, and let you know.
EDIT: Yep, that was the problem with both. Time to move on to debugging the ships. Thanks yet again!
Posted on: 2011/5/8 21:31
Edited by Capt.Morgan on 2011/5/8 21:50:27
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Re: Game crashes on ship launch |
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Not too shy to talk
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There is no loadouts.ini entry for this one. Loadouts.ini looks like it's intended for NPC ships, which we haven't included yet. So, there isn't an entry there for any of our ships. The files it's in are the ones linked on the first post. The loadout at purchase is in the goods.ini entry.
Also, I'm going to be away from home until probably Saturday evening, so I won't actually be able to get anything else done with this until then.
Posted on: 2011/5/3 11:18
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Re: Kuze's Freelancer Ship pack 1 |
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Not too shy to talk
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I actually nudged the scale down to 85% of it's original size. That makes it a good LF counterpart to the Greyhound. I'm hoping the pilot will still fit in the cockpit properly, but until it's working in game I won't be able to tell.
Posted on: 2011/5/3 11:12
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Re: Game crashes on ship launch |
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Not too shy to talk
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The nanobot limit of 0 is indeed valid. Broken Bonds is doing away with hull regens and making shield batteries regen your entire shield. But, you only get one or two. But, the point is, that setting is the same on all our ships, so it shouldn't be the source of the crash either.
Posted on: 2011/5/2 10:25
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Re: Game crashes on ship launch |
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Not too shy to talk
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Here's the ship's files, attached to this post. It's a modified version of Kuze's Serpent from his ship pack, and I'm thinking something went wrong when I modified and re-exported it.
Posted on: 2011/5/2 3:45
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Re: Kuze's Freelancer Ship pack 1 |
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Not too shy to talk
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Here's another of your ships that we're using. The Serpent has gotten in as the TMI 'Devil' Light Fighter to go with the heavy fighter. I shrunk it a little, and had to split the wings and tail into their own group to make the textures work the way I wanted, but here it is.
![]() Yeah, it's not in game yet, as I'm having problems with that. Instead, that's a screenshot straight out of MS3D with the brightness kicked up a bit to bring out a little detail. I'll get you an in game screenshot as soon as I can, where I promise it'll look a lot better.
Posted on: 2011/5/2 3:42
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Re: Game crashes on ship launch |
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Not too shy to talk
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The last two entries are ID slots, and would have nothing to do with the crash. All our ships have them, but only the two ships crash the game.
As for the rest, I'll give it a try tomorrow. However, I really don't think the problem is due to the file name, as the shiparch points to the right one. I can see the ship on the base, after all, so it knows where my ship is.
Posted on: 2011/5/2 3:29
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devil.zip