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May. 25, 2013
The Starport Forum Index > All Posts (DwnUndr)

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Re: FLModelTool-Help!
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I got him hooked up, thanks

Posted on: 2012/1/30 23:32
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Re: Error checking
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Very useful program (although it doesn't recognize addons like armor etc)

Posted on: 2011/12/20 22:59
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Re: 2 systems, different behaviors
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Sort numbers in system files

By DwnUndr Aug 2009

Sort numbers are another confusing aspect of mod making. If you look through the vanilla files they are handled differently since each group of systems seems to have been built by a different person. Seriously, comparing different vanilla systems is confusing but if you look at them enough you can get a pattern to use. Only zones get sort numbers. Below is the pattern I used in the UnderVerse.

Br0x systems gave me this list. I don't think the high numbers are crucial to be exactly 50 for an ambient etc, they are just convenient chunks between 0 and 99. At some point they probably figured some zones needed higher than 99 so they used 99.500000.

1-49 These are used for anything not listed below (don't duplicate numbers) These HAVE populations. None of these are in any particular order by type.

50, 51, 52, 53 used for 'ambient' population zones only

74 paths (trade_path) In Hi01 and Bw01 at least

76 paths (attack_patrol, lane_patrol) In Hi01 and Bw01 at least

96, 97, 98 paths (trade_path, mining_path) (These HAVE populations)

Some systems use 99 and 99.500000 interchangeably

99 paths (attack_patrol, lane_patrol), atmo burn, docking ring

99.500000 (NONE of these have populations):

gate
hole
base
sun death
planet death
destroy vignette
exclusions (including destroy_vignette exclusions)
debrisdust, radioactivedust
minefield
ice_asteroid
tradelane lane
ring

Posted on: 2011/12/19 16:41
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Re: 2 systems, different behaviors
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No, these are the gigantic zones that DA saw fit to add to all systems with npcs, so there must be a significance. For instance, New York has three (one highlighted in white in the picture). It reads like this in the system ini:

[zone]
nickname = zone_li01_pop_ambient_badlands
pos = -15205, 0, 59240
rotate = 0, 15, 0
shape = ELLIPSOID
size = 101695, 16371, 55437
comment = Ambient Pop
sort = 50
toughness = 2
density = 3
repop_time = 25
max_battle_size = 4
pop_type = Background
relief_time = 35
population_additive = false
faction_weight = li_n_grp, 4
faction_weight = fc_lr_grp, 5
faction_weight = fc_ou_grp, 11
faction_weight = gd_bh_grp, 3
encounter = area_scout, 2, 0.580000
faction = li_n_grp, 0.200000
faction = fc_lr_grp, 0.250000
faction = fc_ou_grp, 0.550000
encounter = area_bh_scout, 2, 0.130000
faction = gd_bh_grp, 1.000000

edit...these also all have sort = 50, 51 or 52 and are different from normal encounters.

Attach file:



jpg  popzones.jpg (222.78 KB)
21_4eeebbf827ab3.jpg 743X623 px

Posted on: 2011/12/19 4:22
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Re: 2 systems, different behaviors
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One is covered by a Pop zone and the other is not?

Posted on: 2011/12/19 2:24
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Re: Tradelane Naming
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I notice your position numbers are gigantic!

pos = -153141, 0, 302340

I would think 300k out would be a huge problem as this is normally off the grid (which can be adjusted, I know). Try an experiment by moving a section of it to near center of system and see if it now works.

I know this nav map quirk may not affect names in space for tradelanes, but you never know. To check it is quick.

Posted on: 2011/12/18 23:25
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Re: Tradelane Naming
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This is a correctly working and labeled 3 ring tradelane (beginning, middle and end). If you have the space names as shown then search elsewhere for the problem (did you make the actual entries in the dll?)

[Object]
nickname = GT01_Trade_Lane_Ring_01
reputation = co_os_grp
pos = -26000, 0, 62500
rotate = 0, 90, 0
archetype = Trade_Lane_Ring
ids_name = 460696
ids_info = 66170
tradelane_space_name = 460685
behavior = NOTHING
difficulty_level = 1
loadout = trade_lane_ring_li_01
pilot = pilot_solar_easiest
next_ring = GT01_Trade_Lane_Ring_02
[Object]
nickname = GT01_Trade_Lane_Ring_02
reputation = co_os_grp
pos = -36500, 0, 62500
rotate = 0, 90, 0
archetype = Trade_Lane_Ring
ids_name = 460696
ids_info = 66170
behavior = NOTHING
difficulty_level = 1
loadout = trade_lane_ring_li_01
pilot = pilot_solar_easiest
prev_ring = GT01_Trade_Lane_Ring_01
next_ring = GT01_Trade_Lane_Ring_03
[Object]
nickname = GT01_Trade_Lane_Ring_03
reputation = co_os_grp
pos = -47000, 0, 62500
rotate = 0, 90, 0
archetype = Trade_Lane_Ring
ids_name = 460696
ids_info = 66170
tradelane_space_name = 460708
behavior = NOTHING
difficulty_level = 1
loadout = trade_lane_ring_li_01
pilot = pilot_solar_easiest
prev_ring = GT01_Trade_Lane_Ring_02

Posted on: 2011/12/18 19:54
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Re: Q: What are
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Plug them in and read them. Self explanatory

Posted on: 2011/11/27 4:27
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Re: Need Help Tool Q's
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Simply plug in a number from vanilla that is suitable, copy and paste, then edit for your taste.

Posted on: 2011/11/20 10:48
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Re: Need Help Tool Q's
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Quote:
WARNING: *>*' not found at the end of ids 458753...fixing


This sounds like you are trying add text into the INFO section. This pic may help.

Open in new window

Posted on: 2011/11/20 9:17
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Re: Need Help Tool Q's
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Quote:
The thing i'm not understanding is WHY are the Id Name and the Id Info number (458753)
the Same every thing i have seen or observed tells me that they can not be the same
and the infocard importer/exporter agrees with me.


They indeed can be the same, and many folks mod this way. I have seen problems crop up twice by doing this though, so I NEVER use the same number.
The reason they can both exist is that one is a name resource and one is pure xml.
Here are pics from Reshack:

Open in new window

Open in new window

Posted on: 2011/11/20 8:32
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Re: Question about SP File
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Visit is everything in the game you can fly to. Bases, gates, suns, wrecks, fields etc.

vnpc are the bartenders and dealers, so the first four you would see in a new players are from Planet Manhatten.

Posted on: 2011/10/16 16:57
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Re: trying to fiqure out my mod dll
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Two other things to keep in mind...

In Freelancer.ini add your new dll in the following section:

[Resources]
DLL = infocards.dll
DLL = misctext.dll
DLL = nameresources.dll
DLL = equipresources.dll
DLL = offerbriberesources.dll
DLL = misctextinfo2.dll
DLL = mymod.dll (or however you named it)

This is how Freelancer reads it.
Also, you need to put the correct range of ids numbers in it. The range for the first new one like that is from 458752-524287.

Posted on: 2011/9/25 9:18
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Re: 1 clients error is another modders nightmare..
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Standard attempt at a fix:

1) erase the contents of the Singleplayer folder
2) only use FLMM 1.3, if they have used the dreaded 1.4 or 1.5 then they have to deactivate, wipe the freelancer folder, reinstall, get 1.3 and try again.
3) If using win7 or Vista they have to run FLMM 1.3 as administrator

Posted on: 2011/9/19 17:45
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Re: How to run DB_Hash_CRC_Calc and FL_Error_Chkr in Win7
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Looks like Lancer has flushed all Freelancer info from DigitalBrilliance as well as all user accounts. There used to be a dependency you needed if you had troubles. Can't help you now, maybe he will poke his head in.

Posted on: 2011/8/30 17:26
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