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There are currently 141 users playing Freelancer on
82 servers. | May. 25, 2013 |
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All Posts (DwnUndr)
Re: FLModelTool-Help! |
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Just can't stay away
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2008/2/17 19:44 From Virginia
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I got him hooked up, thanks
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Posted on: 2012/1/30 23:32
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http://UnderVerse.us http://FreelancerCommunity.net |
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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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http://UnderVerse.us http://FreelancerCommunity.net |
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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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http://UnderVerse.us http://FreelancerCommunity.net |
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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: popzones.jpg (222.78 KB)![]()
Posted on: 2011/12/19 4:22
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http://UnderVerse.us http://FreelancerCommunity.net |
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Re: 2 systems, different behaviors |
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Joined:
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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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http://UnderVerse.us http://FreelancerCommunity.net |
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Re: Tradelane Naming |
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2008/2/17 19:44 From Virginia
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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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http://UnderVerse.us http://FreelancerCommunity.net |
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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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http://UnderVerse.us http://FreelancerCommunity.net |
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Re: Q: What are |
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Plug them in and read them. Self explanatory
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Posted on: 2011/11/27 4:27
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http://UnderVerse.us http://FreelancerCommunity.net |
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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.
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Posted on: 2011/11/20 10:48
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http://UnderVerse.us http://FreelancerCommunity.net |
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Re: Need Help Tool Q's |
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Just can't stay away
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Joined:
2008/2/17 19:44 From Virginia
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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. ![]()
Posted on: 2011/11/20 9:17
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http://UnderVerse.us http://FreelancerCommunity.net |
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Re: Need Help Tool Q's |
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Just can't stay away
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Joined:
2008/2/17 19:44 From Virginia
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Quote: The thing i'm not understanding is WHY are the Id Name and the Id Info number (458753) 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: ![]() ![]()
Posted on: 2011/11/20 8:32
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http://UnderVerse.us http://FreelancerCommunity.net |
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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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http://UnderVerse.us http://FreelancerCommunity.net |
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Re: trying to fiqure out my mod dll |
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Joined:
2008/2/17 19:44 From Virginia
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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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http://UnderVerse.us http://FreelancerCommunity.net |
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Re: 1 clients error is another modders nightmare.. |
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Joined:
2008/2/17 19:44 From Virginia
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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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http://UnderVerse.us http://FreelancerCommunity.net |
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Re: How to run DB_Hash_CRC_Calc and FL_Error_Chkr in Win7 |
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Just can't stay away
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Joined:
2008/2/17 19:44 From Virginia
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Registered Users FLServer Admins Senior Members
Posts:
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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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http://UnderVerse.us http://FreelancerCommunity.net |
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