Freelancer Community Network
Reminder: Internet Explorer 6 or below are NOT supported.
HomeHome
ForumForum
WikiWiki
DownloadsDownloads
ForgeForge
Multiplayer Connection Tutorial
Collapse/Expand Random Image
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Who's Online
80 user(s) are online (60 user(s) are browsing Forum)

Members: 0
Guests: 80

more...
Collapse/Expand Donations
Monthly costs: -30€
Income (ads): +5€
Donations (last month): +0€

Current balance: 55€
(last updated 04/2021)

Please make a donation if you want to help keeping The-Starport online:

Thanks!
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 37 users playing Freelancer on 42 servers.
September. 21, 2023
The Starport Forum Index > All Posts (Xalrok)

Bottom Bottom   Previous Topic   Next Topic

(1) 2 3 4 ... 8 »


Re: Horizontal Tradelane Issues
Quite a regular
Joined:
2010/11/8 16:38
Group:
Registered Users
Senior Members
Posts: 131
Offline
https://the-starport.net/freelancer/fo ... t_id=56388#forumpost56388

Unless I've misunderstood your post, I think this is what you are looking for.

Posted on: 2019/3/24 11:51
Top
Topic | Forum


Re: Request: Numeric nanobots and shield batteries
Quite a regular
Joined:
2010/11/8 16:38
Group:
Registered Users
Senior Members
Posts: 131
Offline
Nobody is forcing you to use nanobots and shield batteries in your mod. We are not going to remove bots and bats from Discovery based on the PVP ethics of other servers, nor when bots and bats have been a standard feature of the mod's meta for the past decade. Unless you have something to add of relevance to the feature request, please stop trying to dictate how we develop our mod.

Posted on: 2019/3/19 22:08
Top
Topic | Forum


Request: Numeric nanobots and shield batteries
Quite a regular
Joined:
2010/11/8 16:38
Group:
Registered Users
Senior Members
Posts: 131
Offline
Hello,

I was wondering if it would be possible to display the number of shield batteries and nanobots a targeted ship has remaining, similar to how the Numeric Damage plugin displays the shield and hull? This would be very useful in multiplayer group battles, where players check the remaining bot/bat count of their target but currently have to open and navigate the scanner window mid-battle to do so.

Posted on: 2019/3/18 18:37
Top
Topic | Forum


Rumor Question
Quite a regular
Joined:
2010/11/8 16:38
Group:
Registered Users
Senior Members
Posts: 131
Offline
rumor = base_0_rank, mission_end, 1, 132524
rumor = base_0_rank, mission_end, 2, 132525
rumor = base_0_rank, mission_end, 1, 132526

Does anyone know what the number in bold actually does? From testing it appears to be unrelated to reputation but has some kind of effect on rumors appearing, and seems to either be 1, 2 or 3.

Posted on: 2019/2/12 6:59
Top
Topic | Forum


Re: Need help with debugging
Quite a regular
Joined:
2010/11/8 16:38
Group:
Registered Users
Senior Members
Posts: 131
Offline
Does your space_shipping01 have these lines?

Code:
docking_sphere = berth, HpDockMountA, 4.5, Sc_open dock1
docking_sphere = berth, HpDockMountB, 4.5, Sc_open dock2
docking_sphere = berth, HpDockMountC, 4.5, Sc_open dock3
docking_sphere = berth, HpDockMountD, 4.5, Sc_open dock4
docking_sphere = berth, HpDockMountE, 4.5, Sc_open dock5
docking_sphere = berth, HpDockMountF, 4.5, Sc_open dock6
docking_sphere = berth, HpDockMountG, 4.5, Sc_open dock7
docking_sphere = berth, HpDockMountH, 4.5, Sc_open dock8
docking_sphere = moor_medium, HpDockMountI, 5
docking_sphere = moor_medium, HpDockMountJ, 5
docking_sphere = moor_medium, HpDockMountK, 5
docking_sphere = moor_large, HpDockMountL, 5


It sounds like it's missing an "Sc_open dock" line for the bugged doors.

Posted on: 2018/11/5 11:06
Top
Topic | Forum


Re: Need help with debugging
Quite a regular
Joined:
2010/11/8 16:38
Group:
Registered Users
Senior Members
Posts: 131
Offline
This is probably not the issue at all, but could one of Leipzig's components have somehow gotten a dock_with = and/or base = line which is causing you to undock from that component instead? It is possible to undock from non-station or even untargetable solars.

Posted on: 2018/11/3 7:12
Top
Topic | Forum


Re: Freelancer: Nomad Legacy
Quite a regular
Joined:
2010/11/8 16:38
Group:
Registered Users
Senior Members
Posts: 131
Offline
Very cool!

Someone made a subtitles mod here a while back. https://the-starport.net/freelancer/fo ... ewtopic.php?topic_id=5618 Maybe that would work for translation?

Posted on: 2018/7/24 7:50
Top
Topic | Forum


Re: Dev's Limit Breaking 101 Techniques
Quite a regular
Joined:
2010/11/8 16:38
Group:
Registered Users
Senior Members
Posts: 131
Offline
Hello, I have another hack request. Is it possible to have the cargo scan window open on Internal Equipment instead of Commodities by default?

Posted on: 2018/4/28 14:38
Top
Topic | Forum


Re: Freelancer: Nomad Legacy
Quite a regular
Joined:
2010/11/8 16:38
Group:
Registered Users
Senior Members
Posts: 131
Offline
Just finished another playthrough of Nomad Legacy. I thought it was too hard the first time so I took my time, upgrading my ship as much as I could and the balance was actually perfect. Really looking forward to the next update!

Is there/will there be a way to get friendly with the Corsairs? I tried shooting Rheinland NPCs but it didn't seem to do anything.

I also sent you a PM with bugs I found. I am certain that the random CTDs are being caused by something going wrong when the game tries to save.

Edit: Also, I think the mod could use the "keep FL display running when the window doesn't have focus" hack so the game can run in the background while alt-tabbed.

Posted on: 2018/4/14 10:56
Top
Topic | Forum


Re: Dev's Limit Breaking 101 Techniques
Quite a regular
Joined:
2010/11/8 16:38
Group:
Registered Users
Senior Members
Posts: 131
Offline
Thanks Adoxa! Both of those worked. The only issue I encountered with the faction_prop hack is that bases and NPCs stop referring to the player as "Freelancer."

Posted on: 2017/12/22 9:38
Top
Topic | Forum


Re: Dev's Limit Breaking 101 Techniques
Quite a regular
Joined:
2010/11/8 16:38
Group:
Registered Users
Senior Members
Posts: 131
Offline
Quote:
content.dll 04B101 adoxa don't append dash to msg_id_prefix in mbases.ini PART


Are there similar hacks for msg_id_prefix in universe.ini (don't append dash) and gcs_refer_faction in faction_prop (don't append _short)?

Posted on: 2017/12/16 12:26
Top
Topic | Forum


Re: Does someone know what Fonts are used on the cover of Freelancer?
Quite a regular
Joined:
2010/11/8 16:38
Group:
Registered Users
Senior Members
Posts: 131
Offline
"Freelancer" appears to be written in a font called Vibrocentric.

Posted on: 2017/11/12 13:30
Top
Topic | Forum


Re: Loadouts not working on bases in Random Missions
Quite a regular
Joined:
2010/11/8 16:38
Group:
Registered Users
Senior Members
Posts: 131
Offline
It's a multiplayer bug. The turrets work but the projectiles are invisible and the turret models are also invisible AFAIK. The only way to fix the projectiles is to use missile turrets or no turrets at all.

Posted on: 2017/10/15 20:45
Top
Topic | Forum


Re: Adding new voices - Hardcoded?
Quite a regular
Joined:
2010/11/8 16:38
Group:
Registered Users
Senior Members
Posts: 131
Offline
Quote:

adoxa wrote:
[mVoiceProp] in MISSIONS\voice_properties.ini


I had no idea this file existed, adding the new entries to this fixed the issue. Thanks for your help!

Posted on: 2017/10/3 7:13
Top
Topic | Forum


Re: Freelancer: Nomad Legacy
Quite a regular
Joined:
2010/11/8 16:38
Group:
Registered Users
Senior Members
Posts: 131
Offline
That would be the most reasonable way to translate it. I couldn't imagine translating everything - that would be like redoing the entire mod from scratch.

I flew around more, I like how it feels like different "vanilla" FL rather than a mod.

Posted on: 2017/10/2 17:17
Top
Topic | Forum



Top Top
(1) 2 3 4 ... 8 »



[Advanced Search]