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There are currently 50 users playing Freelancer on 38 servers.
December. 5, 2022
The Starport Forum Index > All Posts (Skotty.)

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Re: Includieren von .INI Dateien
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Ja, in der EXE\Freelancer.ini kannst du neue Dateien definieren. Prinzipiell ist nur wichtig, dass die Sachen in der Datei vom richtigen Typen sind wie der Schlüssel an dem du den Dateipfad definierst. Also z.b. dass es Equips oder Goods sind. Du kannst das dann in beliebig viele Dateien aufsplitten - habe ich so schon getan.
Es gibt aber einige Dateien die Freelancer hart definiert und die du nicht teilen kannst. Die finden sich dann auch in der Freelancer.ini nicht.

Posted on: 10/21 16:20
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Re: Größe der System Karte wie ermitteln / wo finden?
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In der universe.ini unter DATA\UNIVERSE gibt es für jedes System einen Eintrag "NavMapScale". Das ist ein Faktor. D.h. je größer, desto kleiner wird die Karte im Spiel dargestellt. Der Basiswert 1 entspricht etwa 270kx270k.
Jede Einheit im Spiel entspricht genau 1m.

Posted on: 10/19 10:45
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Re: Waffenenergie manipulieren
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Die Energiegeneratoren eines jeden Schiffs finden sich in der misc_equip.ini in DATA\EQUIPTMENT

Posted on: 10/19 10:44
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Re: ALE Editor Alpha 3 Release
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The user interface is far from user-friendly currently. The first focus was to get it just work somehow. But it isn't intuitive and there is no tutorials or help either currently on how to use it. That may cause some confusion.

On the usage of animated sprites I also sadly do not know myself, I never tried it and as well would have to experiment with it first now.

Posted on: 1/8 8:12
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Re: Hack-Offsets for assigning HP Type to "Armor" objects
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Reminds me when I tried to figure out the data structure of another game's save-game files and after staring at it for an hour suddenly saw it all fall together and could write a program for it.

Anyway, I'll go and add those information to the Wiki as well.

Posted on: 12/11 3:21
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Re: Hack-Offsets for assigning HP Type to "Armor" objects
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Thank you very much, black magician from the outer space!
Truly, even that is more than enough. Better than no HP type at all. How do you do this sort of stuff?

Posted on: 12/11 1:38
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Hack-Offsets for assigning HP Type to "Armor" objects
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For the Cloaking Devices there are by now a few possibilities to exchange their Internal Equipment type to put them on a few HP slots like Thruster or Counter Measure.
Is anyone having an information on Armor items and offsets there?
I could imagine putting them as well on HP Slots like Shield Generators could be sufficient, or Thruster or such.
On that note: The Cloaking Device offset change in the Wiki notes a specific Hex-value for the other HP Types. Is there a known list of those, so I could possibly have more than just those 2 or 3 options given in the Wiki?

Posted on: 12/10 23:26
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Re: SP looking for mods autopilot/autoturrets
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I wouldn't know such mods to exist. If,then they are probably more of external bots that control the ship for you – what one usually would put under the category of cheats.
The original concept of FL had in mind to use the turrets automatically, but they removed this feature. The quite useless back turrets are a left-over of this.

Posted on: 2021/10/22 21:49
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Re: Interesting thing just happened
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Factions all have certain values assigned on how good they are standing to another faction. Those values are determining when and against who they defend each other. And if one value is higher than that of another faction, they may as well turn it around and have attack each other. It all depends on the rare constellations of such factions meeting and setting this chain of "defense priorities" in action.

Posted on: 2021/10/22 21:47
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Re: make random mission alway have friendly ship spawn
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The part of how exactly random missions are assembled is still not understood as far as I am aware. So the answer is no.

Posted on: 2021/10/19 10:04
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Re: Wracks Drops ändern
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Wracks sind an sich ganz normale Solar-Objects. D.h. du findest sie in der solararch.ini. Um den Inhalt der Wracks zu bearbeiten musst du entsprechende loadouts in der solararch.ini als Default, oder in den entsprechenden OBJECT-Einträgen in den Systemen spezifisch angeben.

Posted on: 2021/9/27 15:45
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Re: Rufanstieg bei allen Fraktionen wenn Nomaden gekillt werden
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Hier findest du einiges was nicht auf Starport ist: http://adoxa.altervista.org/freelancer/tools.html
TINI sollte das Programm sein was du benötigst.

Posted on: 2021/8/18 19:40
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Re: Rufanstieg bei allen Fraktionen wenn Nomaden gekillt werden
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Die Programme sollten hier im Starport im Download-Bereich zu finden sein. Wenn du es nicht findest, lade ich meine Sammlung an Tools mal hoch.

Posted on: 2021/8/17 20:19
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Re: Rufanstieg bei allen Fraktionen wenn Nomaden gekillt werden
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Quote:

adoxa wrote:
Rheinwehr - Rheinland Military (no, I suspect that's something else)


It is somewhat correct. Rheinwehr is a very free German translation here (and a good one in my opinion) which takes up on the naming of the Bundeswehr, Reichswehr etc., in context of German military forces.
"Wehr" is a German term that defines many things, often related to defense against something. See https://en.wiktionary.org/wiki/Wehr .

Posted on: 2021/8/17 15:37
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Re: Rufanstieg bei allen Fraktionen wenn Nomaden gekillt werden
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Quote:

adoxa wrote:
Sorry for the English, but I was curious about the different "Navy" (_n_) names.
Shall I translate or explain them for you, or what do you need?

Quote:

Boomer wrote:
[...] Wenn ich weiß wo diese Infos zu finden sind, kann ich diese vllt. vom meinem eigenen Programm was ich bauen will, auslesen.
In DATA\initialworld.ini findest du jede Fraktion die existiert und ihren ids_name-Eintrag. Dieser verweist auf eine der DLLs im EXE-Ordner, vermutlich dann auf eine DLL von Discovery. Du brauchst ein Tool wie z.B. FLDev um diese Namen dann aus diesen Dateien auszulesen.

Posted on: 2021/8/17 13:24
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