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42 servers. | February. 26, 2021 |
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Re: Freelancer and Windows 10 |
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Links:
http://www.pcworld.com/article/297405 ... yes-it-still-has-one.html http://www.telegraph.co.uk/technology ... from-secret-networks.html http://www.theregister.co.uk/2013/07/ ... used_backdoors_intel_ban/ http://thehackernews.com/2015/09/lenovo-laptop-virus.html http://www.theregister.co.uk/2015/08/12/lenovo_firmware_nasty/ http://www.techworm.net/2015/08/lenov ... -bios-level-backdoor.html And look: They're all at it!: http://www.forbes.com/sites/erikkain/ ... ing-spyware/#5455033a54ae
Posted on: 2016/3/6 7:56
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Re: Freelancer and Windows 10 |
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FF I knew an awful ot about computer systems in general and enough to use any version of Windows to 7, but I don't yet know much about Windows 10. What is wrong with the statements/rumours above? What are the serious let's call them "disappointments"? At the same time, bear in mind we truly can't trust anyone to tell the entire truth any more. Lenovo has been manufacturing IBM's laptops for a long time and has recently bought out the server production from IBM as you probably know. Two years ago the UK government forbade IBM employees from bringing in their Lenovo laptops to government sites, and presumably this also means all Lenovos used by any person. They were preceded by the US government but then took the time to investigate and found proof of hardware back doors and data logging tunnels before they exercised the ban. These are not "vulnerabilities", but actually implementations in firmware and hardware. In passing, can we trust the Chinese? No. They are completing the construction of 6 massive aircraft carriers each carrying up to 450 warplanes. That's 2,400 fighter/bombers. Late last year they signed an agreement with an East African state (look it up) for a colossal Naval Base on the pretext of hunting pirates. That gives them control as far as India, Australia, and the Antarctic. Paid for by us buying colossal amounts of faulty landfill from them. They also have nuclear weapons and spacecraft technology. Many years ago they sent in 450 tanks into Cambodia on a 4-day exercise. A good number of them were destroyed by Cambodia, but they completed their exercise and turned round and went back home. The "incident" was hushed up quickly by our countries because Mr Clinton wanted to sign trade agreements with China - he was even sabre-rattling two weeks beforehand, threatening sanctions. Which resulted not in the US exporting as they wished, but in the US and all our EU countries excitedly buying bottom-end rubbish from China. Can you not imagine the premier saying "Mr Clinton, you seek to threaten us with sanctions and even military intervention? We can afford to lose 1 million soldiers every day, Mr Clinton. How many do you have?". Never poke a hornets nest which dwarfs all other nations on earth. The common Chinese people are nice, innocent, and mostly very kind. But their nation is not a friend. No smoke without fire. I'm interested in your views on the Windows 10 back door/weaknesses/concerns.
Posted on: 2016/3/6 7:28
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Re: Portable FL [Updated 16/06] |
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Very well done Zyos, thank you.
Sad nobody said it before - what happened to etiquette, guys? Credit where it's due?
Posted on: 2015/9/25 0:52
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Re: Hello .. some questions ... |
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Well hello, CZW!
Nice to see you, after a long time. After several years none of the new space games has attracted me so I have picked up the FL mouse again now and then recently.
Posted on: 2015/9/3 0:53
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Re: Crash Offsets |
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The previous post was made on... 7th February 2013!
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Posted on: 2015/8/26 4:11
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Re: ERROR:General:StreamingSound: missing MP3 codec? |
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Many thanks J.R.
So just for anyone who is searching for this thread... here is the new link to the fix: http://adoxa.altervista.org/freelancer/plugins.html#mp3codec
Posted on: 2015/8/23 23:45
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Re: ERROR:General:StreamingSound: missing MP3 codec? |
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Hi chaps, sorry for the grave-dig. Adoxa, the link to your fix is dead. Do you still have it please?
Posted on: 2015/8/22 4:05
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Re: [The Starport News]10 Years of Freelancer |
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Indeed amazing.
I too give my thanks to all those who have facilitated this community, for so long, thank you all. The beard grows whiter and longer. Sadly when I very rarely have time to play there are no occupied servers. On the even rarer occasion when there is one player, he immediately departs. Very odd behaviour. I am clueless, can anyone hazard a guess as to why this might happen, instead of the camaraderie and pirating of old?
Posted on: 2015/5/28 4:18
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Re: So, that's how I hook up with FLServer window ... |
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Kill player?
I like it! lol ![]()
Posted on: 2015/1/26 23:54
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Re: [General Tutorials] Coding Custom Weapons |
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There is a lot of good info in the first post by Roo Avery so I decided to clean it up to make it a bit more readable, despite its age and subsequent findings.
I didn't check all the content for errors but just corrected the ones which were evident as I reformatted it. Here it is: Files you will need All are in the DATA\EQUIPMENT directory of Freelancer:- weapon_equip.ini - all specifications of weapons weapon_good.ini - here you make the guns available for sale market_misc.ini - location of guns/stuff being sold A bit of theory: All guns and ammo types are specified in weapon_equip.ini. Sections are: [Motor] - this is the "engine" of the missile [Explosion] - this specifies if your gun has area effect. Only works if you also have a [Motor] section. [Munition] - this is the actual shot of your gun, damage values, ranges... are all defined here [Mine] - use this instead of [Munition] for Mines [Gun] - this is the gun/launcher mounted on your ship [MineDropper] - use this instead of [Gun] for mines [LOD] - defines LevelOfDetail ranges for bigger gun models [Munition] and [Gun] are required, the others are optional. You can make a missile without an explosion, a gun with an explosion... I'm not sure if you can change the order how they are defined, I would always keep it as they were. A simple weapon only needs the [Munition] and [Gun] sections. This example is based on the energy missiles I made. I added an explosion effect to make this tutorial as complete as possible. Below that you can also find a Mine example. Weapon_Equip.ini Explanation of all entries: [Motor] Optional, specifies if your weapon will have some form of "engine". nickname=energy_missile01_motor lifetime=3.000000 accel=200.0000 delay=0 nickname Reference for [Munition]. Pick a name of your choice that fits to the general scheme <gunname>_motor. lifetime Time in seconds where the engine will be active. accel Acceleration provided by the engine (not the gun). I think this is a meter/sec^2 value. delay Time in seconds after launch where the engine will activate. [Explosion] Optional, specifies if the impact of the projectile is followed by an explosion. nickname=energy_missile01_explosion effect=gf_piratestationexplode lifetime=0.000000, 0.000000 process=disappear strength=100 radius=50 hull_damage=100.000000 energy_damage=20.00 impulse=0 nickname Reference for [Explosion]. Pick a name of your choice that fits to the general scheme <gunname>_explosion. effect Visual effect of the explosion. You can basically use every impact/explosion effect in the game. Example: battleship explosions for guns-impacts. lifetime Two values, both in seconds - min max duration of explosion FX. process ??? always has 'disappear' as a value. I guess this is the effect after the explosion, i.e. it vanishes after blowing up strength ??? radius Area effect of damage values in meters. hull_damage The explosion damage. This also adds shield damage, according to the [ShieldEquipConsts] HULL_DAMAGE_FACTOR=0.500000 entries in constants.ini. energy_damage Extra shield damage. Can have a negative value to make hull-only damaging weapons. The total shield damage is calculated by: total emp damage=energy_damage + HULL_FACTOR_DAMAGE * hull_damage See constants.ini for the entry. impulse Kinetic effect on the target. Depends also on target's mass. ? Required. This will specify the projectile of your weapon. [Munition] Optional - Ammunition definition if used nickname=energy_missile01_ammo explosion_arch=energy_missile01_explosion loot_appearance=ammo_crate units_per_container=10 hp_type=hp_gun requires_ammo=false hit_pts=2 hull_damage=400 energy_damage=200 weapon_type=W_Photon01 one_shot_sound=fire_plasma2 detonation_dist=2.00000 munition_hit_effect=li_missile01_impact lifetime=3.0000 Motor=energy_missile01_motor force_gun_ori=false const_effect=li_missile01_drive HP_trail_parent=HPExhaust seeker=LOCK time_to_lock=0 seeker_range=2000 seeker_fov_deg=35 max_angular_velocity=5.000000 cruise_disruptor=true ids_name=459791 ids_info=459721 mass=1 volume=0.000000 nickname Reference for [Munition]. Pick a name of your choice that fits to the general scheme <gunname>_ammo. explosion_arch Optional. Reference from [Explosion] loot_appearance Specifies how 'dropped ammo' will look like. units_per_container Number of ammo units in a container. hp_type Use hp_gun for guns & missiles, hp_torpedo for torpedoes. requires_ammo true/false - Specifies if the Gun uses ammo or not. hit_pts Damage required to shoot down the projectile. Only important for missiles and torpedoes. hull_damage The damage caused on impact. Same calculations for emp damage as in [Explosion] energy_damage Extra shield damage. Can have a negative value to make hull-only damaging weapons. same calculations for emp damage as in [Explosion] weapon_type Type of the weapon to create different affectivity against the shield types. See list below. detonation_dist Only important if the Weapon has an [Explosion]. At this distance (in meters) to the target the projectile will blow up. munition_hit_effect The visual effect of the projectile impact. See list below. lifetime The lifetime of the projectile in seconds. This combined with the speed will specify the range of the gun. motor Optional. Reference from [Motor] force_gun_ori true/false Specifies if the launcher is swivel or not. const_effect Visual look of the projectile. See list below. HP_trail_parent ??? is always HPExhaust seeker Optional, only for seekers. Set to 'LOCK' if you want to make a homing projectile. "DUMB" for nonseeking weapons. time_to_lock Optional, only for seekers. Changes have no effect here. seeker_range Optional, only for seekers. Within this range, the projectile will home in. seeker_fov_deg Optional, only for seekers. Field of view of the seeker where it will lock in degree. max_angular_velocity Optional, only for seekers. This is the "agility" of the projectile. cruise_disruptor Optional. The projectile will disrupt cruise engines on impact. ids_name ID reference ids_info infocard reference mass Mass of the projectile. You can increase this to have a kinetic effect on impact. volume Amount of cargo space the ammo will use in the cargo hold per unit. [Gun] This is the launcher/gun itself. Gun nickname=energy_missile01 ids_name=459789 ids_info=459790 DA_archetype=equipment\models\weapons\li_rad_launcher.cmp material_library=equipment\models\li_equip.mat HP_child=HPConnect hit_pts=400 explosion_resistance=1.000000 debris_type=debris_normal parent_impulse=20 child_impulse=80 volume=0.000000 mass=10 hp_gun_type=hp_gun_special_7 damage_per_fire=0 power_usage=200 refire_delay=1.000 muzzle_velocity=300.000000 toughness=2.400000 flash_particle_name=ci_capgun_01_flash flash_radius=15 light_anim=l_gun01_flash projectile_archetype=energy_missile01_ammo dry_fire_sound=fire_dry separation_explosion=sever_debris auto_turret=false turn_rate=90 lootable=true LODranges=0,20,60,100 nickname Reference for market_misc.ini. Pick a name of your choice that fits to the general scheme <gunname>. ids_name ID reference ids_info infocard reference DA_archetype Visual look of the launcher/gun. See list below. material_library Skin for the launcher/gun. You have to take one that fits to the DA_archetype you chose. HP_child ??? all guns have HPConnect here. hit_pts The damage the gun can take until it is destroyed. explosion_resistance Value 0-1. Explosion damage reduction. 1 means complete immunity, all built in guns have 1. debris_type ??? all guns have debris_normal here. Guess this is the remaining debris when the gun was destroyed. parent_impulse ??? child_impulse ??? volume Amount of cargo space the gun will need. mass Mass of the gun. This will be added to the total mass of the ship. Units are unknown. hp_gun_type This specifies the mount-type and/or level of the gun. See list below. damage_per_fire ??? Probably damage to the gun itself per shot. Didn't work at first tests. power_usage Energy used per shot. refire_delay Delay between two shots in seconds. muzzle_velocity Speed of the projectile at launch. A [Motor] can change the speed after launch. toughness ??? flash_particle_name The flash effect at firing the gun (can be deleted if not used), a list will be added later as this is not that important. Until then, look up the effect of your favourite gun. flash_radius Flash radius in meters. light_anim Flash animation. projectile_archetype Reference to the [Munition] that the gun will use. dry_fire_sound Sound the gun makes when it is fired but it cant fire (on cruise, in lanes) separation_explosion Explosion when destroyed. auto_turret Turrets have all true. Seems to be a part of a not-finished autoturret function. NPCs will use this as an autoturret if set to true. turn_rate The turn-speed of the launcher/gun in degree/second. lootable Is the launcher/gun lootable? true/false LODranges Level of detail entries for the launcher. Use the same values as a gun with the same DA_archetype. Very similar to [Munition] / [Gun]. Most have an [Explosion] section ahead, it's the same as for guns, so i leave that away here. I will only comment the things here that are different to [Munition] or [Gun] [Mine] Almost the same as [Munition] Mine nickname=mine01_mark01_ammo explosion_arch=mine01_mark01_explosion loot_appearance=ammo_crate units_per_container=10 requires_ammo=true hit_pts=2 one_shot_sound=fire_mine_regular detonation_dist=4 lifetime=10 force_gun_ori=true DA_archetype=equipment\models\mines\r_plasma_mine.3db material_library=equipment\models\r_equip.mat ids_name=265165 ids_info=266165 mass=0.100000 volume=0.000000 owner_safe_time=4 linear_drag=0.400000 seek_dist=400 top_speed=60 acceleration=200 const_effect=li_mine01 owner_safe_time The time in seconds where the owner can't trigger the mine. linear_drag This is the 'agility' of the mine. seek_dist The distance in meters where the mine will start to move. top_speed The top-speed of the mine. This is independent from the ships's speed. ('normal' projectile speeds are added to the current moving speed of the firing ship) acceleration Acceleration of the mine in meters/secs^2 until it reaches top_speed. [Minedropper] Almost the same as [Gun] MineDropper nickname=mine01_mark01 ids_name=263165 ids_info=264165 DA_archetype=equipment\models\weapons\li_cm_dropper01.cmp material_library=equipment\models\li_equip.mat HP_child=HPConnect hit_pts=400 explosion_resistance=1.000000 debris_type=debris_normal parent_impulse=20 child_impulse=80 volume=0.000000 mass=10 damage_per_fire=0 power_usage=0 refire_delay=1 muzzle_velocity=20 toughness=3.300000 projectile_archetype=mine01_mark01_ammo dry_fire_sound=fire_dry separation_explosion=sever_debris lootable=true LODranges=0,20,60,100 Difference to a normal gun: no 'hp_gun_type=' entry The hardpoint type is hardcoded in the section name, so FL knows that it is mounted on Minedropper hardpoints by the [Mine] section itself. Now the hard work is finished. To the easy part: weapon_good.ini [Good] The gun as an item on the market. Good nickname=energy_missile01 equipment=energy_missile01 category=equipment price=400000 item_icon=equipment\models\commodities\n_icons\EQUIPICON_torplauncher.3db combinable=false free_ammo=energy_missile01_ammo, 10 ids_name=459789 ids_info=459790 shop_archetype=equipment\models\weapons\li_rad_launcher.cmp material_library=equipment\models\ge_equip.mat nickname Name reference to market_misc.ini. equipment Weapon-nickname from weapon_equip.ini. category Location where it is sold: 'equipment' is equipment dealer, 'commodity' is the market. price Price of the gun. Note that the price of the ammo specified in free_ammo will be added to this. item_icon The icon of the weapon in the shop. combinable Stackable or not? true/false free_ammo Amount of ammo that comes with the launcher when you buy it. ids_name ID-reference ids_info Infocard reference shop_archetype Model of the launcher. material_library Skin of the launcher. ; energy_missile ammo (only needed if 'requires_ammo=true' in [Munition) [Good] The ammo on the market. nickname=energy_missile01_ammo equipment=energy_missile01_ammo shop_archetype=equipment\models\weapons\li_rad_missile.3db material_library=equipment\models\li_equip.mat category=equipment price=1000.00 item_icon=equipment\models\commodities\n_iconsEQUIPICON_missiles.3db combinable=true It is getting easier and easier, now we just have to add it to a base that should sell the stuff. market_misc.ini Look up your favourite base, take Ca01_01_base for Ottawa. Add following lines under the listed items: MarketGood=energy_missile01, 0, -1, 10, 10, 0, 1 MarketGood=energy_missile01_ammo, 0, -1, 50, 50, 0, 1 To the format: MarketGood=<package>,<min. player level>, <min. reputation>, < unknown >, < unknown >, <0=sell item>, <price multiplier> To the < unknown > Set these to 10 if it is a gun, 50 if it's ammo. I guess this specifies where at the equipment dealer it is sold (Weapons, ammo, equipment...) Now activate your mod, start a FLserver, start FL, join your server and enjoy!!! - Very useful lists of variable values - A note to the format: <1-4> means enter a value here, in this case 1 to 4, i.e.: fire_photon1 is a valid entry for fire_photon<1-5>, while fire_photon6 is not. ************************************************** *** [Munition] 'one_shot_sound=' This is the soundeffect used if you pull the trigger fire_missile_regular fire_missile_homing fire_missile_emp fire_cruise_disruptor fire_torpedo fire_mine_regular fire_mine_tracking fire_photon<1-5> fire_laser<1-5> fire_tachyon<2-5> (1 is never used) fire_particle<1-5> fire_neutron<2-5> (1 isnever used) fire_pulse<1-5> fire_plasma<1-5> fire_capship fire_capship_forward_gun fire_no1 fire_no_cruise_disruptor fire_no_torpedo fire_no_capship ************************************************** *** [Munition] 'munition_hit_effect=' This is the effect of the impact. These all can also be used in the [Explosion section in the 'effect=' entry. Pirates: pi_photon_<01-04>_impact pi_laser_<01-04>_impact pi_tachyon_<01-04>_impact pi_particle_<01-04>_impact pi_neutron_<01-04>_impact pi_pulse_<01-03>_impact pi_plasma_<01-03>_impact pi_capgun_01_impact Liberty: li_laser_<01-04>_impact li_plasma_<01-04>_impact li_capgun_01_impact Bretonia: br_tachyon_<01-04>_impact br_particle_<01-03>_impact br_capgun_01_impact Kusari: ku_neutron_<01-04>_impact ku_photon_<01-04>_impact ku_capgun_01_impact Rheinland: rh_tachyon_<01-04>_impact rh_plasma_<01-04>_impact rh_capgun_01_impact Civilian: ci_laser_<01-03>_impact ci_pulse_<01-04>_impact ci_photon_<01-04>_impact ci_tachyon_<01-04>_impact ci_capgun_01_impact Nomad: rtc_nomadtorpedo_impact no_capgun01_impact no_gun01_rank01_impact codenames: sp_annihilator_<01-03>_impact sp_bloodhound_<01-03>_impact sp_destabilizer_<01-03>_impact sp_distortion_<01-03>_impact sp_doomsday_<01-03>_impact ************************************************** *** [Munition] 'const_effect=' This is the "look" of the projectile, mostly you will only notice this one in a firefight. Liberty: li_laser_<01-04>_proj li_plasma_<01-04>_proj li_missile<01-02>_drive li_empmissile_drive li_cruisedis01_drive li_torpedo01_drive li_mine<01-02> li_capgun_01_proj li_cruiser_maingun li_flakcannon01_proj Bretonia: br_tachyon_<01-04>_proj br_particle_<01-04>_proj br_missile<01-02>_drive br_empmissile_drive br_mine<01-02> br_gunboat_maingun br_capgun_01_proj br_flakcannon01_proj Kusari: ku_neutron_<01-04>_proj ku_photon_<01-04>_proj ku_missile<01-02>_drive ku_empmissile_drive ku_cruisedis01_drive ku_torpedo01_drive ku_mine<01-02> ku_gunboat_maingun ku_capgun_01_proj ku_flakcannon01_proj Rheinland: rh_tachyon_<01-04>_proj rh_plasma_<01-04>_proj rh_missile<01-02>_drive rh_empmissile_drive rh_mine<01-02> rh_gunboat_maingun rh_capgun_01_proj rh_flakcannon01_proj Pirate: pi_missile<01-02>_drive pi_mine<01-02> pi_photon_<01-04>_proj pi_laser_<01-04>_proj pi_tachyon_<01-04>_proj pi_particle_<01-04>_proj pi_neutron_<01-04>_proj pi_pulse_<01-03>_proj pi_plasma_<01-03>_proj pi_capgun_01_proj Civilian: ci_photon_<01-04>_proj ci_tachyon_<01-04>_proj ci_laser_<01-04>_proj ci_pulse_<01-04>_proj ci_capgun_01_proj Nomad: no_gun01_rank01_proj no_cruisedis01_drive rtc_nomadtorpedo_proj no_capgun01_proj Codenames: sp_annihilator_<01-03>_proj sp_bloodhound_<01-03>_proj sp_destabilizer_<01-03>_proj sp_distortion_<01-03>_proj sp_doomsday_<01-03>_proj ************************************************** *** [Munition] 'DA_archetype='(.3db files) and 'material_library='(.mat files) These are the icons for ammo in the stores. Don't mix these! equipment\models\weapons\li_rad_missile.3db equipment\models\li_equip.mat equipment\models\torpedoes\ge_torpedo.3db equipment\models\ge_equip.mat equipment\models\mines\r_plasma_mine.3db equipment\models\r_equip.mat ************************************************** *** [Gun] 'DA_archetype='(.cmp files) and 'material_library='(.mat files) This is the model and skin of the gun. Don't mix these! Note: one .mat file can contain skins for several guns! Liberty: equipment\models\weapons\li_rad_launcher.cmp equipment\models\weapons\li_cm_dropper01.cmp equipment\models\weapons\li_auto_cannon.cmp equipment\models\weapons\li_laser_beam.cmp equipment\models\weapons\li_smlturret.cmp equipment\models\weapons\li_heavy_ion_blaster.cmp equipment\models\weapons\li_plasma_blaster.cmp equipment\models\li_equip.mat equipment\models\turret\li_turret<01-04>.cmp equipment\models\turret\li_turret04b.cmp equipment\models\turret\li_turret05.cmp equipment\models\turret\li_turret05b.cmp equipment\models\turret\li_cruiser_gun01.cmp equipment\models\li_turret.mat Generic: equipment\models\weapons\co_proton_cooker.cmp , these have funny names equipment\models\weapons\co_raildaddy.cmp equipment\models\weapons\co_shock_therapy.cmp equipment\models\weapons\ge_shredder_shotgun.cmp equipment\models\ge_equip.mat equipment\models\turret\utility_turret<01-03>.cmp equipment\models\turret\prison_turret01.cmp equipment\models\turret\liner_turret01.cmp equipment\models\turret\weapons_platform_turret.cm p equipment\models\turret\weapons_platform_mturret.c mp equipment\models\ge_turret.mat equipment\models\turret\sp_turret<01-02>.cmp ;station turrets equipment\models\sp_turret.mat equipment\models\weapons\no_fighter_gun.cmp equipment\models\hardware.mat Bretonia: equipment\models\weapons\r_mass_driver.cmp equipment\models\weapons\r_railgun.cmp equipment\models\r_equip.mat equipment\models\turret\r_turret<01-04>.cmp equipment\models\turret\r_turret04b.cmp equipment\models\turret\r_gunboat_gun01.cmp equipment\models\r_turret.mat Kusari: equipment\models\weapons\ku_ion_blaster.cmp equipment\models\ku_equip.mat equipment\models\turret\ku_turret<01-04>.cmp equipment\models\turret\ku_gunboat_gun01.cmp equipment\models\ku_turret.mat Rheinland: equipment\models\weapons\rh_gamma_beamer.cmp equipment\models\weapons\rh_proton_blaster.cmp equipment\models\rh_equip.mat equipment\models\turret\rh_turret<01-04>.cmp equipment\models\turret\rh_gunboat_gun01.cmp equipment\models\rh_turret.mat Weird stuff: Equipment\models\turret\dyson_turret01.cmp ;now it's getting freaky SolarSolar_mat_dyson_city.mat Solar\dockable\nomad_lair_turret<01-02>.cmp material_library=solar\nomad.mat solar\nomad.mat ************************************************** *** Hardpoints 'hp_gun_type=' hp_gun_special_<1-10> ; 'normal' gun/missile hardpoints. You set level of the gun here. hp_turret_special_<1-10> ; 'normal' turret hardpoint. You set level of the turret here. hp_torpedo_special_1 ; torpedo hp_torpedo_special_2 ; cruise disruptor ************************************************** *** Weapon types 'weapon_type=' This specifies as what kind of projectile your ammo will be treated. Important for different effectivity against different shield types. W_Photon01 W_Laser01 W_Tachyon01 W_Particle01 W_Neutron01 W_Pulse01 W_Plasma01 ********************************************************* Also a quick HP tutorial and the functions; HpMount - It's for the height of the ship about this kind of hover pad when landed. HpContrails - It's for this dust trails which are created when you fly through space. HpRunningLight - It's for the blinking or glowing lights all over your ship. HpWeapon - It's for the place where a weapon is attached to the ship ans the weapons orientation. HpTurret - Same as Weapons, but fpr turrets. HpShield - It's to define the place where the shield generator is mounted. HpCockpit - It's for the point where you look from if you are in cockpit view. HpHeadlight - It's for the headlight on your ship. HpCM - This defines the place where a countermeasure dropper can be mounted. HpMine - Same as HpCM, but for mine layers. HpTorpedo - Defines the place where a torpedo or cruise disruptor can be mounted. HpCloak - Defines the place where a cloak generator can be mounted. HpDocklight - This is for the lights which only glows or blink when you dock to a base. HpEngine - This defines where an engine exhaust is. HpFX - Effects form effects.ini can be applied to this HP. HpPilot - This is where the pilot model is mounted into the ship. HpThruster - This HP defines the place where a thruster can be mounted. HpTractor_Source=This is the place, where the tractor beam is mounted. The graphical effect, when tractoring is also coming from here. HpBayDoor=This has something to do with Baydoors (animated?), but I'm not sure, what it is needed for. However in the shiparch.ini are also references to the HpBaydoors, so that they might be useful. The only other hardpoint, which the original FL ships have is a HpEngineGlow hardpoint, but I'm again not sure, what it is needed for. Most of the custom ships I know do not have HpBayDoor and HpEngineGlow hardpoints, but they function perfectly. Therefore it seems, as if these hardpoints are not absolutely necessary! One more thing: If you have ships with several parts, which can be destroyed partly (like flying around with only one wing, because the other one was blown up) need to have some Dpzzz hardpoints (For parts that can be damaged or blown off). Original by Roo Avery, 2008/5/16
Posted on: 2015/1/2 4:57
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"C" for "Caterpillar"... "Cool"... "Cheesey"! ![]() |
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Re: [General Tutorials] Coding Custom Weapons |
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Home away from home
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Meaning what?
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Posted on: 2015/1/2 3:55
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"C" for "Caterpillar"... "Cool"... "Cheesey"! ![]() |
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BELATED WISHES FOR A MERRY CHRISTMAS AND A HAPPY NEW YEAR |
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Well folks, I looked up, and down, and sideways too, and used Search... unsuccessfully.
So here it is: I hope you have all had a Very Merry Christmas with your families, and not sat in front of your screens having private fun which is really no good for your future or for your social skills? So this is to wish you all a Happy New Year for 2015. More work, less play, more social life. ![]()
Posted on: 2014/12/27 12:20
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"C" for "Caterpillar"... "Cool"... "Cheesey"! ![]() |
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Re: Returning.... |
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Welcome back, Manticore.
Still some old fogies around, for me I can't connect to any server reliably and I've not worked out the reason. When I do get on, there is usually nobody else on. When there is and I contact them they often don't reply, and sometimes log out without responding. So it's by no means anything like the great Club experience we used to enjoy any more. Today's players are not what we used to be by a long shot. Games wise, there is still very little out there to compare with FL and the mods have made it great. I've been trying X3 for a few months but that is so tedious to get started in making money, and so slow, dull and boring thereafter, that it won't be long before I delete it. Yes what other nicks did you use, I don't recall Manticore? Or maybe we never co-existed?
Posted on: 2014/12/4 0:26
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"C" for "Caterpillar"... "Cool"... "Cheesey"! ![]() |
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Re: 3D Model Showroom |
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You guys never cease to amaze me with your designs. I am totally envious!
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Posted on: 2014/9/30 20:28
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"C" for "Caterpillar"... "Cool"... "Cheesey"! ![]() |
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Re: Trade? |
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Hi Binks, welcome to The Starport.
In Vanilla (unmodified) Freelancer there is Boron for sale at Newark. If you are playing a Modded (modified) Freelancer then it depends on which mod you are playing, many have changed where goods are sold.
Posted on: 2014/9/7 0:23
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"C" for "Caterpillar"... "Cool"... "Cheesey"! ![]() |
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