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There are currently 36 users playing Freelancer on
42 servers. | September. 21, 2023 |
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All Posts (AestheticDemon)
Re: Looking for modders for my space RTS game |
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Ok, modders to work on a brand new game...
I'd suggest you supply some more info, so people can eliminate themselves ( or not) such as what file formats you're using for ships, etc. If the ship file format can only be exported from modeling app X, then people who dont have that can eliminate themselves from the running, or app X users can see that they might be welcome. What kind of poly count are you looking for, what kind of rigging if any for the models, and so on, texture formats, tga jpg, dds?, is it directx based, or opengl, that sort of thing, Is there a scripting system and if so, what is it based on, or did you create your own. In short, exactly what kind of content do you want and made with what. More info will draw more responses.
Posted on: 2015/2/7 0:23
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Re: help with problem |
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Here's the ptah code I use...
Code:
Posted on: 2014/10/2 20:19
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Re: help with problem |
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Ah the old Ptah Gunship... long time since i made that script.
Ok... first of all what version of FLMM are you using, then is your new mod an 'ini copy' mod or a 'fully scripted' mod? If it's an ini copy, with a custom resource dll, odds are the numbers generated by the xml script wont match what you have in the dll, so no text. If its a scripted mod, you will not have a custom resource dll, so its a matter of if the version of flmm you are using supports the code I wrote. Edit... OK, it's generating id numbers via FLMM, so question is, where is the temp resource dll generated by FLMM ending up, you might have a problem with FLMM either not putting the dll it makes when you activate a scripted mod, in the right plac e, or creating it at all, might be a write error, caused by virtual account control in win 7/8 ( did you install FL or FLMM into a sub dir of C:/program files/ ? ), or by your copy of FLMM being corrupted, check folder write access permissions in properties-security, also, reinstall your FLMM.
Posted on: 2014/10/2 20:09
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Give a man a fire, and he's warm for a day... SET a man on fire and he's warm for the rest of his life... |
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Re: FLScan / .NET |
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Dont use flscan myself but presumably it was comiled with a microbloat visual programming env...
That means you need the appropriate 300-500kb runtime dll, these are contained in the .net installers. Idea was that DEVELOPERS would install a .net pack, write their apps, then take advantage of the redistribution licence built in to .net to package the 300-500kb dll with their app. Most dont, they just a) include the whole ,net installer, or b) tell you that you need .net version such and such... 1.1 - 25mb 2.0 - 50mb 3.0 - Does not exist, dotnet3.exe is just 1.1 and 2 bundled back to backl in a single 75mb installer, for xp based systems, most versions of 3 require xp with sp2 installed (250 mb) Not sure if win-7 actually passes the xp-sp2 test, soooo 3.5, a win7-32 bit version. Your snazzy 64 bit machine works cos it includes the .net Your new 32 bit doesnt because its a lower grade of win-7 (starter) and microbloat classify .net as a non essential luxury addon. As friendlyfire suggested, get the 32bit version of 3.5, if that doesnt work, see if you can find a win-7 compatible version of dotnet3.exe, as that contains 1.1 and 2.0 (file size should be about 75mb) You can install multiple 'versions' as long as you install em in order.
Posted on: 2011/7/1 20:04
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Give a man a fire, and he's warm for a day... SET a man on fire and he's warm for the rest of his life... |
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Re: New Freelancer fan project |
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No Quake SDK? Did you check under "ID Tech 3"?
Posted on: 2011/7/1 14:20
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Give a man a fire, and he's warm for a day... SET a man on fire and he's warm for the rest of his life... |
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Re: Problem: Custom weapon in-game don't show... |
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Yeah, visible in space, vanish on landing, I've had this too with custom turrets, its either the lods, or the radius settings in the cmp for the weapon it's self, like I said check the bounding info, centers and radius info for the meshes that make up the weapon itself, vmeshref, check the sample utf tree I gave above,,,
Basically the game is deciding your turrets are too far away to draw, when seen on the landing pad etc... You said they were capship turret replacements, will they be player buyable in the final mod? will the capships be planted landing capable? If they are only going to be seen in space, then you dont really need to fix their planetscape appearance at all... Up to you really.
Posted on: 2011/6/30 13:32
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Give a man a fire, and he's warm for a day... SET a man on fire and he's warm for the rest of his life... |
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Re: Hosting 3dsMax rendered images as png |
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I took the liberty of saving the png to my disk to have a look at the file...
Background colour is a medium gray, the alpha channel looks fine, and when viewd in an image viewer, and in an editing app, the image looks as it should, doesn't seem to be anything wrong with it. Have you tried uploading it to any other web gallery, see how it looks on their site with their gallery code, might be just a glitch in the code here connected with auto-resizing. DPI 2? Strange but shouldnt make a difference, Whoa... 'original colours 16.7 million 64 bits per pixel' Max render? what engine you using and what damm weird file save settings Was it a multi pass render? As in has your setup somehow shoved two 32bit rgba layers into a single file... Maximum oddness... Kill the file and rerender, check your settings before saving, failing that run it through some cheap image viewing/conversion util like irfanview, load and resave, to get a clean 32bit rgba image. Then reupload Thats your problem right there, 64bit png... Guessing here (long long long time since I used max) that this is some 'advanced multipass render' format variation, couple of extra 8bit channels in there, spec or zbuffer or who knows what, far as I know most browsers wont support that, they like vanilla 32bit rgba.
Posted on: 2011/6/30 2:32
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Give a man a fire, and he's warm for a day... SET a man on fire and he's warm for the rest of his life... |
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Re: Game client CTD, but Server fine. |
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So... what else might cause a ctd when an npc uses a tradelane in your camera view...
Bearing in mind, on my system the fx are still strictly vanilla for this... Win 7 related? drive read error on a dll? Tricky one to answer.
Posted on: 2011/6/30 2:18
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Give a man a fire, and he's warm for a day... SET a man on fire and he's warm for the rest of his life... |
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Re: Problem: Custom weapon in-game don't show... |
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When you say they don't show up, is that
a) don't show up in the equipment dealer sales window b) don't show up in cut scenes and landing sequences c) don't show up in space during normal flight or d) all of the above Have you checked the lod entries in the revised ini file entries for the weapons... Also have you checked the actual cmp files with a utf editor Specifically Code:
weapon part lods have bounding max/min data, centers and radius just like ship meshes, use one of the newer versions of utfedit, and open the vmeshref by double clicking on it.
Posted on: 2011/6/29 15:16
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Give a man a fire, and he's warm for a day... SET a man on fire and he's warm for the rest of his life... |
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Re: Light Intensity |
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Quote:
Probably, the limit for graphcs cards, and the directx/opengl software using them is for number of lights displayed, not on what they are used for. The dynamic bit is just to describe the use for effects.
Posted on: 2011/6/29 12:24
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Give a man a fire, and he's warm for a day... SET a man on fire and he's warm for the rest of his life... |
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Re: Light Intensity |
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Hmm, elemetary grade maths, available in any school... I didn't bring cake...
Posted on: 2011/6/29 12:18
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Give a man a fire, and he's warm for a day... SET a man on fire and he's warm for the rest of his life... |
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Re: cruisers, battleships in game |
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Ah, well you were asking about engines, not fuzes...
In your custom engine... Comment out or remove the flame_effect line. In select_equip.ini and add new entries: [AttachedFX] nickname = fx_davis_engine01_fire particles = gf_no_largeengine01 use_throttle = true Then put these lines in the package or loadout addon = fx_davis_engine01, HpEngine01, 1 or equip = fx_davis_engine01, HpEngine01, 1
Posted on: 2011/6/29 12:13
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Give a man a fire, and he's warm for a day... SET a man on fire and he's warm for the rest of his life... |
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Re: Light Intensity |
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Quote:
Ah... anything people dont know that YOU can find in a search engine is not a postable subject, thanks for clearing that up, so, should the whole modding community just sit and wait for your forthcoming book on everything, or can we participate in forum discussions amongst ourselves while we wait...
Posted on: 2011/6/29 5:59
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Give a man a fire, and he's warm for a day... SET a man on fire and he's warm for the rest of his life... |
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Re: Light Intensity |
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Quote:
So you think that if a piece of information relevant to a topic isnt available within a fashionably short space of time, it should never be posted? "Hey guys, does anyone know how to..." "nope not yet..." "Well thels forget this modding topic for all time then or Somebody will accuse us of being necro..." Try and stay on topic huh...
Posted on: 2011/6/29 5:26
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Give a man a fire, and he's warm for a day... SET a man on fire and he's warm for the rest of his life... |
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Re: Light Intensity |
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Quote:
Yes, every time...
Posted on: 2011/6/29 4:47
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Give a man a fire, and he's warm for a day... SET a man on fire and he's warm for the rest of his life... |
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