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September. 21, 2023
The Starport Forum Index > All Posts (AestheticDemon)

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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
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: help with problem

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Here's the ptah code I use...
Code:

<script>
<scriptversion>
1.5
</scriptversion>

<data file="data\ships\shiparch.ini" method="append">
<source>
[Ship]
ids_name = 0 ;GENERATESTRRES("Ptah Gunship")
ids_info = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TEXT/><PARA/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Stats</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT/><PARA/><TEXT>Guns/Turrets: 6/4</TEXT><PARA/><TEXT>Armor: 6800</TEXT><PARA/><TEXT>Cargo Holds: 250</TEXT><PARA/><TEXT>Max Batteries/NanoBots: 60/60</TEXT><PARA/><TEXT>Optimal Weapon Class: 6</TEXT><PARA/><TEXT>Max. Weapon Class: 8</TEXT><PARA/><TEXT>Additional Equipment: 2 x M, CM</TEXT><PARA/><PARA/><POP/></RDL></xml>")
ids_info1 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Ptah Gunship</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>The Ptah is a light Gunship, based on a heavily modified freighter design, intended to provide the Order with fire support and area defense capabilities, as well as acting as an armoured transport. A venture by Ageira Technologies.</TEXT><PARA/><POP/></RDL></xml>")
ids_info2 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TRA data='1' mask='1' def='-2'/><TEXT>Stats</TEXT><PARA/><TRA data='0' mask='1' def='-1'/><TEXT/><PARA/><TEXT>Gun/Turret Mounts:</TEXT><PARA/><TEXT>Armor:</TEXT><PARA/><TEXT>Cargo Space:</TEXT><PARA/><TEXT>Max Batteries/NanoBots:</TEXT><PARA/><TEXT>Optimal Weapon Class:</TEXT><PARA/><TEXT>Max. Weapon Class:</TEXT><PARA/><TEXT>Additional Equipment: </TEXT><PARA/><POP/></RDL></xml>")
ids_info3 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TEXT/><PARA/><TEXT/><PARA/><TEXT>6/4</TEXT><PARA/><TEXT>6800</TEXT><PARA/><TEXT>250</TEXT><PARA/><TEXT>60/60</TEXT><PARA/><TEXT>6</TEXT><PARA/><TEXT>8</TEXT><PARA/><TEXT>2 x M, CM</TEXT><PARA/><POP/></RDL></xml>")
nickname= ADPtah-GS02
LODranges = 0, 90000
msg_id_prefix = gcs_refer_shiparch_atransport
mission_property=can_use_berths
ship_class= 2
type=FREIGHTER
mass=350
hit_pts = 6800
hold_size=250
linear_drag=1
steering_torque = 54000.000000, 54000.000000, 104000.000000
angular_drag = 60000.000000, 60000.000000, 60000.000000
rotation_inertia = 16800.000000, 16800.000000, 16800.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage=10
max_bank_angle=20
camera_offset=10, 50
camera_angular_acceleration=0.05
camera_horizontal_turn_angle=23
camera_vertical_turn_up_angle=5
camera_vertical_turn_down_angle=20
camera_turn_look_ahead_slerp_amount=1
nanobot_limit = 60
shield_battery_limit = 60
DA_archetype=ships\Custom\ADPtah\ADPtah-GS02.cmp
material_library=ships\Custom\ADPtah\ADPtah-GS02.mat
material_library=fx\envmapbasic.mat
envmap_material=envmapbasic
cockpit = ships\Custom\ADPtah\ADPtah-GS02.ini
pilot_mesh=generic_pilot
explosion_arch = explosion_ge_atransport
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
fuse = intermed_atransport01, 0.000000, 650
fuse = intermed_atransport01, 0.000000, 325
fuse = intermed_atransport01, 0.000000, 217
bay_door_anim=Sc_open baydoor
bay_doors_open_snd=cargo_doors_open
bay_doors_close_snd=cargo_doors_close
HP_bay_surface=HpBayDoor01
HP_bay_external=HpBayDoor02
num_exhaust_nozzles = 2
shield_link = l_freighter_shield01, HpMount, HpEngine01, HpEngine02, HpShield01, HpShield02, HpShield03, HpShield04
HP_tractor_source=HpTractor_Source
hp_type = hp_freighter_shield_special_8, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_7, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_6, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_5, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_4, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_3, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_2, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_freighter_shield_special_1, HpShield01, HpShield02, HpShield03, HpShield04
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01, HpMine02
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_turret_special_8, HpTurret01
hp_type = hp_turret_special_7, HpTurret01, HpTurret02, HpTurret03, HpTurret04
hp_type = hp_turret_special_6, HpTurret01, HpTurret02, HpTurret03, HpTurret04
hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04
hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04
hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04
</source>
</data>

<data file="DATA\Missions\mShipProps.ini" method="append">
<source>
[mShipProps]
archetype_id = ADPtah-GS02
prop = can_use_berths
</source>
</data>

<data file="DATA\EQUIPMENT\goods.ini" method="append">
<source>
[Good]
nickname = ADPtah-GS02_hull
category = shiphull
ship = ADPtah-GS02
price = 1500
ids_name = 0 ;GENERATESTRRES("Ptah Gunship 02")
item_icon = ships\Custom\ADPtah\ADPtah-GS02-shopicon.3db

[Good]
nickname = ADPtah-GS02_package
category = ship
hull = ADPtah-GS02_hull
addon = ad_ptah_power, internal, 1 ; Power Generator
addon = ad_ptah_engine_01, internal, 1 ; Engine
addon = ad_s_scanner_05, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = ad_ptah_shield_fr, HpShield01, 1 ; order Shield fr class 4
addon = ad_ptah_shield_fr, HpShield02, 1 ; order Shield 
addon = ad_ptah_shield_fr, HpShield03, 1 ; order Shield 
addon = ad_ptah_shield_fr, HpShield04, 1 ; order Shield 
addon = order_thruster,  HpThruster01, 1 ; Order Thruster
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = SlowMediumBlue, HpRunningLight01, 1
addon = SlowMediumBlue, HpRunningLight02, 1
addon = SlowMediumBlue, HpRunningLight03, 1
addon = SlowMediumBlue, HpRunningLight04, 1
addon = DockingLightRed, HpDockLight01, 1
addon = DockingLightRed, HpDockLight02, 1
addon = ad_ptah_turret02, HpTurret01, 1 ; Ptah Turret 
addon = ad_ptah_turret02, HpTurret02, 1 ; Ptah Turret 
addon = ad_ptah_turret02, HpTurret03, 1 ; Ptah Turret 
addon = ad_ptah_turret02, HpTurret04, 1 ; Ptah Turret 
addon = ad_ptah_gun02, HpWeapon01, 1 ; Ptah Gun 
addon = ad_ptah_gun02, HpWeapon02, 1 ; Ptah Gun 
addon = ad_ptah_gun02, HpWeapon03, 1 ; Ptah Gun 
addon = ad_ptah_gun02, HpWeapon04, 1 ; Ptah Gun 
addon = ad_ptah_gun02, HpWeapon05, 1 ; Ptah Gun 
addon = ad_ptah_gun02, HpWeapon06, 1 ; Ptah Gun 
</source>
</data>

</script>

Posted on: 2014/10/2 20:19
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: 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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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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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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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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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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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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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:


\
        weaponname_part_lod1
                Multilevel
                        Level0
                                VMeshPart
                                        VMeshRef


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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Re: Light Intensity

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Quote:

Kazinsal wrote:
Easy, fellas. No need to get all riled up...

Anyways, I'm glad this thread was bumped. I'd like to know if multiple light sources count as dynamic lights, because if so, that kind of destroys an idea I had for Broken Bonds.


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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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:

Sizer wrote:
well, what you COULD have done (and probably should have) instead of simply demonstrating how knowledgeable on the subject of color spaces you are, ya could have, ya know, demonstrated how to actually convert between standard 8-bit RGB and any of the decimal CIE1931 RGB gamuts this could be.





(WHICH, btw - General trick is to multiply your 0-1 value by 255, most color spaces function under that rule).


Hmm, elemetary grade maths, available in any school...

I didn't bring cake...

Posted on: 2011/6/29 12:18
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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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Re: Light Intensity

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Quote:

Sizer wrote:
So when you post something that isn't just HEY LOOK WHAT I KNOW, and can be found out with a five second google search, lemme know. I'll be there with cake.


EDIT: And just to note, considering the companies involved, and the state of standards at the time, its more likely that this is either an in house derivation of CIE 1931 or the vastly more common sRGB, not Kodak's derivation (which happens to be rather inefficient)


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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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:

Sizer wrote:
and yet you continue to necro. fantastic.


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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Re: Light Intensity

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Quote:

Sizer wrote:
Do you EVER check post dates? Ever?


Yes, every time...

Posted on: 2011/6/29 4:47
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