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October. 24, 2020
The Starport Forum Index > All Posts (brianmccumber)

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Re: Missile Problem
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Well I sort of sorted the problem out. I pasted the ids into the info card sections in the dll and ran the game making note of which number showed up in the erroneous id. Then changed the dll entry to match the weapon id. It worked, and i'm not frustrated anymore. I would still like to figure out why it's using ids that are not even associated with the weapon in the ini files tho. It's like this mod has a mind of it's own.

Posted on: 2014/1/8 22:35
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Missile Problem
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Well I'm back again with another question. This time it's another weird problem with Privateer mod.

The LAU-81 Dart missile launcher is using the missile01_mark01 template. I've checked all three files, weapons_equip, weapons_goods, and market_misc for this entry and they are all using the correct ids linking each other but when I run the game the dart missile is using missile01_mark01_rtc info in the equipment.dll file. I've checked and checked and the files are using missile01_mark01 not the rtc. I tried removing the rtc and the game crashes. I can't get this figured out and will appreciate any help on this matter. Maybe someone else has run into this problem. The custom dart missile is not the only missile doing this, there are a couple more that are structured right in the three required files but using the wrong ids. I've been on this for a couple days now and I'm frustrated with it. It should be working correctly but it's not.

The funny thing is there is an entry for missile01_mark01_rtc in weapons_equip.ini, but there is no entry fo the rtc in the weapons_goods.ini.

Posted on: 2014/1/8 19:21
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Re: Hello Starport
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Oh... well thanks for that I didn't know you could search id's that way. Thanks a bunch! :thumbsup:

Posted on: 2014/1/8 16:02
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Re: Hello Starport
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Well in the version of FL Dev I have I've been copying and pasting in id/name and info card entries using right click. I found that search function yesterday and it really helps but it'd be nice to load an ini file and see the dll entry it's linked to as the search function in fl dev won't let you search out the entries' id number in the dlls. I would love to blank it and just have mod entries in there but the mod uses some of the vanilla stuff and I'd probably break the mod if I started with a new one.

Posted on: 2014/1/8 14:51
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Re: Hello Starport
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Is there a program that will show what dll info entry the weapon/gear/good ini file entry is linked to? If not maybe we could put a couple heads together and make that one. Looking between two programs and searching them out is really time consuming. I worked all day on fixing dll entries only to finally scratch what I had done because the weapon_goods and weapon_equip are all mixed up in the vanilla stuff. Plus there is a ton of stuff in there that's not even being used by the mod. It got so confusing I just scratched it. Going to try simplifying it tomorrow.

Posted on: 2014/1/8 5:36
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Re: Hello Starport
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I'm ahead of the game on that one, I already have that program and I've been using it alot. That and FL Dev to fix info cards' dll entries and ids on wepons/goods. I'm ready to pull my hair out tho trying to chase down all the messed up ids and linking them to the proper entry in the dll and also fixing the entries IN the dll itself, and there are a ton of them. I wish i could blank out the dll and just put the entries in it for the mod and get rid of all the vanilla stuff that I have to sort through to to find what I need to change. If I had made the mod I'd know where and what everything is, but since I didn't make it, I'm having to sort someone elses' spaghetti out to get to the meatballs. Anyway I appreciate the tip tho.

Posted on: 2014/1/8 5:17
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Re: Ship Disappearing At Dock
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Well thanks fellas. I had just downloaded the hitbox help package yesterday and it had the FL model tool in it. As old as the privateer mod is it's probably like you said, older cmp exporter problem. I just opened it and saved it and it fixed the glitch. So I appreciate the help. I'm sure I'll be back with more problems soon. At least I get to play Privateer while debugging it, heheh. I've already fixed a number of bugs in it. Achilles and Hector in Troy system are now dockable with ship/gear/commodities sales and missions/news in the bars. I've also been adding asteroid billboards and bands to relevant asteroid fields. Having asteroid fields that just appear out of nowhere bothered me when I'm playing this mod. But anyway, thanks fer the help.

Attach file:



jpg  screen9sm.jpg (169.47 KB)
43915_52cc06b1d0840.jpg 600X450 px

Posted on: 2014/1/7 13:52
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Ship Disappearing At Dock
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Hello. Maybe someone can point me in the right file path to fix this annoyance. I'm flying the Tarsus in the Privateer mod and when the camera zooms in while you are buying gear the ship disappears when the camera gets close. If you circle the view using the arrows the ship reappears. this only happens when the camera is really close to the ship. I'm pretty sure this only happens with the Tarsus, so maybe the glitch is in it's ini file somewhere? Is there a length of draw or something that I can change to keep it from disappearing? There are so many different files that make up a ship, I figured someone who has a better grasp of the file structure of a ship could give me a pointer. Any help will be appreciated.

See attached images to see the glitch in action

Attach file:



jpg  priv1sm.jpg (177.52 KB)
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jpg  priv2sm.jpg (177.80 KB)
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Posted on: 2014/1/7 1:00
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Re: Hello Starport
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Man, I just found FLExplorer and Freelancer Mod Studio from reading stuff on this site. I wish I would've found these two tools years ago. I've read alot of negative comments about FLExplorer but I have to say BIG thanks to whoever wrote that one. Thanks to these two programs I have already debugged the Troy system, Hector and Achilles mining operations are back in business, plus there are asteroid billboards now, makes a big difference. Anyway I'll stop posting in the wrong threads now and move this to the appropriate thread. I just wanted to share how happy I am with these two programs.

Posted on: 2014/1/6 21:44
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Re: Hello Starport
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Well thanks for the reply, I will make another post in the appropriate thread.

Posted on: 2014/1/6 17:21
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Hello Starport
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Howdy. Apparently I've been a member here since 2011, but I never introduced myself, but I have been lurking here for a long time. I've been playing and modding Freelancer since around 2005. I actually have a mod uploaded to Lancer's Reactor in the archived downloads section, makeminevanilla. That was my first mod I ever made. It was simple, just ramped up the npc difficulty and missions make more money plus added open single player. I might have changed some equipment and goods around but I can't remember it's been to long ago.

Most of the modding I've done since then is mashing mods together which is fun, I never submitted those I just play them as single player. But recently I've been getting serious about fixing Privateer: The Reckoning mod. I've already added new cockpits to it and spruced up the UI, using other mods' resources, like i said I'm good at mashing them together. I've also started to put asteroid bands to relevant fields. I don't like flying along then BAM I'm in the middle of an asteroid field. So I'm fixing that too. Also some of the bases are bugged so they always show up as 0k away no matter where you are in the system and you can't dock with them. Whoever made Privateer used a custom mining base and I figure the bug is in that so first step will be trying to revert it back to a vanilla base. Then I want to make Privateer cockpits to go with the Privateer ships that look similar to the original Privateer cockpits. Then maybe get some better Ship models and replace the old ones. Some of the ships in there are really low quality. To me Privateer is alot of fun to play, low weapons refire rates and mobs of mobs. But flying around in a Gothri with 4 thrusters and snipping retros from 1k away with lasers is a blast. Anyway thank you guys for being here when I needed to figure out how to do something. Be seeing ya around.

PS: If anyone can give me a starting point or pointers to debuggin bases I'd appreciate it. I just don't know where to start looking for the base bugs.

Posted on: 2014/1/6 14:17
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Re: XML Code Showing in Infocards
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If a mod can delete this post that'd be awsome. I figured it out. Since it was displaying the xml tags with the info, I thought what would happen if I just remove them. Well i did and it fixed that little problem. Now onto debuggin some bases. Thanks.

Posted on: 2014/1/6 0:19
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XML Code Showing in Infocards
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Hello,

I'm trying to debug Privateer mod after giving it new cockpits and UI but the surrounding xml code is showing in the misc_text when talking to people in the bars. This was a bug from the original Privateer. I'm trying to debug the Privateer mod as it's a great single player mod for people who can't play online. Anyway I look at the misc_text dll in Fl Dev but I can't see anything wrong with it, no missing tags or anything. I've attached a couple shots of the in game info and the info being displayed in FL Developer. Any help or maybe a pointer to a file I'm overlooking will be appreciated.

Attach file:



jpg  xml.jpg (443.24 KB)
43915_52c9d8e65f4e0.jpg 1024X768 px

jpg  fldev.jpg (423.89 KB)
43915_52c9d92484724.jpg 1366X768 px

Posted on: 2014/1/5 22:16
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Mod Uploads
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Hello,

I've been messing around with a couple mods and I would like to upload copies.

The mods are Freeworlds 1.65 and Privateer: The Reckoning.

When Freeworlds 1.66 came out it had Star Wars cockpits but no missions or AI. For those of us who can't play online, 'satellite connection', and are stuck playing single player mods, that sucks. So I added the open single player patch to 1.65, which has AI, and added the cockpits from 1.66. I changed a couple commodities and weapons locations/prices and it's fun to play now. A couple of the cockpits are a little bugged where you have to restart the game to fix the camera position, but it's still playable plus it has missions and places to mine, commodities exchange, plus random hostile encounters. I'm still trying to debug the cockpits plus fix a couple rep problems for a couple weapons so they can be purchased by civilians. You can pick your faction when the mod is activated. But it's playable, challenging and fun too. No bats or bots is loads of fun.

Privateer is a bunch of fun to play, but I missed the obtrusive cockpits of the original Privateer, so I added some. I looked at the cmp's of the Privateer ships and tried to match the shapes with matching cockpits from the Freeworlds mod. Plus I changed the interface color to black. I think it turned out great. I tried to pick the cockpits from Freeworlds that weren't bugged, one is but you can hardly tell. I am working on learning how to model original Privateer cockpits for Freelancer and trying to debug a few bases in Privateer that aren't dockable and there's a bug with the xml code showing along with base conversations, but it has a steep learning curve and the modeling is time consuming. This mod is playable with mining, missions, and trade or piracy if that's what you want to do, and loads of fun. I added the NOCD_EXE too.

Edit: Privateer Mod - Some bases fixed. Info card errors fixed and I put in cockpits that aren't bugged. I added asteroid billboards and bands to some systems that had fields appearing out of nowhere. I uploaded a current version to my google drive so you can try it out if you like. Feedback would be good.

Brian McCumber

Link to the mods flmod files



Disclaimer: I am in no way trying to pass these mods off as my own. They are great mods someone else made that I am trying to polish/finish up for great single player experiences.

edit: found upload link

Attach file:



jpg  screen4sm.jpg (141.21 KB)
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jpg  screen5sm.jpg (81.61 KB)
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jpg  screen7sm.jpg (143.05 KB)
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jpg  screen8sm.jpg (140.79 KB)
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jpg  screen3sm.jpg (174.82 KB)
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jpg  screen6sm.jpg (159.46 KB)
43915_52c6ec19c21ca.jpg 600X439 px

Posted on: 2014/1/3 16:06
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