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There are currently 88 users playing Freelancer on 43 servers.
October. 26, 2021
The Starport Forum Index > All Posts (SWAT_OP-R8R)

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Re: Modded Game Crashing Pre-Menu
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then more info is required

Posted on: 9/2 16:52
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Re: Modded Game Crashing Pre-Menu
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Quote:

The mod presently doesn't have any save files attached to it and still crashes out, though thanks to how the Mod Manager handles seperating modded files, they're still there in a split off folder.


You should double check that. When being launched, FL automatically creates a savegame if there is none. If you did changes to the modded content since that happened it still might be possible that such an incompatibility is the cause.

Posted on: 9/2 16:33
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Re: New Multiplayer Character - Faction Selection
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It was first done with a server tool called FLshell that allowed such alternate start conditions in its settings.
I think there are FLhook plugins which can do the same.

Posted on: 9/2 12:46
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Re: Mod zum erhöhen der Lagerkapazität
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Ist bestenfalls mittels plugins machbar.

Oder wenn man dem Schiff generell eine hohe Kapazität gibt und diese dann aber durch "Volume" von vorinstallierten Equipment wieder wegrechnet.
zb. 400 Laderaum - ein Schild der 300 Laderaum verbraucht = 100.
Wird der Schild ersetzt durch einen der keinen Laderaum verbraucht hat man dadurch über Umwege eine Art Erweiterung des Laderaums erreicht.
Funktioniert allerdings nur bedingt da FL immer die 400 Max. Kapazität anzeigen wird für das Schiff. Wäre also nur eine Notlösung.

Posted on: 9/2 12:39
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Re: Modded Game Crashing Pre-Menu
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Putting aside that this clearly is an error I have my doubts that it can explain the crash at this early point.
FL seems to load the system files at a later point.

It's pretty hard to tell what causes such a crash without further info but the vast amount of crashes at this specific point are related to savegames being no longer compatible with the modded files. It would be worth a try to rename the savegame folder and try to load the game then.

Posted on: 9/2 12:38
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Re: Rufanstieg bei allen Fraktionen wenn Nomaden gekillt werden
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I guess the devs just took the liberty to make the naming schemes less boring this way while having an internal nickname that identifies the purpose of the faction.

Posted on: 8/17 14:32
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Re: Freelancer Gold Disc
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It is nothing unusual for gold versions to be given as preview samples. It is considered to be a done and working product which only here and there needs some polishing.

To be honest I am curious now if it is exactly what was released later in the stores or if there are small differences.

Posted on: 8/11 8:39
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Re: Zone Manipulation Question
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you can not unless you fake the appearance using a custom nav object

Posted on: 6/22 16:52
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Re: ALE Editor Alpha 1 Release
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Is there a way to zoom out?
Most of the effects I tried to load are significantly bigger than the preview screen and therefore it is hard to see how they actually look.
The zoom control only seems to allow positive numbers but i actually have the feeling that it doesnt change anything.

edit:
ah... nvm found it

that certainly takes a bit longer to test
thanks for your hard work on it

Posted on: 2020/6/14 10:46
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Re: Ship disappearing
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I use it in my mod to call specific custom lod settings when I need them in certain situations. It only should have an effect on the stuff I have created and to my knowledge should not have any use for models that were not specifically created for it. That made me curious a bit.

Posted on: 2020/6/9 16:03
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Re: Ship disappearing
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may I ask what ship you are using?
the "0, 1300, -1" makes me a bit curious because it is a very specific workaround

Posted on: 2020/6/8 16:21
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Re: Bases become invisible inside nebulas (Solved)
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There is a cascading load order.
That means that nebula, asteroids and encounterparameters always belong to the top of the file since the stuff loaded below requires these entries being in memory at the point of processing.

The order does not matter. Nebula can be above or below Asteroids... you can even mix it. The only important thing to remember is that zones and objects have to be below.

Posted on: 2020/5/19 16:57
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Re: OpenGL Rendering
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Open in new window

Posted on: 2020/5/5 9:22
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Re: OpenGL Rendering
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A batch of questions:

Are specular maps seperate?
In the vids you have posted over the the past months you have mostly shown metallic surfaces but also in 1 or 2 (IIRC) there were asteroids which looked like having a shiny surface. I am not entirely sure if that was intentional or just a side effect of the demo.
I think some surfaces better shouldn't be reflective.

How does this translate to interiors of bases?
FL renders them slightly different.

Are adv. texture settings such as detailmaps, glowmaps, animated textures etc still supported?

Posted on: 2020/5/4 15:16
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Re: Custom weapon models invisible
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does it have a sur and hardpoints?
if missing it could prevent the weapon to show up
an empty hardpoint node could cause the same

this would be the most likely error sources (but not the only ones)

Posted on: 2020/4/24 12:37
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