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There are currently 83 users playing Freelancer on
40 servers. | April. 19, 2021 |
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[Freelancer Mod News]Freelancer: Mostly Harmless v0.3 Release |
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Just popping in
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![]() http://www.moddb.com/mods/freelancer- ... lancer-mostly-harmless-03 And I couldn't resist doing another video - soundtrack by the Bee-Gees ![]() https://www.youtube.com/watch?v=6pAIFq0AN6U
Posted on: 2015/8/8 23:50
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Re: Adding Captions, Subtitles or Text in THN Intro Scripts |
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Quote:
Cheers adoxa, it looks like dummy "panel" models and textures is the easiest way to get this done. I did have a look at the subtitles plug-in, but it seems that would only work in-game and as you say is tied in to audio files being played. It does seem a bit odd that the scenes scripting engine does not have the facility for subtitles and captions, but hey-ho, such is the way of things.
Posted on: 2015/7/8 11:01
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Adding Captions, Subtitles or Text in THN Intro Scripts |
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Just popping in
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I'm hoping someone knows the answer to this.
I am desperately trying to find a way to add captions/text to my intro animations (thn files). The only thing I have found so far is adding some userprops attributes to the scene object - this being TextStart="<time to show>", TextMessage="<ID of text in DLL>" Which is fine, it displays text top left (like when you enter a new system etc) But it can only display one message, and I want to be able to do multiple messages. Here's the thing, my intro animation shows all the ships in my mod, and as each one is brought into focus, I want to display the ship name. Here's the video of the intro animation: https://www.youtube.com/watch?v=G4LGiXk5xzo I understand detailed information on all the capabilities and specifications for THN scripts for animations is rather sparse, but does anyone know any more than can be found in the 'starter' tutorials?
Posted on: 2015/7/6 11:29
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[Freelancer Mod News]Freelancer: Mostly Harmless 0.2 |
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Available now from http://www.moddb.com/mods/freelancer-mostly-harmless Bug fixes and Thargoid Warships have returned after hiding away in a ini file bug. Not compatible with older save games - usual install process - clean install of Freelancer, delete old AutoSave.fl and Restart.fl save games Should also work for multiplayer with v1.1 of FLServer.exe
Posted on: 2013/11/14 14:45
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Re: [Freelancer Mod News]Freeworlds: Tides of War: The Update |
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This is looking really awesome, really pushing beyond the limits.
Can't wait for the release ![]()
Posted on: 2013/11/14 9:40
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[Freelancer Mod News]Freelancer: Mostly Harmless 0.1 Beta Released |
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Posted on: 2013/6/21 13:57
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Re: Freelancer: Mostly Harmless Open SP v0.1 Beta released |
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Yep, will be implementing rotating stations in the next iteration of development. Just wanted to get a 'working' game done, and get some feedback for any bugs or suggestions.
I should post this mod in the news section at some point.... Hope you enjoy the mod!
Posted on: 2013/6/19 15:01
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Freelancer: Mostly Harmless Open SP v0.1 Beta released |
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Just popping in
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Posted on: 2013/6/18 11:47
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Hello |
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Just popping in
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Hi All,
I am a big fan of Freelancer and mods, and I am looking to have a go at modding the game myself - and possibly even developing a new modding application to help make it as easy as possible. I know I should search the forums, but if anyone can give me a heads up on where to start in terms of understanding the architecture of the game and it's configuration files(ini files) and how they all relate - that would be great. I want to understand how it all fits together before I start messing about - in the first instance I want to be able to create my own star systems with planets, bases, trade lanes, zones, patrol paths and the like - but using the existing factions.
Posted on: 2013/1/25 11:02
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