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March. 29, 2023
The Starport Forum Index > All Posts (GeoCalibur)

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Tool Idea: Sellable Equipment Generator
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Essentially, what I want the tool to do is create a buy/sell listing to a user-specified ini file (e.g. gci_power_good.ini), from a user specified equipment listing (e.g. cgi_power_equip.ini).

What this tool should do is create good listings at a formulated estimate, which varies from equipment type to equipment type.

Price for Power Plants can be defined like such:

capacity * charge_rate \ mass = price

I figured this would provide fair estimates, eliminate guesswork, and save time on creating good entries.

Anyone who's happy to program a prototype, is welcome to share it here.

Posted on: 2016/9/6 16:15
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Wanna Mod Discovery?
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You can, but there's a lot of hoops to jump through:

1. After Updating disco, Copy your Discovery Folder as another instance, to make a clean slate for modding.

2. disable directplay8.dll, dsace.dll, and dsupdate in your modded instance's dacom.ini. A semicolon beside the troublesome libraries should do it.

Explanation for disabling the aforementioned dlls:
These libraries are meant to regulate the content consistency in the game, when they check the dacom.ini, any libraries found in the list considered an unfair edge like jflp.dll 1.21, crashes your game on startup. Well, without the Directplay Library it started fine, but I recommend disabling the Disco exclusive libraries, just to disable all security checks.

3. Besure to add the FL_Dev includes to your dacom.ini:

Before [DACOM], add "@include FL_Dev.ini"

Then betwixt [Libraries] and [System], add "@include FL_DevOnlyLibs.ini"

4. Install jflp and hudshift, like always.

5. Profit, your modded instance is ready for editing!

Posted on: 2016/9/4 17:53
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Re: Plugin Concept: Critical Hit Modifier?
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The Crit Module is great, but in case guns do have explosive munitions, will it work regardless?

This gives me an idea for a special plugin that can be associated with criticalhit.dll. I'll post the idea in a separate thread.

UPDATE: For now, when using criticalhit.dll, add the parameters for the following in weapon_equip.ini:

Code:

; For Missile Explosions, add this clause
[Explosion]
critical_hit = 10, 1.5

; For Mines, add this clause
[Explosion]
critical_hit = 15, 1.5

; For Torpedoes, add this clause
[Explosion]
critical_hit = 25, 1.5


You may tweak these values individually, afterwards. To improve ratio for higher end armaments, and/or tone down ratio for lower-class launchers. Either way, Corsairs are about to get dunked on!

Posted on: 2016/9/1 0:14
I'm gonna' be all over ya like shingles!
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Making Power Plants sellable
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First, the proper music for tone:



Ok, I came up with a new Power Plant variation for the Surveyor.
From misc_equip.ini:

Code:

[Power]
nickname = gci_elitelf_power_01
ids_name = 589840
ids_info = 590840
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
mass = 10
volume = 0.000000
capacity = 10000
charge_rate = 1250
thrust_capacity = 1000
thrust_charge_rate = 100
lootable = false


The Name and Infocard is done, and I've even added an entry in misc_goods.ini:

Code:

[Good]
nickname = gci_elitelf_power_01
equipment = gci_elitelf_power_01
category = equipment
ids_name = 589840
ids_info = 590840
price = 250000
combinable = false
item_icon = equipment\models\commodities\nn_icons\equipicon_powerplant.3db
shop_archetype = equipment\models\commodities\crates\crate_grey.3db


Ok, I plan to sell this good at select bases in Liberty Space, in the Disco Mod, is there a base that accepts the sales of experimental hardware in Liberty, according to the lore? It must be a lawful/quasi-lawful faction.

Also, I plan to make power plants interchangeable, sell an old for a new, how do I make the power plant visible in the sell box?

Posted on: 2016/8/30 18:37
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Re: [WIP] Ale Effect Editor
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I'll beta test what you compiled already, PM me a dropbox link, I'll let you in on some bugs, crash-inducing or otherwise.

Posted on: 2016/8/27 17:26
I'm gonna' be all over ya like shingles!
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Re: 3D Model Showroom
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Looks interesting, but where are the Hardpoints?

Posted on: 2013/9/12 22:51
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ALE Coding: Assistance, bitte?
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OK, in my endeavors of weapons coding, I'm in a bit of a roadblock coding custom ALE files. Yes, I am aware of the fact that the wrong CRC for the effect in question will likely cause catastrophic failure to the game. My case is different, unlike beam effects, I want to make photon effects. After decompiling ku_photon_01.ale I was aware that I would get two files.

I want to make my own photon effects from scratch, but I lack documentation of the Alchemy Effects Code. I barely have a clue as to what each command does towards the BIG picture. Any idea on where to start?

UPDATE: On second thought, nix the code, now I face something confusing. Node_LifeSpan, is that value in seconds or something else? Also, how do you calculate keyframe time from real time? Is it referenced time/end time?

Posted on: 2013/9/9 13:41
I'm gonna' be all over ya like shingles!
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Re: Blender's Bmesh system, is this good for modeling for FL?
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But what if the ship takes a distinct shape it must follow? What then, Sizer?

Besides I tried to keep everything Quads, but I keep getting n-gons when I add detail with Bevel. chamfer and the likes, and you have to remove any byproducts of the mirror modifier before you export the mesh.

Posted on: 2013/6/11 18:46
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Re: Blender's Bmesh system, is this good for modeling for FL?
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I know that I mean Tessellate a dummy model before exporting the real one. Because the mesh is likely to not triangulate cleanly upon export. The CMP Exporter for 3ds MAX can be an ass when tessellating n-gons. Of course if your model is centered on the Y Axis (?) it's not a problem, right?

Posted on: 2013/6/11 18:07
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Re: Blender's Bmesh system, is this good for modeling for FL?
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Good to know, but it's better to tessellate your mesh before exporting it. Otherwise, you could end up with a mess, especially if you have Hardpoints in the middle of the mesh. But it's like my CAD Professor said, don't sweat the small stuff, just make it look pretty.

Posted on: 2013/6/11 17:10
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Blender's Bmesh system, is this good for modeling for FL?
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You think this will be a leg up for modelers, or a nightmare for the engine?

You do realize you will have to tessellate the mesh prior to actually exporting it to CMP.

https://www.youtube.com/watch?v=Vdx70AExNyg

Posted on: 2013/6/11 16:39
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Re: The Great What Are You Listening to Thread ;D
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Dan Forden - Goro's Lair (from Mortal Kombat)


I'm thinking about making a Flagship for Goro, something that let's him utilize his four arms. Any ideas?

Posted on: 2013/6/11 13:29
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Re: Model Pack
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Actually, I need to model the mount points in my model, to give clues as to where to put the Hardpoints.

Posted on: 2013/6/10 18:33
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Re: Model Pack
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Looks promising, but I can neither do SURs nor Hardpoints. Isn't there a vid tutorial on utilizing CMPs for FL?

Posted on: 2013/6/10 13:19
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Re: Models giveaway
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Ok, perhaps this will clarify things. An outline ref is a reference showing only the exterior outline of the concept. This type of reference is commonly used in tests involving creativity, because no detail is given inside the outline. It's like an deciphering an inkblot, it can be whatever you mind tells it to be. Unlike the inkblot, the outline determines the models bounds and proportions.

If you're still confused, go back to the inkblot analogy, heck, even look at inkblots. You'll understand what I mean.

Posted on: 2013/6/3 17:37
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