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There are currently 32 users playing Freelancer on 41 servers.
October. 17, 2019
The Starport Forum Index > All Posts (Cpt_Rei_Fukai)

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Re: Custom Stations

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I would recommend Schmackbolzens tool for the surs. I used it for my mod and it is easy to use and flexible at the same time.

Posted on: 9/6 19:42
FL Leuchtfeuer
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Re: Custom Stations

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FYI: Blender has a builtin ms3d exporter, which works nicely.

Posted on: 8/29 16:34
FL Leuchtfeuer
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Re: About editing infocard

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I used Adoxas FRC for my Infocards. It should be possible to solve your issues with this tool.

Posted on: 8/26 21:38
FL Leuchtfeuer
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Re: LancerSolurus Ale Editor?

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Hi,

although I don't have the ale editor, I recommend you to use Adoxas XMLProject instead.

Posted on: 8/25 16:59
FL Leuchtfeuer
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Re: I need your help!

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Did you check the wiki?

Posted on: 6/11 17:38
FL Leuchtfeuer
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Re: Leuchtfeuer Release Thread

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After much work the hopefully final Version 1.2 is finished
It brings many changes improvements and some new content, so check it out.

The full changelog can be viewed on ModDB or in the readme.

So lean back an enjoy

Posted on: 3/29 22:17
FL Leuchtfeuer
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Re: Custom Ship Pilots

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I completely forgot about this line in shiparch.
So I changed the pilot_mesh entry and it works just like I wanted, thanks!

@.Nx: I used the orignal FL model as base, but I changed the posture and removed the chair. That is why I needed to put a specific pilot in my special ship.

Posted on: 3/17 17:20
FL Leuchtfeuer
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Custom Ship Pilots

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Hello everyone,

I am currently trying to add pilots to some of the custom ships in my mod.

But Freelancer being Freelancer, crashes at the shipdealer when I add the pilot to the ship package like this:
Code:

goods.ini
nickname = fand_package
category = ship
hull = fand_hull
addon = generic_pilot, HpPilot, 1
(...)


So I am wondering if there is another way to add a custom pilot model to a custom ship model.

As a last resort, I could include the pilot mesh in the ship model itself, but I am wondering if there is a smarter solution for this.

Posted on: 3/17 10:50
FL Leuchtfeuer
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Re: Modern design

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Quote:

FriendlyFire wrote:
[...](and maybe the wiki, it's also pretty dead)[...]


While there is not much activity these days, I still think it would be bad to lose it. I like the thorough explanations in the modding database, as opposed to sifting through outdated forum posts.

Which is also why I added way more wiki articles than forum threads.

Posted on: 2/28 18:10
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Re: Fresh Start Mod

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The only thing I can think of is the fresh start mod that is distributed with the Mod Manager itself. I'm afraid I never tried it, so I don't know if it is what you are searching for

Posted on: 2018/11/17 20:37
FL Leuchtfeuer
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Re: Crash Offsets

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Found something again, in Common.dll at 0x000aa91a.

It happens when you try to buy a ship which contains an invalid item in its package. E.g the nickname of the engine does not exist.

I found another crash in alchemy.dll at 0x0001f3a6.
It happens when the <pairs> of an effect use numbers that do not exist in the <fx> part of the effect.

Crash in Content.dll at 0x00055727:
This crash happens when an encounter is spawned that contains more permutation lines than formations

Posted on: 2018/11/11 18:03
FL Leuchtfeuer
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Animated Missiles

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I'm currently working on an extension for my mod and want to include a missile that has got a constantly rotating part.

Existing models in Freelancer seem to perform the trick with a loadout; e.g. the gas collector
Code:
[Loadout]
nickname = gas_collector
equip = gas_collector_animate1

Code:
[InternalFX]
nickname = gas_collector_animate1
use_animation = Sc_rotate main probe


But I don't think that this will work for a missile. So my question is if there is a way to to do it.

EDIT: Shrinked the picture

Attach file:



jpg  animated_missile_2.jpg (35.50 KB)
46303_5bab9f3909858.jpg 550X127 px

Posted on: 2018/9/26 15:59
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Re: Crash Offsets

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As a follow up on the savegame thread I confirmed the crash of Freelancer.exe in Common.dll at 0x000c22fe. It happens when you try to load a save game that contains a reputation to a faction that doesn't exist in initialworld.ini

Posted on: 2018/7/23 17:49
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Re: SAVE GAME

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So I did a bit of testing on my save game, which unfortunately was created while my own mod was activated. (I played the campaign again to see if it is possible with my mod)

If I try to load it in vanilla it crashes in Common.dll at 0x000c22fe when I try to load the savegame. FLSpew shows nothing useful.
But the crash does not make any sense, because I have not altered Omega-3 in any way and I did not equip anything that doesn't exist in Freelancer.

Posted on: 2018/7/22 21:28
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Re: SAVE GAME

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I hope that this one works for you.

Attach file:


zip Save5553.zip Size: 44.91 KB; Hits: 70

Posted on: 2018/7/12 18:29
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