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There are currently 51 users playing Freelancer on 47 servers.
May. 28, 2022
The Starport Forum Index > All Posts (Cpt_Rei_Fukai)

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Re: Weapons cmps/3db
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Attached are a few things from my mod. Hope this helps you

Attach file:


zip Ausruestung.zip Size: 777.33 KB; Hits: 17

Posted on: 5/10 18:28
FL Leuchtfeuer
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Re: Crasht mission 1b
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Quote:

Jack wrote:
Danke für die vorschläge! Ich spiele grad das mod NorthQuadrantv1612 !


Quote:

moddb wrote:
Note: This Mod Does Not Support Single Player.


Scheint als hätte SWAT_OP-R8R voll ins Schwarze getroffen.

Posted on: 5/9 17:55
FL Leuchtfeuer
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Re: Crasht mission 1b
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Sei mal nicht so ungeduldig, wir sind hier nicht der offizielle Support
Außerdem können wir mit so wenig Informationen eh nix machen.
Spielst du normales Freelancer oder mit Mods? Wenn ja, welche?

Ich hab die Kampange ja ca. 5 mal gespielt, daß ist mir aber noch nie passiert. Hast du eventuell den V1.1 Patch nicht installiert?

Posted on: 5/5 17:19
FL Leuchtfeuer
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Re: Space Battleship Yamato/Star Blazers mod wanted
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Quote:

Saphira123456 wrote:

Edit: Oh my god. Captain Rei, you are a MIRACLE WORKER.
You can be my chief engineer any time.


As a matter of fact, I am an engineer.


Glad you like it.
The whole new balance thing and the broken effects took me quite a while,
I hope it was worth the wait.
You should be able to freely switch between the old and new balance, so give it a try.

See you in Space Cowboy

Posted on: 4/21 17:46
FL Leuchtfeuer
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Re: Space Battleship Yamato/Star Blazers mod wanted
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My work on this is done.
The sur is not perfect, but I think this is caused by Schmackbolzens converter.
But it works well enough.

This mod was so unfinished that EA tried to publish it.
But then again, Freelancer modding has come a long way since 2005.


  1. Extract the yamatoshipmod.zip to the FLMM Mods directory

  2. Start FLMM

  3. Deactivate the old mod

  4. Activate the new mod

  5. Maybe copy the existing single player saves

  6. Load a save before you bought the ship if possible

  7. Buy the ship again

  8. ???

  9. Profit



I hope everything works out for you.

Fun fact: Today marks the third anniversary of my visit to the yamato museum in Kure.

Attach file:


zip yamatoshipmod.zip Size: 944.50 KB; Hits: 14
zip yamato_source.zip Size: 130.94 KB; Hits: 11

Posted on: 4/20 21:45
FL Leuchtfeuer
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Re: Space Battleship Yamato/Star Blazers mod wanted
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Quote:

Saphira123456 wrote:

Yes, in single player mode.

Is there any way to get a new version of this that works?


I'm working on it, I already fixed the crash, the broken effects, the mod script and the infocards.
I'm working on the surs right now, as this thing uses the sur of the liberty battleship. Thus many shots miss this gigantic ship.
I also don't like the collision behaviour, so I might do some tweaks there as well.

Posted on: 4/11 19:03
FL Leuchtfeuer
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Re: .Ale knowledge zone
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Sure thing!

EQUIPMENT\select_equip.ini
Code:

[AttachedFX]
nickname = fx_sun_ale
particles = Sun_ale_eft


FX\SPACE\space_ale.ini:
Code:
[VisEffect]
nickname = Sun_ale
alchemy = fx\space\Sun.ale
; effect_crc = 3967695840 CRC is case sensitive!
effect_crc = 103825916
textures = fx\smoke.txm
textures = fx\missleeffect.txm


FX\effects.ini
Code:
[Effect]
nickname = Sun_ale_eft
effect_type = EFT_EQUIP_ATTACHED_INSANELY_LARGE
vis_effect = Sun_ale


SOLAR\loadouts.ini
Code:
[Loadout]
nickname = magmaeater_load
archetype = magmaeater
equip = scalar_howitzer, HpWeapon01
(...)
equip = fx_sun_ale, HpFx01


UNIVERSE\SYSTEMS\Iw07\iw07.ini
Code:
[Object]
nickname = Iw07_magmaeater
(...)
pos = 25050, -4300, 13250
Archetype = magmaeater
loadout = magmaeater_load


If you want to, you can add my 40 custom ales to your package.
They are all finished and open source

Posted on: 3/20 21:55
FL Leuchtfeuer
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Re: .Ale knowledge zone
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Works on my machine(tm)

Frankly I'm shocked that your ale works despite the errors I found.

Attach file:



jpg  Sun_ale.jpg (35.78 KB)
46303_623647ae82f59.jpg 600X450 px

Posted on: 3/19 21:14
FL Leuchtfeuer
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Re: .Ale knowledge zone
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If I were Freelancer, I wouldn't understand what you want from me, hence nothing to do.
So I didn't even try bother with the ini coding.

    Sun_01.app wont display anything because
  • HtoVAspect is zero

  • and RectAppScale is zero

  • Sun_01.emt doesn't emit anything because minradius=maxradius resulting in an empty emission volume.
    Sun_01_starflare.app won't display anything, because
  • the size was set to zero in the node transform

  • Additonally it is set to be a tris and a quad at the same time

  • Sun_01_starflare.emt
  • also has its size set to zero in the node transform

  • and doesn't emit anything because minradius=maxradius again


If that sounded like a lot of gibberish then I recommend my wiki entry on ale effects.

Edit: Apparently the Emitters still produce particles even if min>maxradius

Posted on: 3/18 19:32
FL Leuchtfeuer
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Re: Missions with Custom Fractions.
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Like I said, we need information, without it we can't help you.
As it turns out you actually have two custom factions fighting each other, with custom ships and npcs, inside a custom system, etc.


The empathy.ini entries of each faction should contain every other faction but not itself!

vignetteparams.ini defines which factions offer which mission types like assassinate, destroy base, ...

Additional things I found in old posts:
-The factions should be hostile to each other in initialworld.ini
-Both factions should be spawned in the mission area, as some missions need friendly ships.

Things you can try:
Look at FLSpew
Scan with FLScan II
Replace things with known working ones to narrow down the error(factions/systems/bases/npcs...)

Posted on: 2021/9/21 21:19
FL Leuchtfeuer
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Re: Missions with Custom Fractions.
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Could be numerous things, you will need to give us additional information:
-The base is too far away from the vignettes, so some are not used
-The faction has no enemys that can spawn in the area/system
-The faction has no enemys
-The faction is setup incorrectly in empathy.ini?
-Some of the missions that are generated are too difficult for your level
-The enemy factions have no ships for the mission difficulty
-Your group is not present in vigntetteparams.ini
-something I didn't think of

Posted on: 2021/9/20 21:34
FL Leuchtfeuer
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Re: Corrupted Files
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You can try out FLScan II. It helped me a lot when I developed my mod.

I took a quick look at the mod file from the download section.
-Just unpacking the mod will NOT work, as the mod uses FLMMs scripting features.
-The files seem incomplete, I don't get how any FLMM would know what to do with those files. But maybe there is some feature I don't know...

Posted on: 2021/4/20 17:19
FL Leuchtfeuer
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Re: The TSP Wiki Modding Database
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I have already contributed ~30 wiki entries and might write some new entries these days, but it is quite time consuming.(especially my piece on particle effects).
Another problem is that I can only explain things that I myself understand properly.

On the topic of the gaps in the db, at least some of them are missing because some files are very straightforward imho.

Posted on: 2020/9/25 19:01
FL Leuchtfeuer
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Re: remove Microsoft Warning for MP
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Adoxas FLHack has an option for this

Posted on: 2020/9/15 18:35
FL Leuchtfeuer
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Re: Making other colours of "red giant" star?
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Ok, I am posting exactly what you see in the picture I posted.
Look at it ingame and modify the color and size values until you are content with it.

Add the following to DATA\Solar\stararch.ini in EXACTLY this order!
Code:

[star_glow]
nickname = Iw07_05_starcenter
shape = lenscircle
scale = 1
;Colors are repesented with one float per color channel
;R, G, B (0=0 1=255)
;#0077ff
inner_color = 0, 0.545098, 1.000000
outer_color = 0, 0.545098, 1.000000

[star_glow]
nickname = Iw07_05_starglow
shape = LensGlowSpike
scale = 6
;#0077ff
inner_color = 0, 0.545098, 1.000000
outer_color = 0, 0.545098, 1.000000

[lens_glow]
nickname = Iw07_05_lens_glow
shape = LensGlowSpike
radius_scale = 2.000000
inner_color = 0, 0.545098, 1.000000
outer_color = 0, 0.363398, 0.660000
glow_fade_in_seconds = 0.250000
glow_fade_out_seconds = 0.250000

[star]
nickname = Iw07_Sun05
star_glow = Iw07_05_starglow
star_center = Iw07_05_starcenter
lens_flare = circle_blue_lens_flare
lens_glow = Iw07_05_lens_glow
intensity_fade_in = 0
intensity_fade_out = 0
zone_occlusion_fade_in = 1.000000
zone_occlusion_fade_out = 1.000000
;Modify the radius parameter to change the size in space
radius = 9600.000000


Add the following to DATA\Solar\solararch.ini
Code:

[Solar]
nickname = sun_5000
ids_name = 458755
ids_info = 458855
type = SUN
DA_archetype = solar\suns\sun.sph
mass = 1000000
;Modify the solar_radius parameter to change the size in the navmap
solar_radius = 5000
shape_name = NNM_SM_SUN

Add the following to your system ini in DATA\Universe\*\*.ini
Code:

[zone]
nickname = Iw07_Sun5_ring
pos = -9000, -1000, -25000
rotate = 0, 25, -20
shape = ring
size = 19000, 1000, 3000
sort = 53

[Object]
nickname = Iw07_Sun5
ids_name = 458755
ids_info = 458855
pos = -9000, -1000, -25000
ambient_color = 0, 139, 255
archetype = sun_5000
star = Iw07_Sun05
atmosphere_range = 6400
burn_color = 0, 139, 255
ring = Iw07_Sun5_ring, solar\rings\Iw07_ring5.ini

For completeness, here are the ring settings,
although I didn't adjust the colors
Add this to DATA\Solar\Rings\Iw07_ring5.ini
Code:

[TexturePanels]
file = solar\rings\shapes.ini

[Exterior]
shape = amberring1
detail_shape = ringdetail
detail_tile = 25, 5
color = 255, 255, 255
opacity = 0.700000
thickness_edge = 0.900000
outer_edge = 0.300000
inner_edge = 0.100000
num_segments = 64
transition_dist = 100

[Clouds]
max_distance = 800
puff_count = 23
puff_radius = 42
puff_colora = 224, 0, 0
puff_colorb = 130, 41, 46
puff_max_alpha = 0.750000
puff_shape = rock_wisp1
puff_shape = rock_wisp2
puff_shape = rock_wisp3
puff_shape = rock_wisp4
puff_weights = 3, 1, 1, 1
puff_drift = 1.000000
near_fade_distance = 175, 300

Posted on: 2020/7/1 17:57
FL Leuchtfeuer
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