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There are currently 104 users playing Freelancer on 44 servers.
October. 26, 2021
The Starport Forum Index > All Posts (Cpt_Rei_Fukai)

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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: 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: 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: 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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Re: Making other colours of "red giant" star?
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As I am not sure what you actually want to achieve, I made a mockup for you
If you like it I can tell you the settings I used.

Attach file:



jpg  test.jpg (149.31 KB)
46303_5efb99cec9010.jpg 800X600 px

Posted on: 2020/6/30 21:00
FL Leuchtfeuer
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Re: Copying and Editing an Existing Starsphere
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First of all, afaik Freelancer supports only two texture types, .tga and .dds. Anything else won't work and changing the extension will not make a png a tga. Modifying space_color does have an effect but it is more like a global background color.

Starspheres consist of many meshes and textures, so if one is broken, you will just see the the rest without it.

The different MIP Layers you see are a level of detail feature. The idea is that if you get closer to an object, more detailed(bigger) textures will be loaded. But it seems that starspheres don't use this technique.(as it doesn't make sense)

Posted on: 2020/6/22 23:30
FL Leuchtfeuer
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Re: HUD Icon question
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You will have to create a new texture with e.g. Photoshop or you can extract the texture from the original file the came with Freelancer.
In either case, you probably will need to edit DATA\interface\buttonmontage.ini as well; specifically the size entry and the scaling parameters behind each texture.

Posted on: 2020/6/22 23:08
FL Leuchtfeuer
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Re: HUD Icon question
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As it is an UTF-File(you can think of it like an archive) it actually contains many textures in one file. Use the UTF-Editor to replace the desired texture.

Posted on: 2020/6/22 18:23
FL Leuchtfeuer
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Re: HUD Icon question
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I haven't done any hud modifications, but DATA\Interface\buttontextures.txm seems relevant. Be careful though, replacing the file will revert other buttons too, you should preferably just replace the Montage64 texture.

Posted on: 2020/6/21 17:24
FL Leuchtfeuer
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Re: How to Edit Ship Hold Size?
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My guess is that you did not decompress the file. FLMM or adoxas tini can decompress the file.

Posted on: 2020/6/12 20:18
FL Leuchtfeuer
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Re: Zone Questions
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This site has a seach function, so try it out

Anyway to your questions:
1. A zone is displayed as minable in the navmap depending on it's visit parameter
Property flags change the display on the navmap, e.g asteroids or nebula etc.

2. As Thaddeus said, simply add a "damage"(Range = 0-inf) parameter to your zone for "radiation damage".
If you want to reduce the sensor efficiency simply add the parameter "interference"(Range = 0.0-1.0).

Posted on: 2020/6/7 11:38
FL Leuchtfeuer
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Re: Pathing (Waypoints) in Modded System
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I investigated a bit and it seems FL always tells you "No best path" if a system cannot be reached with jumpgates. For example plotting a course to Omicron Alpha tells me "No best path" as well.

Adoxas FLHack has an option for that.

Posted on: 2020/6/7 11:13
FL Leuchtfeuer
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Re: Pathing (Waypoints) in Modded System
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Afaik those files hard code pathing information using different routes.

The idea is that every possible source system has got path info on how to get to every possible destination system. If a system is not in this list, you get the error you described. The different files use different travel methods; eg. only jumpholes; only jumpgates; any

Seems like you only added routes TO your system, but no entry for travels FROM your system.

Maybe deleting those files makes FL calculate the route on the fly?

Posted on: 2020/6/3 18:59
FL Leuchtfeuer
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