Freelancer Community Network
Reminder: Internet Explorer 6 or below are NOT supported.
HomeHome
ForumForum
WikiWiki
DownloadsDownloads
ForgeForge
Multiplayer Connection Tutorial
Collapse/Expand Random Image
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Who's Online
34 user(s) are online (6 user(s) are browsing Forum)

Members: 0
Guests: 34

more...
Collapse/Expand Donations
Monthly costs: -30€
Income (ads): +5€
Donations (last month): +0€

Current balance: 60€
(last updated 03/2020)

Please make a donation if you want to help keeping The-Starport online:

Bitcoin address:
Thanks!
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 60 users playing Freelancer on 42 servers.
May. 28, 2020
The Starport Forum Index > All Posts (Cpt_Rei_Fukai)

Bottom Bottom   Previous Topic   Next Topic

(1) 2 3 4 »


Re: How to Edit Ship Hold Size?
Not too shy to talk
Joined:
2017/3/1 17:22
From Bavaria
Group:
Registered Users
$$$ Supporters $$$
Posts: 50
Offline
Well, the amount of cargo space you want to have as an integer?...

As robocop said:
Look in shiparch.ini for the [Ship] entry with the nickname co_elite2 and modify the entry hold_size

See the wiki for further info.

Posted on: 5/9 18:38
FL Leuchtfeuer
Top
Topic | Forum


Re: Custom weapon models invisible
Not too shy to talk
Joined:
2017/3/1 17:22
From Bavaria
Group:
Registered Users
$$$ Supporters $$$
Posts: 50
Offline
If you want to use LoDs your cmp should look like this:
Code:
\
----xyz.3db
----|----MultiLevel
----|----|----Level0
----|----|----Switch2

You need to add values to the Switch2 node;
In the vanilla models, it is a float array, that needs to contain a value for each Lod inside the model +1.
So in your case, add a 0 and another value for the distance(in meters?) where the model isn't drawn anymore.

You need to do this for every .3db in the file!

Posted on: 4/25 12:54
FL Leuchtfeuer
Top
Topic | Forum


Re: Custom weapon models invisible
Not too shy to talk
Joined:
2017/3/1 17:22
From Bavaria
Group:
Registered Users
$$$ Supporters $$$
Posts: 50
Offline
Some other things I can think of:
-Level of Detail makes the weapons invisble
-Incorrect material hash in VMesh Data
-surs are unlikely to cause problems
-Missing/Incorrect/Empty hardpoint data
-Wrong Material settings
-wrong normals on the model
-wrong settings/paths in the equipment inis
-broken model/mat file

Things you can try:
-Check FLSpew.txt
-use FLScanII and see if it finds something
-upload your utf-files so we can check

Posted on: 4/24 14:55
FL Leuchtfeuer
Top
Topic | Forum


Re: [SOLVED] Fixing broken behaviour with NPC gunfire
Not too shy to talk
Joined:
2017/3/1 17:22
From Bavaria
Group:
Registered Users
$$$ Supporters $$$
Posts: 50
Offline
I performed a short test and it looks like NPCs move their weapons around during combat.(not just the turrets)
If this angle is used during the calculations is hard to tell, but it looks like it is.
I think the only difference is that NPCs do not use the Muzzle_Cone_Angle from constants.ini, but a hardcoded value from common.dll

Posted on: 4/6 19:06
FL Leuchtfeuer
Top
Topic | Forum


Re: [SOLVED] Fixing broken behaviour with NPC gunfire
Not too shy to talk
Joined:
2017/3/1 17:22
From Bavaria
Group:
Registered Users
$$$ Supporters $$$
Posts: 50
Offline
Well, as a workaround you could try limiting the weapons firing angles to realistic values or lower their tracking speed.
This way I was able to create weapons that fire at where they are pointing in my mod.

Things you can try to tweak are:
DATA\Constants.ini MUZZLE_CONE_ANGLE
DATA\weapon_equip.ini turn_rate,force_gun_ori
DATA\Equipment\models\weapons\*.cmp Rev Data Axis Max
(very time consuming)

I don't recommend to use force_gun_ori, as your guns will fire even if they are not able to shoot at the target point.

Posted on: 4/2 20:53
FL Leuchtfeuer
Top
Topic | Forum


Re: [Freelancer Mod News]New demo of Freelancer: The Nomad Legacy released!
Not too shy to talk
Joined:
2017/3/1 17:22
From Bavaria
Group:
Registered Users
$$$ Supporters $$$
Posts: 50
Offline
Quote:

Bas wrote:
OK, loaded it up.

1 I believe in the Eng version of FL, it is called Rhineland, not Rheinland.
2 Critical: Generic "destroy base" missions couldn't be completed, not possible to damage the base (usual gun equipment, can submit savegame)
3 Balance: Basic tractor beam sucks WAY too much. It it impossible to ever collect life-saving nanobots or shield batts during a fight.
4 Balance: The power of NPC ships often range between "pretty easy" to "almost impossible" by a single ship upgrade. You might want to do it less polarizing and more ships in-between. I felt especially the sudden upgrade from like 8k hull ships to 30k Valkyres has been pretty harsh.
5 Sale price for lv1 weapons should be higher, like 300$ at least, or ships should drop lv2 more oftne. It is rpetty frustrating fighting for your own life (and their death) only to get 90$ creds in return for random encoutners.
6 Will the old systems be visitable?

1 No, it called Rheinland in the english version(see e. g. the english starmap)
2 The destroy base missions don't work like you expect them to.(they are pretty neat imho)
3 Well you can upgrade the tractor. Also should you be able to loot bats/bots during combat?
4 I felt that way too, but try upping your engine, this helps a lot
5 Fl lets you only define a resale percentage afaik. Any increase works globally...
6 There are no old systems anymore. Which is also why FLMM format does not make any sense

Posted on: 3/17 22:09
FL Leuchtfeuer
Top
Topic | Forum


Re: Custom Stations
Not too shy to talk
Joined:
2017/3/1 17:22
From Bavaria
Group:
Registered Users
$$$ Supporters $$$
Posts: 50
Offline
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: 2019/9/6 19:42
FL Leuchtfeuer
Top
Topic | Forum


Re: Custom Stations
Not too shy to talk
Joined:
2017/3/1 17:22
From Bavaria
Group:
Registered Users
$$$ Supporters $$$
Posts: 50
Offline
FYI: Blender has a builtin ms3d exporter, which works nicely.

Posted on: 2019/8/29 16:34
FL Leuchtfeuer
Top
Topic | Forum


Re: About editing infocard
Not too shy to talk
Joined:
2017/3/1 17:22
From Bavaria
Group:
Registered Users
$$$ Supporters $$$
Posts: 50
Offline
I used Adoxas FRC for my Infocards. It should be possible to solve your issues with this tool.

Posted on: 2019/8/26 21:38
FL Leuchtfeuer
Top
Topic | Forum


Re: LancerSolurus Ale Editor?
Not too shy to talk
Joined:
2017/3/1 17:22
From Bavaria
Group:
Registered Users
$$$ Supporters $$$
Posts: 50
Offline
Hi,

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

Posted on: 2019/8/25 16:59
FL Leuchtfeuer
Top
Topic | Forum


Re: I need your help!
Not too shy to talk
Joined:
2017/3/1 17:22
From Bavaria
Group:
Registered Users
$$$ Supporters $$$
Posts: 50
Offline
Did you check the wiki?

Posted on: 2019/6/11 17:38
FL Leuchtfeuer
Top
Topic | Forum


Re: Leuchtfeuer Release Thread
Not too shy to talk
Joined:
2017/3/1 17:22
From Bavaria
Group:
Registered Users
$$$ Supporters $$$
Posts: 50
Offline
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: 2019/3/29 22:17
FL Leuchtfeuer
Top
Topic | Forum


Re: Custom Ship Pilots
Not too shy to talk
Joined:
2017/3/1 17:22
From Bavaria
Group:
Registered Users
$$$ Supporters $$$
Posts: 50
Offline
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: 2019/3/17 17:20
FL Leuchtfeuer
Top
Topic | Forum


Custom Ship Pilots
Not too shy to talk
Joined:
2017/3/1 17:22
From Bavaria
Group:
Registered Users
$$$ Supporters $$$
Posts: 50
Offline
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: 2019/3/17 10:50
FL Leuchtfeuer
Top
Topic | Forum


Re: Modern design
Not too shy to talk
Joined:
2017/3/1 17:22
From Bavaria
Group:
Registered Users
$$$ Supporters $$$
Posts: 50
Offline
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: 2019/2/28 18:10
Top
Topic | Forum



Top Top
(1) 2 3 4 »



[Advanced Search]