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July. 14, 2020
The Starport Forum Index > All Posts (Polarts)

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Re: The grand VSCode Freelancer tooling thread
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I started making snippets for mission scripts, following Rasauul's guidelines.

Here's what I got so far:

Code:
"Misison Trigger": {
"prefix": "trig",
"body": [
"[Trigger]",
"nickname = $1",
"system = $2",
"Cnd_$3 = $4",
"Act_$5 = $6"
],
"description": "A typical mission trigger"
},

"Misison Objective Message": {
"prefix": "nnobj",
"body": [
"[NNObjective]",
"nickname = $1",
"state = ${2:HIDDEN}",
"type = ${3:ids}, ${4:0}"
],
"description": "A mission objective message without waypoints"
},

"Misison Objective Clear": {
"prefix": "nnnull",
"body": [
"[NNObjective]",
"nickname = null",
"state = HIDDEN",
"type = ids, 21660"
],
"description": "A mission objective that clears away the current objective"
},

"Misison Objective Mark Solar Object": {
"prefix": "nnsol",
"body": [
"[NNObjective]",
"nickname = $1",
"state = HIDDEN",
"type = rep_inst, ${2:system}, ${3:ids_text}, 1, ${4:x}, ${5:y}, ${6:z}, ${7:solar_nickname}"
],
"description": "A mission objective that puts a waypoint on a specific solar object"
},

"Misison Objective Waypoint": {
"prefix": "nnwp",
"body": [
"[NNObjective]",
"nickname = $1",
"state = HIDDEN",
"type = navmarker, ${2:system}, ${3:ids_text}, ${4:ids_info}, ${5:x}, ${6:y}, ${7:z}"
],
"description": "A mission objective that puts a waypoint in open space"
},

"Objective List": {
"prefix": "objl",
"body": [
"[ObjList]",
"nickname = $1",
"system = ${2:ALL}"
],
"description": "A list of objectives for mission NPCs"
},

"Objective List Follow": {
"prefix": "objfol",
"body": [
"[ObjList]",
"nickname = $1",
"system = ${2:ALL}",
"SetPriority = ALWAYS_EXECUTE",
"Follow = ${3:ship_name}, ${4:distance_behind}, ${5:x}, ${6:y}, ${7:z}"
],
"description": "Gives an NPC orders to follow a certain ship"
},

"Objective List Break Formation": {
"prefix": "objbreak",
"body": [
"[ObjList]",
"nickname = $1",
"system = ${2:ALL}",
"BreakFormation = no_params"
],
"description": "Gives an NPC orders to break formation"
},

"Objective List Stay in Range": {
"prefix": "objrange",
"body": [
"[ObjList]",
"nickname = $1",
"system = ${2:ALL}",
"StayInRange = ${3:x}, ${4:y}, ${5:z}, ${6:radius}"
],
"description": "Gives an NPC orders to stay in range of a certain radius"
},

"Objective List Go To Ship": {
"prefix": "objgo",
"body": [
"[ObjList]",
"nickname = $1",
"system = ${2:ALL}",
"GotoShip = goto, ${3:ship_name}, ${4:distance}, true, -1"
],
"description": "Gives an NPC orders to go to a certain ship"
}


Will update with more snips when I get more time

Posted on: 5/3 16:05
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The grand VSCode Freelancer tooling thread
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It's 2020, Freelancer is still alive, and it's about time we started using modern tooling to mod it.

Since Visual Studio Code is as flexible as it is popular, I thought we might just create tooling so that people who like to mash their keyboard rapidly can work with it to make awesome FL mods.

I'll start with the simple things: snippets for Solar Archetype, Ship Archetype, and a generic Loadout.

Code:
{
"Solar Archetype": {
"prefix": "sol",
"body": [
"[Solar]",
"nickname = $1",
"ids_name = ${2:0}",
"ids_info = ${3:0}",
"type = ${4:SATTELITE}",
"DA_Archetype = $5",
"material_library = $6",
"material_library = fx\\envmapbasic.mat",
"envmap_material = envmapbasic",
"LODranges = 0, 100000",
"mass = ${7:10000}",
"solar_radius = ${8:500}",
"shape_name = ${9:NAV_outpost}",
"hit_pts = ${10:9.99999961690316245E35}"
],
"description": "A basic solar archetype"
},

"Ship Archetype": {
"prefix": "ship",
"body": [
"[Ship]",
"ids_name = ${2:0}",
"ids_info = ${3:0}",
"ids_info1 = ${4:0}",
"ids_info2 = ${5:0}",
"ids_info3 = ${6:0}",
"ship_class = ${7:1}",
"nickname = $1",
"LODranges = 0, 10000",
"msg_id_prefix = ${8:gcs_refer_shiparch_lfighter}",
"mission_property = can_use_berths",
"type = ${9:FIGHTER}",
"mass = ${10:100.0}",
"hold_size = ${11:45}",
"linear_drag = ${12:1.0}",
"max_bank_angle = ${13:35}",
"camera_offset = ${14:13}, ${15:42}",
"camera_angular_acceleration = ${16:0.1}",
"camera_horizontal_turn_angle = 20",
"camera_vertical_turn_up_angle = 5",
"camera_vertical_turn_down_angle = 30",
"camera_turn_look_ahead_slerp_amount = 1.0",
"hit_pts = ${17:5000}",
"explosion_arch = ${18:explosion_cv_fighter}",
"surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03",
"surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03",
"surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03",
"steering_torque = ${19:55000.0}, ${20:55000.0}, ${21:48000.0}",
"angular_drag = ${22:41000.0}, ${23:41000.0}, ${24:35000.0}",
"rotation_inertia = ${25:8400.0}, ${26:8400.0}, ${27:1000.0}",
"nudge_force = ${28:30000.0}",
"strafe_force = ${29:20000}",
"strafe_power_usage = ${30:2}",
"bay_door_anim = Sc_open baydoor",
"bay_doors_open_snd = cargo_doors_open",
"bay_doors_close_snd = cargo_doors_close",
"HP_bay_surface = HpBayDoor01",
"HP_bay_external = HpBayDoor02",
"HP_tractor_source = HpTractor_Source",
"num_exhaust_nozzles = ${31:2}",
"shield_link = ${32:cv_fighter5_shield01}, HpMount, HpShield01",
"hp_type = ${33:hp_gun_special_1}, ${34:HpWeapon01}, "
],
"description": "A basic ship archetype"
},

"Loadout": {
"prefix": "load",
"body": [
"[Loadout]",
"nickname = $1",
"archetype = $2",
"equip = ${3:equip_nickname}, ${4:HpSomething}",
"cargo = ${5:cargo_nickname}, ${6:1}"
],
"description": "A basic generic loadout"
}

}


Just add it to your ini snippets and start button-mashing your custom content!

Also, feel free to add your own snippets, improve mine, and suggest ideas for plugins.

"Happy hacking!"

Posted on: 5/1 19:33
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Re: Mount/dismount equipment in space
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Bumping this old thread as I'd like this kind of feature for a mod I'm making.

Since the game doesn't allow (un)mounting while in space because of some refresh dependency, here's my crazy idea:
Make the game pause when the inventory window opens, and force it to autosave and reload once it's closed.

It'll probably work only for SP, but is it feasible? Or is it really just a crazy idea?

Posted on: 4/12 15:08
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Re: PLUGIN-List regarding serverside/clientside-questions
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It adds up with the fact that mission triggers won't let you change ship/loadout in space, so makes sense.
Thanks for digging into your history for me

Posted on: 4/12 14:53
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Re: PLUGIN-List regarding serverside/clientside-questions
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Does the reload requirement apply to SP as well?
Either way, if you have a link to the discussion I'd be grateful

Posted on: 4/12 11:42
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Re: PLUGIN-List regarding serverside/clientside-questions
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Thanks! I'll keep that in my bookmarks
There were other plugins tho, not by adoxa. I rermember one that allowed mounting/unmounting while in space, one that allowed having zoomable sectors on the map that capture systems inside, etc...
I'm particularly looking for the first one I mentioned, but the others could come in handy as well just for the sake of listing them all.

Posted on: 4/11 20:43
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Re: PLUGIN-List regarding serverside/clientside-questions
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I know it's an old post and all, but I remember there being a lot more DLL plugins.

If anyone happens to know which ones are missing here, it'd be lovely.
Also, a download link will be much appreciated!

Posted on: 4/9 9:55
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Re: Is it still all about Freelancer? (FL as a standalone game engine)
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The complications are relatively minor, honestly. At least from my point of view.

I do have the expertise needed to re-create FL-like game mechanics in Unity, and there are several buyable assets that make it somewhat easier. However, none of them get that sweet spot of perfection FL did, and personally I'm annoyed by the amount of work required to get there.

There's a great deal of FL mechanics in Everspace, which I truly am a fan of. I find it especially interesting that almost everything seen in Everspace can be done as an FL mod, except for the procedural generation and VR mode (that's sadly so half-baked)

My idea for a TCM is inspired by the original intention behind FL and "the Sirius system" being just one system (like in real life), but with a whole lots of content in it. For that purpose I looked around, Unreal engine seems fit for the visuals I have in mind, but FL nowadays has so much ready-made things like planets and suns, and plugins that would allow me to make high-poly ships and stations. Things that would either take a lot of time to implement from scratch or would cost a bunch for a non-profit project.

So, I suppose you can see where I'm going with this. As far as any similar game can go, the capabilities are mostly all there already waiting to be harnessed thanks to this amazing community

I'm just wondering what else can be done, and how far can we take it to be called a standalone game rather than TCM. Except for the code base not being shareware, of course...

Posted on: 2019/10/30 16:27
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Is it still all about Freelancer? (FL as a standalone game engine)
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Hi everyone! Haven't posted for quite a while, not sure if people who remember me are still around....

Ever since I became an active part of The Nomad Legacy's team, lots of ideas came to my mind.

I looked around, glad to see some community is still active. What I'm even more glad to see is that Freelancer is getting more touches of modern technologies (some real crazy stuff we could only dream of once)

I wonder just how feasible it is to fully utilize the game's engine - including advanced rendering mods - to create an entirely new game with up-to-date graphics while still running on a code base from early 00's. You know, a truly immersive space experience of some sort. Maybe even potentially a VR-enabled one.

The game really does have great community-driven tooling, and in some cases it would save a lot of work to just start with FL's built-in mechanics to make a similar game. Re-creating FL-like ship controls, inventory/equipment and hardpoint systems may not be difficult with modern engines, but rather bothersome in some way. Especially knowing it's already been out there for over a decade.

Of course, I have a certain project in mind, but I'd really like to know the what possibilities lie ahead of our favourite relic of the past. Surely some of us have already managed to achieve things of incredible scale, and I'm completely certain that's just the tip of the iceberg.

I'd really like to discuss the topic of using a modded FL as a fully-fledged engine. Hopefully this thread will yield productive results for all of us

So what do you guys think?

P.S secondary topic: can we still actually call Freeworlds a FL mod? (I mean, despite literally being one to begin with)

Posted on: 2019/10/27 17:52
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Re: Freelancer: Nomad Legacy
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This is literally living up to what Freelancer originally promised to be. It's like a dream coming true!

If you need any help with translation, my Russian is pretty good and my English should be good enough for the general audience. Since I don't come here often, I'd be glad if you could email me at [email protected] to see how I can contribute. (Whichever language you'd like)
Could be cool to come back into modding Freelancer after a long while.

I'd love to see content updates every once in a while. Keep doing the great work, you're making a long-lost vision happen!

Posted on: 2019/3/11 21:46
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Re: Freelancer, the future?
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Interesting. A couple of months ago I decided to play Freelancer with Trinus VR. The cutscenes were incredibly immersive, but the gameplay was utterly disorienting. I played it 100% vanilla.
It made me wonder what could make my favorite game more relevant nowadays, so I came back to check whether the community is still kicking and stumbled upon this post.

I've had that idea for quite a while, a few good years actually; to one day claim the rights for Freelancer, remaster it with all engine improvements the community created and new shiny models, then redistribute it on Steam along with the original game as a bundle.

FF and R8R have already said it all, the lack of motivation prematurely buries the idea. Money doesn't seem like an option, we can barely even maintain the forum's host with donation. Crowdfunding just won't work because the game is far too unknown to attract enough people, especially with all the competition at hand.

I'd definitely be glad to spare some time and contribute to such a project any way I could, and later maybe start an actual remaster project with friends once they finish their studies. Hopefully, the community will remain active, or at least keep its data archived till then.

Posted on: 2017/9/8 16:14
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