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There are currently 84 users playing Freelancer on 40 servers.
April. 19, 2021
The Starport Forum Index > All Posts (traversal)

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Re: Freelancer Supply/Demand
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Anything for everyone should ideally be server managed, then clients draw on that resource, but since FL uses local files for that, I don't know how that would be possible. Librelancer is an in-development, new client for Freelancer, which is open-source code. That should enable us to write server-to-client functionality right into it, but MP is still in very early stages, as is much of the client. It is still shaping up very nicely, and I'd recommend keeping an eye on its development.

Posted on: 2/9 7:39
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Re: quick walkthru smuggler walkthroughs
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Using Freelancer Companion will help as a Smuggler/Trader. Just use it to look up the best buy and sell prices for bases in the areas you have access to in the storyline. I killed Bounty Hunters to make Lane Hackers and Rogues friendly, Outcasts and Corsairs as neutral. Right now (level 10), I'm flying a Dromedary selling Diamonds from Buffalo Base to Leeds for roughly $400 profit per unit.

Posted on: 2/9 3:39
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Re: [Question] Extending SP by making levels take longer to acquire
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Yep, all worked a charm now. Thanks for checking and confirming how it worked, adoxa.

Posted on: 1/31 12:47
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Re: [Question] Extending SP by making levels take longer to acquire
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Thanks, thought it was per exe load. Will try when home tomorrow evening.

Posted on: 1/30 13:17
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Re: [Question] Extending SP by making levels take longer to acquire
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Yeah, I used the following:

Data\Missions:

; Money required to level up during the story (using storylvl plugin).

[StoryLevel]
freetime_01_02 = 13500
freetime_02_03 = 35200
freetime_03_04 = 87000
freetime_04_05 = 146760
freetime_05_06 = 215910
freetime_07_08 = 295150
freetime_08_09 = 454620

Version on main menu says 1.0, all I'm using from memory is the uncompressed ini files for modding purposes and JFLP's patches over the top for wide-screen support etc.

Posted on: 1/30 1:30
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Re: [Question] Extending SP by making levels take longer to acquire
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EDIT: Tried using storylvl.dll but didn't seem to work using 1.0 with JFLP. Put the DLL into DLL/BIN and amended the freelancer.ini, to no avail.

[Initial SP DLLs]
path = ..\dlls\bin
DLL = Content.dll, GameSupport, HIGHEST
; required to operate gates and docks
; required to create ships in space
DLL = Content.dll, SpaceSupport, NORMAL
DLL = Content.dll, BaseSupport, NORMAL

DLL = Content.dll, StoryLauncher, BELOW_NORMAL ;story/static missions
DLL = Content.dll, SpacePop, LOWEST ;populator
DLL = Content.dll, AISandbox, BELOW_NORMAL
DLL = Content.dll, TestAutomation, BELOW_NORMAL
DLL = Content.dll, BasePop, LOWEST
DLL = storylvl.dll

Posted on: 1/29 12:57
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Re: [Question] Extending SP by making levels take longer to acquire
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Thanks, sorry yeah I just found one of those posts, haha. Thanks for hunting those down though, and for your work on that. I want to hex edit the DLL myself for mod inclusion.

This can be closed now I guess unless there's more to it that I can benefit from knowing .

Posted on: 1/29 12:23
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[Question] Extending SP by making levels take longer to acquire
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First post for FL modding since 2005 .

Wanting to grind more in SP between missions with Juni in the later stages. My understanding was that ptough values were monetary? So I changed the values to (snippet):

[PlayerToughnessScale]
ptough_graph_pt = 0, 0
ptough_graph_pt = 11000, 1
ptough_graph_pt = 33750, 2
ptough_graph_pt = 87228, 3
ptough_graph_pt = 120845, 4
ptough_graph_pt = 165396, 5
ptough_graph_pt = 230475, 6

Yet, I'm still getting levels at a seemingly general rate. Level 4 - 5 wants me to earn 35769, rather than what's listed.

What am I missing or misunderstanding, or is ptough only for MP? If so, is it possible to find and change the SP equivalent values?


Posted on: 1/29 11:54
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Re: The Magic behind Random Missions and Difficulty
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Thanks for clarifying that. Also, hello from a fellow QLDer, haha. Small world (universe?).

Posted on: 1/28 1:59
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Re: The Magic behind Random Missions and Difficulty
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This is great, thanks for sharing! Will find this really useful.

Posted on: 1/27 3:13
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Re: Librelancer 2021.01
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Amazing work Ichiru. I've dreamed for an open client to help me learn programming through. Textbooks on C# can teach me basics, but seeing so many examples of how things are implemented, can help me wrap around more game-related, practical uses. Going to love this. Downloading it and the source now, for when I get a rainy day and can jump back into learning C#. I have some scripting/programming OOP knowledge from full-stack web development, but nothing software. Hoping it still affords a good headstart into basics.

Thanks again. This is an amazing project and a great start.

Posted on: 1/27 2:43
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Re: New Renderer (OpenGL 3.3)
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Just wanted to drop in and thank you for working on this. It's amazing work well beyond what I can do. Would love to be able to work on shader creation and implementing it one day. For now, it's just creating more content, haha.

I'd like to learn about shaders, but how are you even getting it into the game? Are you having to write it and then inject a DLL into the game .exe so it can have those resources? Or is there another way you're managing to get it loaded? Curious.

Hope you're both well and progress is still going well, too.

Posted on: 1/22 12:33
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