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
77 user(s) are online (53 user(s) are browsing Forum)

Members: 0
Guests: 77

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

Current balance: 55€
(last updated 04/2021)

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

Thanks!
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 58 users playing Freelancer on 37 servers.
May. 7, 2021
The Starport Forum Index > All Posts (rasauul)

Bottom Bottom   Previous Topic   Next Topic

(1) 2 3 4 ... 7 »


Re: Goodbye
Not too shy to talk
Joined:
2009/7/21 11:33
From Copenhagen, Denmark
Group:
Registered Users
Posts: 92
Offline
Yeah the web have given many people bad ideas about how other peoples hard work is just something you get for free...

Kids..many good modders are old and busy..

time = money..

IF THEY KEEP BUGGIN YOU THEN ASK EM TO PAY!

BR
Rasauul

P.S. ill code your storyline for 1$ an hour

Posted on: 2011/4/25 12:58
Top
Topic | Forum


Re: Decrease screen font size?
Not too shy to talk
Joined:
2009/7/21 11:33
From Copenhagen, Denmark
Group:
Registered Users
Posts: 92
Offline
Fonts.ini:

[TrueType]
nickname = ButtonText
font = Britannic Bold
;fixed_height = 0.030000
fixed_height = 0.026000

;All headers including loading text
;Maybe Haettenschweiler
;Gloucester MT Extra Condensed
[TrueType]
nickname = PageHeader
font = Britannic Bold
fixed_height = 0.038000

;all subheaders
;maybe Cambria
[TrueType]
nickname = SubHeader
font = Cambria
fixed_height = 0.026000

;names of items for sale
[TrueType]
nickname = ItemName
font = Sylfaen
;fixed_height = 0.029000
fixed_height = 0.027000

;Save game titles
[TrueType]
nickname = ListText
font = Sylfaen
;fixed_height = 0.031000
fixed_height = 0.029500

;tool tips
[TrueType]
nickname = ToolTip
font = Times New Roman
fixed_height = 0.025000

; roll overs
[TrueType]
nickname = Rollover
font = Times New Roman
fixed_height = 0.025000

text of ;the 2 huds (WEAPS AND CONTACTLIST)
[TrueType]
nickname = HudSmall
font = Agency FB
fixed_height = 0.022000

[TrueType]
nickname = MissionObjective
font = Agency FB
;fixed_height = 0.058000
fixed_height = 0.050000

[TrueType]
nickname = Normal
font = Sylfaen
fixed_height = 0.032000

[TrueType]
nickname = NewsMission
font = Sylfaen
fixed_height = 0.032000

[TrueType]
nickname = NewsTicker
font = Sylfaen
fixed_height = 0.042000

[TrueType]
nickname = PlayerName
font = Sylfaen
;fixed_height = 0.027000
fixed_height = 0.025000

[TrueType]
nickname = TradePlayerName
font = Sylfaen
fixed_height = 0.027000

[TrueType]
nickname = DebugText
font = FixedSys
fixed_height = 0.027000

[TrueType]
nickname = ConfirmPlayerText
font = Sylfaen
fixed_height = 0.032000

[TrueType]
nickname = ConfirmText
font = Sylfaen
fixed_height = 0.029000

[TrueType]
nickname = NavMap1600
font = Agency FB
fixed_height = 0.010000

[TrueType]
nickname = NavMap1024
font = Agency FB
fixed_height = 0.021000

[TrueType]
nickname = NavMap1280
font = Agency FB
fixed_height = 0.019200

[TrueType]
nickname = NavMap800
font = Agency FB
fixed_height = 0.024200




Rich_fonts.ini:

[TrueType]
font = 0, Sylfaen, 25
font = 0a, Sylfaen, 25
font = 0b, Sylfaen, 25
font = 0c, Sylfaen, 25
font = 0d, Sylfaen, 25
font = 0e, Sylfaen, 25
font = 0f, Sylfaen, 22
font = 1, Sylfaen, 25
font = 1a, Sylfaen, 25
font = 2, Sylfaen, 22
font = 3, Britannic Bold, 33
font = 5, Britannic Bold, 18
font = 5a, Britannic Bold, 18
font = 5b, Agency FB, 18
font = 6, Britannic Bold, 22
font = 7, Britannic Bold, 19

;Cant seem to find which value this pertains to
[Style]
name = STYLE_CONSOLE
font = 0
bold = false
italic = false
underline = false
color = 101, 133, 207

;unable to find this one
[Style]
name = STYLE_DIALOG_SMALL
font = 0a
bold = false
italic = false
underline = false
color = 205, 146, 65

;unable to find this one
[Style]
name = STYLE_LOCTABLE
font = 0b
bold = false
italic = false
underline = false
color = 103, 106, 216

;unable to find this one
[Style]
name = STYLE_LOCTABLE_SELECT
font = 0c
bold = false
italic = false
underline = false
color = 255, 255, 0

;unable to find this one
[Style]
name = STYLE_LOCTABLE_INACTIVE
font = 0d
bold = false
italic = false
underline = false
color = 95, 140, 140

;unable to find this one
[Style]
name = STYLE_PRIVATE
font = 0e
bold = false
italic = false
underline = false
color = 0, 255, 0

;Random missions,neural net, info search-texts
[Style]
name = STYLE_ERROR
font = 0f
bold = false
italic = false
underline = false
color = 255, 0, 0

;= parts of Credits?
[Style]
name = STYLE_DIALOG
font = 1
bold = false
italic = false
underline = false
color = 61, 75, 209

;= Unable to locate so probly not important
[Style]
name = STYLE_SUBSUBTITLE
font = 1a
bold = false
italic = false
underline = false
color = 190, 180, 41

;part of Credits"digital anvil,studios"
[Style]
name = STYLE_CONSOLE_SENDER
font = 2
bold = false
italic = false
underline = false
color = 0, 255, 0

;Credits roll headline
[Style]
name = STYLE_TITLE
font = 3
bold = false
italic = false
underline = false
color = 190, 180, 41
justify = center

;Cant find this one
[Style]
name = STYLE_SMALL_HEADER
font = 5
bold = false
italic = false
underline = false
color = 117, 166, 85

;Cant find this one
[Style]
name = STYLE_SMALL_HEADER_ACTIVE
font = 5a
bold = false
italic = false
underline = false
color = 255, 255, 0

;little load page window bottom left
[Style]
name = STYLE_NN_AGENCY
font = 5b
bold = true
italic = false
underline = false
color = 190, 180, 41

;Load Log Buttons
[Style]
name = STYLE_BUTTON
font = 6
bold = true
italic = false
underline = false
color = 206, 118, 118

Posted on: 2011/4/12 10:51
Top
Topic | Forum


Re: Is it hard to mod? What basic knowledge do you need to have?
Not too shy to talk
Joined:
2009/7/21 11:33
From Copenhagen, Denmark
Group:
Registered Users
Posts: 92
Offline
Heres the Ini file Hierachies so u can see what influences what, this may all seem a bit complex but just go slow and start by modifying one little thing then the other and it will get easier...

Good luck and remember.......Patience....patience...patience oh and patience.

Ras

Attach file:



jpg  Ini file Hierachies by Rasauul.jpg (92.34 KB)
899_4da41ee3a7a6d.jpg 1193X812 px

Posted on: 2011/4/12 10:42
Top
Topic | Forum


Re: Is it hard to mod? What basic knowledge do you need to have?
Not too shy to talk
Joined:
2009/7/21 11:33
From Copenhagen, Denmark
Group:
Registered Users
Posts: 92
Offline
•Back to Good Modding practice
Windowed mode
Run FL in Windowed mode helps working on stuff while playing:
1- On your desktop right click on the freelancer shortcut and chose properties.
2- In the line "Target" just add " -w" after the command that's already there.
Its supposed to go like this:
"C:\Program files\Microsoft Games\Freelancer\EXE\Freelancer.exe" -w

Ras

Posted on: 2011/4/12 10:32
Top
Topic | Forum


Re: Is it hard to mod? What basic knowledge do you need to have?
Not too shy to talk
Joined:
2009/7/21 11:33
From Copenhagen, Denmark
Group:
Registered Users
Posts: 92
Offline
Minimize mod Reload and Simplify error identification in mod dev

1. install freelancer

2. Install your WORKING mod with FLMM

3. Run a search on the Freelancer folder searching for filenames that include "flmmbak" and delete them (up to 8000+files or so).

4. Making a "mod-base":
Make a rar archive of the Freelancer folder now with your mod loaded inside, and drop it in a folder you call "my mod on Freelancer folder Reload".

5. Start making sub-mods by copying the parts of your mod that you wanna work on and setting them up in FLMM as small mods.

Now you can Reload your mod without having to install FL and without Re-FLMM'ing ur mod, just unzip the rar (or winzip) to replace the "microsoft games/ freelancer" folder when it gets corrupted.

Error checking is easier, just unload your sub-mod and check if it was creating the error

or make a sub mod replacing the part of your mod that you think is creating the error.

When you get to finish your mod paste the sub-mods onto ur Mod-base.

Admin sub-mods:
Make a mod of the Universe.ini where you replace all lines saying:
"visit = 0" with "visit = 1"
this makes all systems visible from start, you could name it "admin.show all systems" .

Remember to delete the Restart.file located here:
my games/Freelancer/acts/singleplayer
Allways delete this after loading mods.

SUB-MODS FOR THE WIN!!

Ras

Posted on: 2011/4/12 10:31
Top
Topic | Forum


Re: Is it hard to mod? What basic knowledge do you need to have?
Not too shy to talk
Joined:
2009/7/21 11:33
From Copenhagen, Denmark
Group:
Registered Users
Posts: 92
Offline
Beginner tutorial to Freelancer modding by SWAT_OP-R8R
What is changeable

How to install the SDK to enable easy editing of ini files (pre-decrypted)
How to use bini in order to decrypt and edit ini files
How to make a mod in flmm
How to make your mod into an flmod file for others to download and use
Which files contain what?

Finding the right entries for what you want in the files

What is changeable in this game???

You can change:
-The stats of ships
-The location where ships are sold
-The stats of equipment
-The location where what equipment is sold
-The location where wich commodity is sold for what price
-The location of bases, tradelanes, jumpgates etc.
-The Stats of asteroid fields, nebulas and similar stuff
-Patrols (who patrols where, new patrol pathes etc)
-Basically everything about the universe that is information
-Names and Info-text of stations, equiment etc. (You need Visual C or something similar to do this )
-You can add new ships, equipment, stations etc (everything mentioned above)
-3D models
-Textures
-Icons/graphics
-Missions
-Ingame cinematics
-Savegames
You can't change (yet):
-Character animations
-Ship collision boxes
-new effects
-Anything that is related to the actual game engine. We don't have the sourcecode of the game, so we can't change what is hardcoded.
-Random Missions - either new types or other
Don't be expecting us to teach you how to make a new storyline. You CERTAINLY need to be able to crawl before taking part in an olympic marathon!

So which files will I edit to do something then?

Well - once you have installed the SDK so that you can open files at will - then this may just help you. Sure is confusing and large - but you have to start figuring out things from now on. Modding does take a small amount of ability in the very least!:

Which files do what?

Equipment, weapons, commodities
equipment/weapons_equip.ini - this file contains all the raw data for weapons on how they fire, how much damage and stuff
equipment/weapons_good.ini - contains data on how they look in game, the price, and stuff (visible icons at dealer etc, price at dealer)
equipment/market_misc.ini - deals with selling weapons and equipment at the bases in game
equipment/st_equip.ini - shields and thrusters stats, regens, drain rates etc.
equipment/st_good.ini - goods file again, what is sold at bases, its kind of the package up. Links the weapon stats to the images and price you buy (same as for guns)
equipment/market_misc.ini - they are stated again here for selling
equipment/select_equip.ini - filled with an assortment of things, mainly this contains the info for commodities - like volume they take, what they are, information about them
equipment/goods.ini - contains the info on all commodities - like price, what is a good deal, what is a bad deal etc etc etc.

Ship Related

equipment/goods.ini also contains all info on ships prices, what they are sold with and more (called packages).
equipment/market_ships.ini - where ships are sold (upon which bases)
ships/shiparch.ini - contains all rough data on ships for stats, and links it to ships models and stuff
ships/loadouts.ini - contains all info on NPC ships loadouts for the game
ships/loadouts_special.ini - same but for capships etc
ships/loadouts_utility.ini - same but for the transports etc
Ships directory contains all ships models.

Systems and bases, and everything within!

universe/universe.ini - contains all base and systems references. ALL need to be declared here.
universe/systems_shortest_path.ini - links between systems and stuff - NEED to declare route in here to make jumpgates work
universe/shortest_legal_path.ini and shortest_illegal_path.ini - same again, but specific for jumpgates/jumpholes routes mainly
universe/systems folder - contains ALL systems folders which in turn contain system and base files.
solar/solararch.ini - contains data on all base models, and planet models in game. Basically anything in a system NOT a ship/star/nebula is in here. Asteroids aren't here either
solar/loadouts.ini - contains info on what base models have mounted and stuff, including weapon platforms
solar/asteroids/all files - contain info about the asteroid fields, contents, loot and more
solar/nebula/ same again, but about nebulas this time.
audio/contains the music and sound effects of the game.
missions/contains all files to do with encounters and NPC's for missions and normal game.
random missions/contains all info about random missions pay, loot and more stuff.
Missions/mbases.ini - contains information about NPC's on bases, including their names, whom they are etc, rumours (via ids numbers), secrets, bribes on offer, whether the NPC's/ The BASE give out missions, and the level of those missions

NPCs ships, missions and behaviours

missions/npcships.ini - contains information about the ships that the NPC's fly, linked directly towards the loadouts.ini file, and also the faction_prop.ini file. Basically - npcships.ini file links these files together for the faction_prop.ini file to use as "encounters" and stuff: Also holds the npc ships difficulty level.
Shiparch.ini
Loadouts.ini (or loadouts_special.ini etc)
pilots_population.ini
formations.ini
shipclass.ini

The others interlink kind of

missions/Empathy.ini file - contains info about how the factions react to YOU when u do mission for a faction etc, and shoot them/please them, as well as how all toehr factions respond to you doing it for one faction etc.
Missions/faction_props.ini file - contains info about the formations, names, voices, legallity, scanning of cargo as contraband/wanting it, ships to fly etc, and the factions names, how they are reffered to (voices) and more. EXTREMEMLY closely linked to NPCships.ini
missions/lootprops.ini - contains info about the drop rates of stuff by npcs
missions/news.ini - contains the ids links to text for bases as news items.
missions/ptough.ini - money and level area
missions/formations.ini - formations and their "design" - basicalyl the ships positions in formations, and where the player joins them

random missions folder:
rmlootinfo.ini - stuff dropped by npc's when killed in random misions
diff2money.ini - mission (random) payouts to difficulty levels
Killablesolars.ini - types of missions given out by the NPC factions. The ones with faction name appearing in the lines for them are giving that mission type. Don't worry if you don't understand, you gotta learn to walk before doing a marathon!
The rest you needn't worry about at this time. Its not important
Cockpits folder - contains all cockpits for ships - basically contains the turret cam info, and rotation speed etc.
Thats more than enough for 99% of modders.

To make systems, your universe folder contains the systems folders. each system has its own folder, along with the system file inside that folder.
So:
Universe/systems/li01/li01.ini ;contains information about liberty system New York
Universe/sytems/Rh01/Rh01.ini contains all systems inofmation for new berlin.
Okay, inside these folders (systems folders) they have a bases folder, whre the file for bases are contained. These files only contain links to the "rooms" of the base, which are contained inthe rooms folder (inside bases folder). The rooms foler contains links to the backgrounds, music played, character position (by points on the CMP for base) and other things. It also contains the links for the buttons inside the base etc.
Going backwards, the audio/sounds.ini contains the links to sound files (sound effects) for the game. The music.ini file contains the music links.
The FX folder contains the files that deal with the effects of stuff. The main effects.ini file deals with the weapons, wormholes etc etc etc.
Beam effects are the actual stuff SEEN in the game by the guns, but you MUST have them referenced inthe effects.ini file to work.
explosions.ini file is also in here, and obviously contains links to the effects for different types of explosions used in the game.

Posted on: 2011/4/12 10:30
Top
Topic | Forum


Re: Should SW:WT v1.5 be the new FL SDK?
Not too shy to talk
Joined:
2009/7/21 11:33
From Copenhagen, Denmark
Group:
Registered Users
Posts: 92
Offline
@Hunterkiller, nice to see a familiar face n neverending complaints ;-D

@Xarian, wow does everyone still want to keep inventing the wheel over and over? Not me for sure (its not stealing when you credit people!?)

P.S.nice shots of custom work on ur site BTW

Posted on: 2011/3/31 9:46
Top
Topic | Forum


Re: What's the Secret of NavMap items?
Not too shy to talk
Joined:
2009/7/21 11:33
From Copenhagen, Denmark
Group:
Registered Users
Posts: 92
Offline
just for fun...

Attach file:



jpg  Trent the Cool Klingon.jpg (118.32 KB)
899_4d930ba51bf0f.jpg 1680X1050 px

Posted on: 2011/3/30 11:53
Top
Topic | Forum


Re: What's the Secret of NavMap items?
Not too shy to talk
Joined:
2009/7/21 11:33
From Copenhagen, Denmark
Group:
Registered Users
Posts: 92
Offline
Or this one with mega sun far far away

Attach file:



jpg  Huge planet with distant megasun.jpg (89.21 KB)
899_4d930b687dc85.jpg 1680X1050 px

Posted on: 2011/3/30 11:52
Top
Topic | Forum


Re: What's the Secret of NavMap items?
Not too shy to talk
Joined:
2009/7/21 11:33
From Copenhagen, Denmark
Group:
Registered Users
Posts: 92
Offline
Theres many ways to do it in system for example you can have mega planets that are still small on the navmap so you can navigate, you just gotta be a bit sneaky..........

Attach file:



jpg  New london mega planets.jpg (93.75 KB)
899_4d930affb10e6.jpg 1680X1050 px

Posted on: 2011/3/30 11:51
Top
Topic | Forum


Re: SW:WT v1.5 Should be considered the new official SDK
Not too shy to talk
Joined:
2009/7/21 11:33
From Copenhagen, Denmark
Group:
Registered Users
Posts: 92
Offline
Questions:

Is making a mod for another mod stealing if the mod contains only your changes?

All mods are built on the shoulders of earlier mods, you cant find a single mod in existence not borrowing from earlier mods, except the 1'st
My question here is: is it possible to set yourself and your mod outside of this progression? and is it fair? when your mod would have been impossible without the work going before it?

Im not talking legal mumbojumbo here, im talking ethics..


Posted on: 2011/3/30 10:11
Top
Topic | Forum


Should SW:WT v1.5 be the new FL SDK?
Not too shy to talk
Joined:
2009/7/21 11:33
From Copenhagen, Denmark
Group:
Registered Users
Posts: 92
Offline
I want to convey my deep respect for the work of the SW:WT people especially Forsaken.

The SW:WT mod is so accomplished that it leaves the old Freelancer looking like a flawed Beta version.

From here on in im stopping all modding of Freelancer and starting modding of SW:WT.........yes im making a mod for SW:WT.

"...But hey SWWT is a mod for Freelancer" you say and that may be true, but SWWT is so well executed and stable that trying to bring the good old SDK up to that standard is just a waste of time (and you probably wont succeed) this is the work of over 30 people who put in mad amounts of hours, im guessing up 2500 hours of work at least.

I made the storyline mod "Trent the monkey king mission 14 mod" building from Flybyu's Big Daddy mod, my next version of this SP mod will be entitled "Adventures of Trent" and will be built from the SW:WT v1.5 AKA.....

THE NEW FREELANCER SDK!

Rasauul (SWWT fan since 2010)

Posted on: 2011/3/30 9:38
Top
Topic | Forum


Re: Additional equipment slots - any plugin?
Not too shy to talk
Joined:
2009/7/21 11:33
From Copenhagen, Denmark
Group:
Registered Users
Posts: 92
Offline
Hey Nova, are you the guy who made the Dom'Kavash bases in the Crossfire mod?

If so..then im a fan

Posted on: 2010/11/27 11:40
Top
Topic | Forum


Re: WARNING:General:THORN: Failed to create event of type 8(START_PATH_MOTION). Secondary entity not fo
Not too shy to talk
Joined:
2009/7/21 11:33
From Copenhagen, Denmark
Group:
Registered Users
Posts: 92
Offline
Looks like a THN error to me

Posted on: 2010/11/26 17:18
Top
Topic | Forum


Re: Hack request AMount of Zoom in system navmap
Not too shy to talk
Joined:
2009/7/21 11:33
From Copenhagen, Denmark
Group:
Registered Users
Posts: 92
Offline
Gr8! ill have a go at it now!



Yeah got it!

Thx for spelling it out in big letters!


wow my first hacking experience, i feel younger and smarter allready

Posted on: 2010/8/8 9:20
Top
Topic | Forum



Top Top
(1) 2 3 4 ... 7 »



[Advanced Search]