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There are currently 99 users playing Freelancer on
38 servers. | April. 17, 2021 |
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Freelancer Mod Studio - 1.2
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Re: Freelancer Mod Studio - 0.9.9 B2 |
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Just can't stay away
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2008/5/26 14:24 Group:
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The proposed increase in support for double-byte languages such as Chinese , thank you .
Posted on: 2012/5/5 7:45
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![]() The mod is only me working on it. |
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Re: Freelancer Mod Studio - 1.0 |
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Not too shy to talk
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Okay, f*** it, I lied
It's with 3D models what you gonna do!? Download: http://code.google.com/p/freelancermodstudio/downloads/list?can=3 Warning: Read the FAQ about critical changes and known problems before using it: http://code.google.com/p/freelancermodstudio
Posted on: 2012/5/16 14:24
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Re: Freelancer Mod Studio - 1.0 |
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Just can't stay away
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2008/7/16 12:33 Group:
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The base models look fantastic great job!
This will make building multi-element stations much easier, is it possible to have various additional components like habitat module show up in the display? Cheers!
Posted on: 2012/5/16 18:20
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Re: Freelancer Mod Studio - 1.0 |
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Just can't stay away
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2010/10/27 18:18 From Adelaide, Australia
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You absolute legend stfx!
Posted on: 2012/5/16 18:54
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Re: Freelancer Mod Studio - 1.0 |
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Just can't stay away
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2009/4/8 11:06 From USA
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Awesome job bud. First question though. No models are showing up in my mod though. (using the TCM by R.I.P) Do I have to add all the cmps from the original files?
Posted on: 2012/5/16 19:35
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Re: Freelancer Mod Studio - 1.0 |
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Just can't stay away
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I awnsered my own question, which was yes.
Posted on: 2012/5/16 20:05
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Re: Freelancer Mod Studio - 1.0 |
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Not too shy to talk
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fms first tries to find the solararch.ini file relative to your opened system/universe file meaning it goes to "..\..\SOLAR\solararch.ini" relative to say "C:\FL\DATA\UNIVERSE\Li01\Li01.ini" which would result into "C:\FL\DATA\SOLAR\solararch.ini". If it can't it asks you for its location.
Now after the solararch file was found it remembers the DATA path where the solararch file is palced. As all models paths are being defined relative to the data path it then combines the data path with the specific model paths. Maybe that helps figuring out why it cant find them in your case. And of course remember to enable model mode ![]()
Posted on: 2012/5/16 22:16
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Re: Freelancer Mod Studio - 1.0 |
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Just can't stay away
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2010/10/27 18:18 From Adelaide, Australia
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Just had a little bit of a play around, model view truly is awesome stuff!
Did a quick test on the Freeworlds demo as well as vanilla, and no problems on either! I've noticed that if you keep zooming in the camera just sort of goes mental, though.
Posted on: 2012/5/16 22:31
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Re: Freelancer Mod Studio - 1.0 |
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Just can't stay away
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2010/8/25 22:40 From Romania
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Nice work, 5 stars from me.
How you did all this thing, the size is almost the same as previous releases, and this one renders all models from FL ?
Posted on: 2012/5/17 17:09
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Re: Freelancer Mod Studio - 1.0 |
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Not too shy to talk
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Quote: I've noticed that if you keep zooming in the camera just sort of goes mental, though. This is because you probably dont understand the behavior. normal zooming or rotating does it around a specific point (lookat point) in the system - by default the exact center. If you double rightclick on an object/zone, pan around or focus the view on a selected object (CTRL+F) the lookat point will change to the new one. Now if you cant zoom in anymore using the normal zooming means that the camera has actually reached the lookat point. try rotating around to the sides to see where it actually is looking at. This is the inspection mode. If you want to fly around using the walkaround mode however you can use CTRL+bindings for zooming/rotating and the camera will actually not zoom but move and not rotate around the lookat point but rather around the camera position. The exact mouse bindings can be found in the FAQ. It will probably take a bit usage to get familiar with the quirks. Quote: Nice work, 5 stars from me. Magic. No actually in version 1.0 I also improved and refactored a lot of code and excluded some placeholder code from compiling (which will probably never make it into the release anyway) resulting in a total smaller installer size - not that it would make any difference if it was a few KB bigger but this was more or less a side effect ![]()
Posted on: 2012/5/17 22:26
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Re: Freelancer Mod Studio - 1.0 |
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Not too shy to talk
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Quote:
Actually I have been able to reproduce that issue and just fixed it in svn by preventing the use to zoom in too far. Will be included in the next release
Posted on: 2012/5/20 23:10
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Re: Freelancer Mod Studio - 1.0 |
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2011/12/5 20:31 From San Diego
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stfx this is downright incredible what you did here. I wish I could help you but I don't know anything about programming except for some basic skills in Python 3.0. Please keep up the good work!
Posted on: 2012/5/20 23:27
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Re: Freelancer Mod Studio - 1.0.1 |
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Not too shy to talk
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Uploaded version 1.0.1
Download the latest version here or use the auto updater in your Freelancer Mod Studio. Changelog: Quote: * Improved utf parsing speed
Posted on: 2012/5/21 10:37
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Re: Freelancer Mod Studio - 1.0.1 |
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Not too shy to talk
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2009/11/7 6:10 Group:
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Just started back into my mod after a break of about a year and a half and omg stfx the progress you've made I think once I figure the whole thing out I'll wonder why I ever hand coded mods lol
Posted on: 2012/6/7 3:55
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Re: Freelancer Mod Studio - 1.0.1 |
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Just can't stay away
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Awesome
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Posted on: 2012/6/7 15:20
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Burn the gum, Not your Soul... | ||||
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