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July. 22, 2019
The Starport Forum Index > All Posts (Kremit)

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Re: Wandering Bases
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Quote:

robocop wrote:
Here's another wrinkle. You'd need to position the planets and spines in such a way that at no time would an orbiting object run into another space object. I wonder how they'd do traveling through an asteroid field while a player is present.


That just means actually making use of the Y coordinate that apparently is 0 for most all bases and planets... I guess it's like a gravitational plane... but I think using the Y value would add character to the game a bit more..

Posted on: 2011/11/20 6:06
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Re: Wandering Bases
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actually, you could set a low to no death zone so you could actually fly between the planets and the sun.. though I'd imagine you'd still have to have a long, thin, invisible object connecting the planet to the sun.. but I don't think the bases would have to be deep space..

I actually made a trade lane go straight through the center of the New York system star.. Although I was able to travel straight through it w/o exploding, I did notice that I took hull dmg every time I shot through there. After adjusting death zone to 0, I don't take dmg any more. Infact, if I try to fly into it manually, or escape trade lane in it, I just ricocheted out/off of it.

Posted on: 2011/11/18 13:13
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Re: Wandering Bases
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Because the planet is "orbiting" the sun, it could be anywhere on a 360 degree arch when you want to dock.. unfortunately, the system.ini has specific entries for the docking rings, with specific coordinates. The idea of docking some where other than the planet would only work if you followed the planet around it's orbit till it came up on the docking ring... unless someone else has found a better way to handle this.

Posted on: 2011/11/18 10:09
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Re: Wandering Bases
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some good ideas there... I'd mainly be afraid of resources with that many objects loading up... but if it could be done, that'd be extremely awesome.. I've been wanting to do a mock up of our own solar system (asteroid belt included)... but I don't think I'd go to the extent of giving Jupiter or Saturn a fraction of their moons.. Heck, Mars would be lucky if I gave it two..

Posted on: 2011/11/17 0:35
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Re: Giant Suns?
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from the first two images, it looks like you might want to increase the number of spines? As for the second set of images, it looks like either the size of the sun, or the size of the exclusion/death zone, is not set correctly in the .ini files..

data\solar\solararch.ini
Code:
[Solar]
nickname = custom_sun
ids_name = 60201
ids_info = 60202
type = SUN
DA_archetype = solar\suns\sun.sph
mass = 1000000
solar_radius = 10000
shape_name = NNM_SM_SUN



data\solar\stararch.ini
Code:
[star]
nickname = cust_blue_sun
star_glow = blue_starglow
star_center = blue_starcenter
lens_flare = hex_rainbow_lens_flare
lens_glow = default_lens_glow
spines = blue12_spines
intensity_fade_in = 0
intensity_fade_out = 0
zone_occlusion_fade_in = 1.000000
zone_occlusion_fade_out = 1.000000
radius = 10000


inside your system .ini file:
Code:
[Object]
nickname = Ew07_Sun (name of sun)
pos = 0, 0, 0 (position on x,y,z)
ambient_color = 255, 255, 255 (r,g,b color values)
archetype = custom_sun  (nickname in solararch.ini)
star = cust_blue_sun (nickname in stararch.ini)
atmosphere_range = 20000
ids_info = 66155

[Zone]
nickname = Ew07_sun_death
pos = 0, 0, 0
shape = SPHERE
size = 20000
damage = 10000000
visit = 128
sort = 99.500000
density = 0
relief_time = 0


Note the atmosphere_range and size of death zone is bigger than the radius. It should at least be the diameter of the sun, not the radius, in order to have the best visual effect from around the sun.

The spine values are defined in the stararch.ini.. if you need more than 12, you'll prob have to make a custom entry with however many spine = .... lines as you need spines. Unfortunately, I can't really make sense of those spine = lines so I have never used custom spine values.

Posted on: 2011/11/16 8:16
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Re: Wandering Bases
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NPC ships have patrol routes predefined somewhere in data folder contents... and bases are completely different and handled as stationary objects.. If there is a possible way to do so, which would involve being able to cross reference the bases folder and contents within the ini file for the npc routes, you would have to add the bases nickname (IE: Li01_01 is nickname for Planet Manhattan) and define route coordinates in the ini file for npc routes. However, I don't think that ini file would correspond with the bases folder contents as it most likely only ties with the shiparch.ini..

I did see a thread similar to this idea, but was for orbiting planets. The trick there is attach the planets to the sun itself, giving the sun very long spines to hook/mount the planets to. This requires changing the sun's models from .sur to .cmp so they can have hard points for the planets. After you get the planets attached to the sun, you assign a spin value to the sun. This will rotate the sun and everything connected to it. The downside to this method, however, is the further planets will move much quicker than planets closer to the sun as each planet (as well as the sun) will end up completing one revolution together, at the same time.

Posted on: 2011/11/16 7:57
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Re: Cargo Expansion Upgrade
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Don't think this is possible... not without coding in a hard point to connect the "train car" to, and even if you put the hard point on each ship, I still don't know how you can assign cargo space to equipment..

You could always just play Darkstar One to accomplish this "train" feat..

if you want more cargo space for your ship, find data\ships\shiparch.ini and run it through Bini to decompile it to readable text. Rename the orig ini and then rename the readable text file to shiparch.ini. Open up the readable text file and adjust the hold_size properties of w/e ships you want..

Example (increase starting ship to have 200 cargo instead of 20):

Code:
[Ship]
ids_name = 237015
...
nickname = ge_fighter
...
hold_size = 20
...


change to:

Code:
[Ship]
ids_name = 237015
...
nickname = ge_fighter
...
hold_size = 200
...

Posted on: 2011/11/16 7:44
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Re: Lose GOTO on cleared waypoint?
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A year late... and you're probably not playing anymore... but JIC someone else has this question..

Mouse Flight and Free Flight are two separate things..

Hit escape, or click the free flight icon.. when you hit "GOTO", the game sets course to a specific set of coordinates. Changing the waypoint does not change these coordinates. You must cancel the GOTO (clearing the coordinates set) and then target the new waypoint and click GOTO.. this will set the new coordinates for autopilot.

Posted on: 2011/11/16 7:39
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Re: Help with lights
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tried my own suggestion, did not work... doesn't look like there's a way to do it as equipment actually refers to archtypes.. Though I guess it still possible if you do some work between the misc_goods.ini, misc_equip.ini, light_equip.ini, goods.ini and of course, you have to have the light's nickname listed in the market_misc.ini else you won't find it for sale anywhere.

Still can't sell running lights because different ships have different numbers of running lights. The above suggestion would be for headlights and docking lights only.

Posted on: 2011/11/16 7:12
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Re: Price Factor modifier
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The ship "package" purchased from ship vendors can be found in equipment\goods.ini. Unfortunately, there's no where to stick a multiplier (that I'm aware of)... but you can manually modify the following files:

equipment\weapon_good.ini - prices for weapons.. guns, missile launchers, mine droppers, torpedo launchers as well as the ammo for the last three.

equipment\st_good.ini - you'll find prices for thrusters and shields.

inside equipment\misc_good.ini, you'll find prices for nanobots, shield batteries and counter measures (both deploying devices and counter measure ammo)

Finally, there's equipment\market_commodities. This is a base by base break down, using multipliers, to control the prices of items between various bases. If the commodity is listed at a certain base, that multiplier is applied to the commodity price found in equipment\goods.ini. If there is an item not listed at that base, that means the base uses the price of the commodity from equipment\goods.ini w/o a multiplier.

Hope that helps.. also, if you know someone good w/ programming scripts, you can probably write something scour through each of the files mentioned, take the lines that have "price = X" in them, and then multiply X by a decimal value (or just divide).

Posted on: 2011/11/16 6:43
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Re: Looking for freelancer mod please help
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Posted on: 2011/11/16 5:49
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Re: Glass Issue and Question (in a Fighter)
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I did it the way Fusion suggested for about a week before I got sick of looking at a single color on my ship that didn't match the rest of the texturing even though the colors were about a 98% match.. so I found this way to texture the glass..

Add a node under texture library for the image you want to texture the glass to... then in material library, type is DcDt, no Dc node necessary (but may still control transparency/opacity; not sure as I did the transparency in the .tga file)..
Dt_name string value should be the name of the node under texture library.

UTF textured glass screenshot

That is, of course, if you don't want just one standard color for the glass.. ex) a camouflage texture would prob want textured glass..

Posted on: 2011/11/15 9:04
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Re: Looking for freelancer mod please help
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Of course, you should remember that the higher class guns you equip, the more drain on your energy. Mounting an un-modded class 10 gun on a beginning starflier will probably deplete all your energy in one shot, preventing you from firing again for several seconds. In this event, you may want to either adjust the drain from the weapon (equipment\weapon_equip.ini) or give yourself a more powerful energy source (equipment\goods.ini & ships\loadouts.ini)

So, instead of editting the shiparch.ini, you can also find the gun you want to equip in the weapon_equip.ini and make some edits:

[Munition]
nickname = special_gun15_ammo
....
hull_damage = 978 (physical dmg ship takes when hit)
energy_damage = 0 (dmg ship's shield takes when hit)
...
lifetime = 1.166000 (distance projectile will travel)

[Gun]
nickname = special_gun15
...
hp_gun_type = hp_gun_special_10
...
power_usage = 268.950012 (energy consumed per shot)
refire_delay = 0.500000 (refire rate of gun, lower = faster)

hp_gun_type tells the game what class the gun is. By changing this to hp_gun_special_1, you can make it a class 1 weapon.

Note:
When editing the ammo values for hull and energy damage, you may want to make a new weapon reference.. I made mine "special_gun16_ammo" and "special_gun16" so I could assure that no NPC ships in the game would be blasting me with 512 dmg each shot at a fairly quick refire rate..


Once you've modded the weapon_equip.ini, if you've made a new weapon entry as I did, you'll have to make an entry for that weapon in the weapon_goods.ini. This has to be done in order to make the weapon purchasable in game.

[Good]
nickname = special_gun16
equipment = special_gun16
category = equipment
price = (value at which game sells the weapon for)
item_icon = (tells game what icon to load for the weapon)
...
shop_archetype = (gun model to use)
material_library = (.mat file for texture)

Finally, you'll want to adjust the market_misc.ini to tell the game where to sell the weapon... My example below tells the game to sell the special_gun16 and light, heavy and freight class 10 shields. I personally put this under each base so I can buy the stuff anywhere I may dock..

MarketGood = special_gun16, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark10_lf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark10_hf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark10_fr, 0, -1, 10, 10, 0, 1

Note:
Guns do not require ammo entries, but mines, missiles, torpedoes and counter measures do. Since the limit on each of those is 50, you would put 50 instead of 10. Nanobots and Shield Batteries should be 100.

Posted on: 2011/11/15 3:02
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Re: Looking for freelancer mod please help
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Quote:

Timmy51m wrote:
Far easier to alter shiparch than all the equipment, fewer entries anyway.


example:

(ge_fighter)
hp_type = hp_gun_special_3, HpWeapon03
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01

The above states that all three weapon hard points can mount class 1 and 2 guns. Only Hard point for 3rd weapon can do class 3. Also shows max shield class is 3.

hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_fighter_shield_special_10, HpShield01
hp_type = hp_fighter_shield_special_9, HpShield01
hp_type = hp_fighter_shield_special_8, HpShield01
hp_type = hp_fighter_shield_special_7, HpShield01
hp_type = hp_fighter_shield_special_6, HpShield01
hp_type = hp_fighter_shield_special_5, HpShield01
hp_type = hp_fighter_shield_special_4, HpShield01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01

Now all three weapon hard points can mount any class gun and you can also mount any class shields.. Missiles and Mine launchers are considered in the above as well, however turrets are not..

hp_type = hp_turret_special_10, HpTurret01
hp_type = hp_turret_special_9, HpTurret01
hp_type = hp_turret_special_8, HpTurret01
hp_type = hp_turret_special_7, HpTurret01
hp_type = hp_turret_special_6, HpTurret01
hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01

Would give one turret hardpoint the ability to mount any class turret... Any extra weapon points are just tacked on w/ a comma and an incrementation in the number assignment. IE: HpTurret01, HpTurret02, HpTurret03, etc..

Posted on: 2011/11/15 2:39
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Where'd my Neuralnet go?
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Rewriting this post to match current situation..

cloned prop_neuralnet_d to prop_neuralnet_sp w/ a new texture.

Added entries to petaldb.ini, characters\bodyparts.ini, characters\costumes.ini and also characters\newcharacter.ini.

petaldb.ini:
Code:
prop = neuralnet_sp, Characters\props\prop_neuralnet_sp.3db


bodyparts.ini:
Code:
[Accessory]
nickname = prop_neuralnet_sp
mesh = characters\props\prop_neuralnet_sp.3db
hardpoint = hp_eyewear
body_hardpoint = hp_eyewear


costumes.ini:
Code:
[Costume]
nickname = trent
head = sp_trent_head
body = pl_trent_body
righthand = benchmark_male_hand_right
lefthand = benchmark_male_hand_left
accessory = prop_neuralnet_sp


newcharacter.ini:
Code:
[Pilot]
nickname = trent
body = trent
comm = trent
accessory = prop_neuralnet_sp
voice = trent_voice


After that, I got the prop to show up in game, but only after I started a new game. In addition, any time I would load a saved game, the prop would be gone. So I started looking further, eventually using Flcodec to decompile exe\newplayer.fl, where I added the accessory = entry and then recompiled. So my newplayer.fl now looks like:

Code:
voice = trent_voice
costume = trent
accessory = prop_neuralnet_sp
com_costume = trent


Still same issue... So trying to find out more, I used flcodec to decompile a saved game's .fl file. I have since used a hexeditor to change server.dll to save as decompiled text. The restart.fl file looks good, but the accessory is still not being saved to any save files..

Restart.fl:
Code:
voice = trent_voice
costume = trent
accessory = prop_neuralnet_sp
com_costume = trent


Savefile.fl (note there's no accessory entry):
Code:
voice = trent_voice
com_body = 3144214861
com_head = 2992488072
com_lefthand = 2479975689
com_righthand = 2264565644
body = 3144214861
head = 2992488072
lefthand = 2479975689
righthand = 2264565644


So that's where I'm at.. trying to find where the save function is referencing the saved data. If I can find that, I might be able to add the accessory so it saves every time. Until then, I'm stuck with manually editing the save file before I load it... which kinda stinks.

I've also tried adding Player entries to exe\freelancer.ini as well as data\missions\m01a.ini, with no resolution.

Any ideas or insight would be greatly appreciated... willing to hear ideas or thoughts for that matter as it may spark an idea for trying something different.. I just know I'm up against a wall with this.

Posted on: 2011/11/14 19:01
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