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There are currently 19 users playing Freelancer on 38 servers.
April. 14, 2021
The Starport Forum Index > All Posts (Chips)

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Re: NPCs won't fight - missions
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Yes - its power supply Did you happen to, for instance, make infinite power supply have 0 capacity or something - as from memory NPC loadouts have infinite power supply.

p.s. can flood control be disabled for when editing posts?

Posted on: 2011/7/23 3:20
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Re: Coolest Looking Ship
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Valk - love it Dragon is nice too.

Posted on: 2011/7/22 21:27
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Re: Hello Folks
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*WAVES*

Hi there


(I have a wave inferiority complex).

Posted on: 2011/7/22 2:51
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Re: Mod Question
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Seen it up to about 400 online at times - most days. If you click on the numbers, you can find more out - 200 is about the low point in the 24 hour cycle, 500 odd is the highest points.

Some servers are wayyyy bigger than they used to be - one peaks at nearly 200 players at times

So several servers (probably 4) have about 80-90% of the online population on them

Posted on: 2011/7/22 2:44
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Re: Problems with mod manager in Windows 7 64
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Quote:

Timmy51m wrote:

There's a hack for that!



Posted on: 2011/7/20 19:45
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Re: "Random hints" collection thread
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Two bits of trivia that it appears no-one knows about any more

The bartender on planet New Berlin is named after the original founder of Lancersreactor.com - Christian Koerner (Bargib).

Tachyon, one of the moderators at the original Lancersreactor.com, appears in the Freelancer manual playing / chatting with the developers.


Posted on: 2011/7/20 18:38
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Re: Problems with mod manager in Windows 7 64
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Quote:

13ronin wrote:
Patched!

For some reason XMLpad wasn't saving the file the same way; and notepad wouldn't let me save any changes to the beam weapon mod. It said access denied. Later after messing around with it I realized that for whatever reason it wasn't recognizing me as administrator. So I moved the script onto the desktop; edited it there with notepad, and moved it back into the mod folder.

I'm currently running around with 5 advanced beam weapons on a defender fighter. lol. It keeps me laughing. I just look at something and its gone.

As for the other crap; for some reason the mod manager seems to (mostly) be behaving itself. The speed mod is still off; I doubled the cruise speed to 600 but the gauge is still readin 300 even though I can tell by how quickly I'm closing range I'm going 600. Whatever. Everything works now!


I can't remember for sure, but I don't think value you see in the window for "cruise speed" is actually anything to do with cruise speed. In other words, it is just 300 being displayed irrespective of whatever the cruise speed is really.

But I'm going from very very very old memory.

Posted on: 2011/7/20 18:23
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Re: freelancer explorer and defender2
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Most likely because you haven't got a goods.ini entry for the ship

Posted on: 2011/7/20 18:20
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Re: Alternative to Restart templates by SP Scripting
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Quote:

K405 wrote:
just a dirty-simple question : if someone gets to understand the mechanics of these scripts , would he be able to code a whole new campaign for the game ?


Yes, and it has even been done. It was perhaps 7 years ago when i saw my first coded mission - but in the last year a guy finally made an entire campaign in SP and is making (or made, been a bit out the loop) a second one.

Posted on: 2011/7/19 21:21
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Re: KP Lol plugin
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Very nice, and I particularly like the name of it too

Posted on: 2011/7/18 18:35
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Re: Problems with mod manager in Windows 7 64
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Quote:

13ronin wrote:
Wow.

I'm impressed. I was hoping for this kind of help but I didn't honestly expect it. I should have some free time this afternoon to try it all again. I plan on having this open at the same time.

As for a few posts and replying to them:

The mods in mod manager don't change color to orange. They don't show that they are going to have any issues. so its just odd. Also the speed mod will change the afterburner speed but it doesn't change the cruise speed like it suppose to. Odd. As for restoring backups; it actually is restoring save games. Like I said when activating the mod it gets rid of all saved games and then when I restore backups it puts the saved games back in place. Its definitely strange.

So the beam weapon problem is solved. Thanks!

What do I do about the speed mod?


Misunderstanding and I explain poorly

When you activate a mod, the mod manager (if savesafe or move saves games is enabled) will automatically move save game files for you. If you went to the save games directory, you may find sub-directories named after said mods, and inside them, various save games as appropriate. Those are saves created whilst that mod was activated. If you activate the mod, it will put that save game file into the root directory for save games (I may not be 100% accurate here, this is from memory - but basically what FLMM does regarding save games).

FLMM moves various save games, and then puts them back afterwards. It is because save games from one mod may not work with another (cause a crash). It was one of the most common issues people had with mods - crash on startup. It was nearly always due to the save games issue So FLMM has it "built in" to negate that problem However, this may mean that if you activate a mod, your "vanilla" (that means un-modded Freelancer) save games get moved away, resulting in no save files. However, I haven't checked to be sure - maybe Autosave remains, dunno

After that, try Wicked_Witch's ideas. I read and understood what you wrote in a different way to what he (and others) read and understood - hence my confusion over what they were saying

If FLMM gives any errors (including the space at the bottom of FLMM it has a sort of output text) say what they are

Posted on: 2011/7/16 20:11
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Re: Problems with mod manager in Windows 7 64
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Are people reading what the guy said?

Mods activate fine

Deactivation may be because some mods change the same files - if they show up as orange or red when one mod is activated, it means "possible conflict" - in other words the mods edit the same files - and when you deactivate, all will be deactivated together.

The solution for your beam weapon mod is given. The issue with save games being moved is covered I think - so let us know if it is all "gravy"


Posted on: 2011/7/16 12:53
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Re: Problems with mod manager in Windows 7 64
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Quote:

13ronin wrote:
Ok. Came back to the game again after a few years. This time with a new computer (woot woot). I have windows 7 64bit. Now everything seems to install just fine and run just fine as far as the game goes. The Mod Manager is a different story. It seems to install ok. I turn on Advanced beam mod, invulnerable shield mod, and speed mod. When I go back into the game; all my saved games are gone. Ok. So I leave the game and go back into the mod manager. It will let me restore backups, but it won't turn off the mods individually. Some kind of error message comes up. As far as gameplay goes, it seems ok but the advanced beam mod is all screwy. It truly does replace the justice MkI with advanced beam. Its the same $500 dollars; but you can't buy any more because it does list it as advanced beam and class 10; so you have to keep that star tracker you get from the very beginning or lose the beam weapons. I like playing with the mods on. I know it takes some of the fun out of the game, but I played it forever when it came out with no mods and want to help with the tedium to get back to where I was. Any help out there? Tips?


The save games got moved by Freelancer Mod Manager. You can disable that functionality... but it may not be wise to do so - up to you

Restoring back-ups only means Freelancer files themselves, not save games. You can manually copy/paste your save games into the base folder for save games (no idea where these are located, it's soo long ago ).

As for the weapon class, you may be able to look in the script file for the beam mod and alter the weapon class declaration there

Specifically instead the xml file find this bit:

Quote:
[Gun]
nickname = li_gun01_mark01
ids_name = 0 ;GENERATESTRRES(advbeamname)
ids_info = 0 ;GENERATEXMLRES(advbeaminfo)
DA_archetype = equipment\models\weapons\li_laser_beam.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 750
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_10

the last line here (there are a lot more lines below this line!)
change it to:
hp_gun_type = hp_gun_special_1

Try again

Posted on: 2011/7/15 21:43
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Re: Stuck in Mission 12
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Quote:

DebrisHauler wrote:
Greetings all,
Great to find an active Freelancer community! Unfortunately I come with a problem.
I recently reinstalled Freelancer for the first time in years, and I have been playing through the single-player campaign. I have reached the final mission set, but when I land on Toledo after retrieving the Nomad power source, nothing at all happens. After I've landed my objective doesn't change, it just sits at "Fly to planet Toledo". While landed I can visit the bar, equipment dealer, and ship dealer and interact with them normally. If I launch to space, the docking ring is still marked as my waypoint. It seems as if some trigger is not recognising that I landed on Toledo.
I reloaded from the start of the mission and played through it again, but got the same result. I also tried copying the original mission files from the install CD to see if that helped, but there was no change.

I am running Freelancer from an original CD with the official v1.1 patch installed, as well as JFLP 1.20, and FL Hack is running. Using FLMM 1.3 I have also installed HD Textures 1.21 and Real Space v2.2.

Can anybody suggest a solution?


First instinct is try playing without official 1.1 patch, jflp 1.20, flhack, hd textures and real space. Too many variables to know what may be up
Just go with plain old FL. If your ship is stock you can probably try just copying your save game file from where FLMM has moved it (due to the mod) - so as to be able to continue from save position (autosave may do this, dunno).

Posted on: 2011/7/15 17:42
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Re: SMARTY tpl?
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I once tried to use smarty... and gave up about 5 seconds later. Unless your site reaches a certain size, I wouldn't have thought it worthwhile to really start using those things.

Posted on: 2011/7/11 9:34
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