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November. 21, 2019
The Starport Forum Index > All Posts (Kremit)

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Re: Factions List
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not doubting, but I haven't downloaded or even installed any mods... the only non-vanilla stuff is that which I created... and I haven't bothered with creating factions.. so this is a non-vanilla, but still default in the install?

Posted on: 2011/11/14 18:40
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Re: Factions List
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sorry to bump this after soo long, but after doing a lil php with empathy.ini and the list in this thread, I only found one faction not listed... co_ni_grp

In addition, faction co_gts_grp is not even listed in empathy.ini... does that mean you are always neutral with Galactic Trading Service?

Posted on: 2011/11/14 12:19
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Re: 00149e35 crash freelancer exe
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Can't say it was exactly the same as I never used FLHook.. but I adjusted the trade lane speed in the .exe, load a game and try to launch to space, I'd be right back at my desktop w/ a illegal op error/close program display ~5 seconds later. Made the adjustments about three times on the .exe before I tried deleting the saved games and starting a new game... after that I was able to launch to space just fine.

Just some examples of the crashes I experienced:
Other changes that caused crashes consistently were trying to use the box shaped trade lane rings like you find in tau-25? maybe tau-23... but the model won't support docking, so when I'd target it or get close enough to it, the game would crash. Also created crashes by not linking nicknames in my new system correctly. My Ew07.ini pointed to two planets that weren't linked correctly in solararch.ini. I was calling for something like planet_neutron_2000, but not only did solararch.ini not have that entry, but the file didn't even exist in the solar\planets\planet_neutron folder.. So the game would crash because it was unable to create the system.

Posted on: 2011/11/13 21:31
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Re: 00149e35 crash freelancer exe
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Try renaming the modded exe, I usually go w/ .exe.mod and then restore the original .exe.. does the issue persist?

If so, it's not related to the .exe and may be related to something else changed...

If not, it's something to do with the edit of the .exe... try again with the restored/original .exe. I had to do this twice before I found the proper section of the .exe to adjust.. this is the downside to hexeditors is you can prevent something from working correctly if you mess up just a lil (even an extra character can have undesired effects).

Posted on: 2011/11/13 3:58
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Re: changing the targeting cross hair
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oh wow, so the targeting is linked to the font color... I guess that makes things... easier? Also, no wonder I couldn't find anything other than the arrows in buttontextures.txm..

JIC RGB values are not one's strong suit... here's the color references found in that rich_font.ini (will have to use Bini to decompile and edit the .ini)

Open in new window

Posted on: 2011/11/11 23:33
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Re: Mission 01a: It's not much, but it'll do..
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Feel bad for posting this and then finding the answer on the same day... but after weeks of trying, I thought I'd ask...

I started lookin around in .thn files, li_01_equipment_ambi_s005_ship_01.thn references an rtc ship. After finding the match in rtc_shiparch.ini, I found the reference to cv_starflier under "rtcprop_civ_fighter"... changed that to point to the clone and walla!! Figured I'd post the findings rather than delete the post in case someone else ever has this complication.

Open in new window

Posted on: 2011/11/11 7:09
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Re: Minimum speeds above 0m/s
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just wanna point out this is a game that takes place in space... where there is no air to push through jets and no gravity to make a "stalled" "plane" fall.. with reverse thrust, a vessel can actually float in space just like some satellites could.

As far as the issue, try adjusting linear_drag for the particular ship within the shiparch.ini? I'd guess the lower the drag, the more difficult it would be to "stop" the ship?

Posted on: 2011/11/11 6:04
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Re: A certain weapon >-<
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Though maybe easier to tinker around in the application previously mentioned... I'm an old school hands on kinda guy and prefer trial and error through manual editing. Though it may take longer, it's more precise with what I want to see in game.. If you're gunna try to work with the weapon_equip.ini file as I previously suggested, semi-colon's can be your friend. The game will omit (not read or process) any lines that begin with a semi-colon. This means by removing or adding a single character (";", you can change the effect. Of course, the more lines you have in your ini, the larger the ini will be in terms of file size...

I did a lil work with php and the weapons_ale.ini file, to compile a list of the muzzle flashes, projectile effects, impact effects and also included blast effects associated with mines, missles and/or torpedos... Below I've put in only those effects beginning with ci as you pointed out in your last post, as well as the Kusari weapon effects as suggested by Timmy...

If you'd like the full file of the complete effects, I can email it to you... but you'll have to send a message through these forums to my account as I will not publicly post my email.

Muzzle Flash:
;flash_particle_name = ci_capgun_01_flash
;flash_particle_name = ci_flakcannon01_flash
;flash_particle_name = ci_laser_01_flash
;flash_particle_name = ci_laser_02_flash
;flash_particle_name = ci_laser_03_flash
;flash_particle_name = ci_laser_04_flash
;flash_particle_name = ci_photon_01_flash
;flash_particle_name = ci_photon_02_flash
;flash_particle_name = ci_photon_03_flash
;flash_particle_name = ci_photon_04_flash
;flash_particle_name = ci_tachyon_01_flash
;flash_particle_name = ci_tachyon_02_flash
;flash_particle_name = ci_tachyon_03_flash
;flash_particle_name = ci_tachyon_04_flash
;flash_particle_name = gf_ku_array01_flash
;flash_particle_name = gf_ku_gun01_flash
;flash_particle_name = gf_ku_gun02_flash
;flash_particle_name = gf_ku_missile01_flash
;flash_particle_name = gf_ku_turret01_flash
;flash_particle_name = gf_ku_turret02_flash
;flash_particle_name = gf_ku_turret03_flash
;flash_particle_name = gf_ku_turret04_flash
;flash_particle_name = ku_capgun_01_flash
;flash_particle_name = ku_flakcannon01_flash
;flash_particle_name = ku_laser_01_flash
;flash_particle_name = ku_laser_02_flash
;flash_particle_name = ku_laser_03_flash
;flash_particle_name = ku_laser_04_flash
;flash_particle_name = ku_neutron_01_flash
;flash_particle_name = ku_neutron_02_flash
;flash_particle_name = ku_neutron_03_flash
;flash_particle_name = ku_neutron_04_flash
;flash_particle_name = ku_particle_01_flash
;flash_particle_name = ku_particle_02_flash
;flash_particle_name = ku_particle_03_flash
;flash_particle_name = ku_particle_04_flash
;flash_particle_name = ku_photon_01_flash
;flash_particle_name = ku_photon_02_flash
;flash_particle_name = ku_photon_03_flash
;flash_particle_name = ku_photon_04_flash
;flash_particle_name = ku_plasma_01_flash
;flash_particle_name = ku_plasma_02_flash
;flash_particle_name = ku_plasma_03_flash
;flash_particle_name = ku_plasma_04_flash
;flash_particle_name = ku_tachyon_01_flash
;flash_particle_name = ku_tachyon_02_flash
;flash_particle_name = ku_tachyon_03_flash
;flash_particle_name = ku_tachyon_04_flash

Projectile Effects:
;const_effect = ci_capgun_01_proj
;const_effect = ci_flakcannon01_proj
;const_effect = ci_photon_01_proj
;const_effect = ci_photon_02_proj
;const_effect = ci_photon_03_proj
;const_effect = ci_photon_04_proj
;const_effect = ci_pulse_01_proj
;const_effect = ci_pulse_02_proj
;const_effect = ci_pulse_03_proj
;const_effect = ci_pulse_04_proj
;const_effect = ci_tachyon_01_proj
;const_effect = ci_tachyon_02_proj
;const_effect = ci_tachyon_03_proj
;const_effect = ci_tachyon_04_proj
;const_effect = gf_ku_gun01_projectile
;const_effect = gf_ku_gun02_projectile
;const_effect = gf_ku_turret01_projectile
;const_effect = gf_ku_turret02_projectile
;const_effect = gf_ku_turret03_projectile
;const_effect = gf_ku_turret04_projectile
;const_effect = ku_capgun_01_proj
;const_effect = ku_flakcannon01_proj
;const_effect = ku_laser_01_proj
;const_effect = ku_laser_02_proj
;const_effect = ku_laser_03_proj
;const_effect = ku_laser_04_proj
;const_effect = ku_neutron_01_proj
;const_effect = ku_neutron_02_proj
;const_effect = ku_neutron_03_proj
;const_effect = ku_neutron_04_proj
;const_effect = ku_particle_01_proj
;const_effect = ku_particle_02_proj
;const_effect = ku_particle_03_proj
;const_effect = ku_particle_04_proj
;const_effect = ku_photon_01_proj
;const_effect = ku_photon_02_proj
;const_effect = ku_photon_03_proj
;const_effect = ku_photon_04_proj
;const_effect = ku_plasma_01_proj
;const_effect = ku_plasma_02_proj
;const_effect = ku_plasma_03_proj
;const_effect = ku_plasma_04_proj
;const_effect = ku_pulse_01_proj
;const_effect = ku_pulse_02_proj
;const_effect = ku_pulse_03_proj
;const_effect = ku_tachyon_01_proj
;const_effect = ku_tachyon_02_proj
;const_effect = ku_tachyon_03_proj
;const_effect = ku_tachyon_04_proj

Ordinance Impact:
;munition_hit_effect = ci_capgun_01_impact
;munition_hit_effect = ci_flakcannon01_impact
;munition_hit_effect = ci_laser_01_impact
;munition_hit_effect = ci_laser_02_impact
;munition_hit_effect = ci_laser_03_impact
;munition_hit_effect = ci_laser_04_impact
;munition_hit_effect = ci_photon_01_impact
;munition_hit_effect = ci_photon_02_impact
;munition_hit_effect = ci_photon_03_impact
;munition_hit_effect = ci_photon_04_impact
;munition_hit_effect = ci_pulse_01_impact
;munition_hit_effect = ci_pulse_02_impact
;munition_hit_effect = ci_pulse_03_impact
;munition_hit_effect = ci_pulse_04_impact
;munition_hit_effect = ci_tachyon_01_impact
;munition_hit_effect = ci_tachyon_02_impact
;munition_hit_effect = ci_tachyon_03_impact
;munition_hit_effect = ci_tachyon_04_impact
;munition_hit_effect = gf_ku_gun01_impact
;munition_hit_effect = gf_ku_gun02_impact
;munition_hit_effect = gf_ku_turret01_impact
;munition_hit_effect = gf_ku_turret02_impact
;munition_hit_effect = gf_ku_turret03_impact
;munition_hit_effect = gf_ku_turret04_impact
;munition_hit_effect = ku_capgun_01_impact
;munition_hit_effect = ku_cruisedis01_impact
;munition_hit_effect = ku_empmissile_impact
;munition_hit_effect = ku_flakcannon01_impact
;munition_hit_effect = ku_laser_01_impact
;munition_hit_effect = ku_laser_02_impact
;munition_hit_effect = ku_laser_03_impact
;munition_hit_effect = ku_laser_04_impact
;munition_hit_effect = ku_missile01_impact
;munition_hit_effect = ku_missile02_impact
;munition_hit_effect = ku_neutron_01_impact
;munition_hit_effect = ku_neutron_02_impact
;munition_hit_effect = ku_neutron_03_impact
;munition_hit_effect = ku_neutron_04_impact
;munition_hit_effect = ku_particle_01_impact
;munition_hit_effect = ku_particle_02_impact
;munition_hit_effect = ku_particle_03_impact
;munition_hit_effect = ku_particle_04_impact
;munition_hit_effect = ku_photon_01_impact
;munition_hit_effect = ku_photon_02_impact
;munition_hit_effect = ku_photon_03_impact
;munition_hit_effect = ku_photon_04_impact
;munition_hit_effect = ku_plasma_01_impact
;munition_hit_effect = ku_plasma_02_impact
;munition_hit_effect = ku_plasma_03_impact
;munition_hit_effect = ku_plasma_04_impact
;munition_hit_effect = ku_pulse_01_impact
;munition_hit_effect = ku_pulse_02_impact
;munition_hit_effect = ku_pulse_03_impact
;munition_hit_effect = ku_tachyon_01_impact
;munition_hit_effect = ku_tachyon_02_impact
;munition_hit_effect = ku_tachyon_03_impact
;munition_hit_effect = ku_tachyon_04_impact
;munition_hit_effect = ku_torpedo01_impact

Misc Ordinance Blasts:
;effect = ku_mine01_blast25
;effect = ku_mine01_blast50
;effect = ku_mine02_blast25
;effect = ku_mine02_blast50

There's much much more... but only giving what was discussed in this thread so I don't make a 1½ page post...

Posted on: 2011/11/11 5:53
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Mission 01a: It's not much, but it'll do..
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In the cutscene of the equipment room, Juni shows trent his ship. In the cutscene, the ship is a starflier (ge_fighter). I've replaced the loadouts.ini default ship to sp_fighter (a starflier clone w/ new textures, with texturing issues fixed using Freelancer XML Project). Everything works like I want it to, except the initial cutscene referenced. This still shows a regular starflier model, even after I've editted the .thn's to point to sp_fighter instead of ge_fighter..

The loadouts refer to sp_fighter, the thn's refer to sp_fighter, the m01a.ini refer's to sp_fighter... even if I change ge_fighter to sp_fighter's model in the shiparch.ini, I STILL have the vanilla starflier... O.o Is there any way someone can point me in the right direction here?

Posted on: 2011/11/11 5:10
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Re: 00149e35 crash freelancer exe
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would also suggest wiping out saves and starting fresh.. I ran into this issue when I altered my .exe to increase trade lane speed.. I tried using the original .exe and it worked fine... must've modded it three separate times before I thought to remove save files and start a new... prob start with restoring the original exe w/ current saves... if that works, back up the current saves by renaming the "My Games" folder as suggested and try a new w/ the modded .exe.. Also would be helpful to those offering advice as well as those that might have this issue as well if you could post the results..

Posted on: 2011/11/11 4:59
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Re: Weird Issue/Error: Crash on 2nd Launch???
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a lot could be causing issues with just the file(s) vs ini files (particularly the loadouts.ini and shiparch.ini)... are all the original hardpoints still entact by their default names? I know trying to mount a gun or even shield in the loadouts where the hardpoint is not defined in the cmp, 3db or even shiparch.ini can cause funky things to happen. Also check all the references match the file names within the files by using Freelancer XML Project..

Given the fact that replacing your clone w/ the vanilla model and no longer have issues kinda rules out the lack of definition in the shiparch.ini, but not a missing or miss labelled hardpoint in the 3d file. Also could be trying to reference something that hasn't been properly linked to the new 3d file (as I mentioned at the end of my first paragraph and using Freelancer XML project to make sure everything is linked correctly). The fact the vanilla model does not crash also suggests that it most likely is not an issue with the platform it's running on, but the 3d file itself. Lastly, I've heard of issues similar if and when a 3d file isn't made with triangular polys, so that's something also worth checking... tho I do believe I recall milkshape only working with models that use triangular polys..

Posted on: 2011/11/11 4:47
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Re: Missile correspondence table?
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looks like startrader covered this, but you can also use FLid to look up the id_name values to find out what's what..

Posted on: 2011/11/11 2:26
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Re: Glass Issue and Question (in a Fighter)
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you can map texture to glass simply by creating a new node for the texture in texture library, then under material library, you refer to the texture image node name in the string value of Dc.. making the glass DcDt.

As for the reason the glass doesn't show, I'd have to guess as you cloned the model, there is likely some cross referencing going on. I had similar texture issues where the ship would look good in a base or on a planet, but soon as it launched to space, the textures reverted back to vanilla textures... even though I was pointing it to a whole different .mat file that didn't have the vanilla textures inside.

What I had to do to fix this is use Freelancer XML Project to decompile the .cmp and .3db files.. renamed them all, updated the xml files to point to the new names.. then did the same thing with the image and .mat files. Make sure to select "extract images" when you run FL XML Project, else you probably won't get the desired results. Once your xml files point to the custom named part (or image) files, run XMLUTF to convert the modded xml's and texture files back to the .mat, .cmp and .3db files.. After that, it's just making sure the shiparch.ini file also points to the appropriate files.

As for the pilot looking 1.75 times the size, if I'm not mistaken, the pilot is loaded from shiparch.ini and should be same size regardless, unless you've cloned the ship_pilot.3db..

Edit:
I guess it's important to add that I did not use a cloning tool, but copied the files from their vanilla folders, created new folder and renamed each file.. then retextured through UTF and Freelancer XML Project.. perhaps the scaling of the ship could be placing the glass and the "lid" in inappropriate areas.. you may need a 3d editing utility to resolve that issue.

Posted on: 2011/11/11 2:23
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Re: changing the targeting cross hair
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Quote:

matski wrote:
mmm tried editing the mouse.ini in notepad, comes up with garbage stuff


Most of the ini files (w/ exception to one or two) are encrypted. You have to use Bini to decrypt the ini file to readable text.

You can find it at http://www.swat-portal.com/php/lancer ... DBFileDownload&dataID=719

It's simple to use, much easier than a hex editor.. it's a single .exe file that can be ran in dos, though I find it easiest to just drag and drop the ini file over the bini.exe icon in windows. This will decompile the ini and save it as an ini.txt file within the original .ini's folder (Ex: Freelancer\Data\Mouse.ini will save the decompiled file as Freelancer\Data\Mouse.ini.txt). Rename the original ini (or delete if you're feeling brave), I usually go with .ini.orig, and then rename the .ini.txt to just .ini. You don't need to worry about recompiling it as freelancer will use the file in the readable format as well as the original compilation.

With this, you can actually begin modding more than just the colors on crosshairs, if you'd like. You can change the reward amounts for specific missions, you can change cruise speed, change cargo size of ships, armor and HP for ships, change values of commodities in certain bases, change the ships that are for sale at certain bases, and that's just the tip of the iceberg. Of course, it may take a little effort to review the various values assigned for various entries to get an idea of how to adjust certain values... other times it's sometimes trial and error to get something the way you want it.

Posted on: 2011/11/11 1:33
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Re: changing the targeting cross hair
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inside mouse.ini of the data folder... change the color settings (R,G,B, saturation) for the following..

[Cursor]
nickname = hostile
anim = neutral, 1, 0
hotspot = 32, 32
blend = 4
spin = 0
scale = 0.450000
color = 191, 29, 29, 255

[Cursor]
nickname = fire
anim = hostile_fire, 1, 0
hotspot = 32, 32
blend = 4
spin = 10
color = 191, 29, 29, 255
scale = 0.450000


Colors you may see in mouse.ini:
color = 255, 255, 255, 255 = White (Neutral Target)
color = 135, 195, 224, 255 = Cyan/Light Blue color
color = 191, 29, 29, 255 = Red (Hostile Target)
color = 59, 191, 29, 255 = Green (Friendly Target)

Posted on: 2011/11/10 9:36
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