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There are currently 37 users playing Freelancer on 42 servers.
September. 28, 2021

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Re: Modded Game Crashing Pre-Menu
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Putting aside that this clearly is an error I have my doubts that it can explain the crash at this early point.
FL seems to load the system files at a later point.

It's pretty hard to tell what causes such a crash without further info but the vast amount of crashes at this specific point are related to savegames being no longer compatible with the modded files. It would be worth a try to rename the savegame folder and try to load the game then.

Posted on: 9/2 12:38
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Re: Modded Game Crashing Pre-Menu
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DATA\UNIVERSE\universe.ini has a [system] without a file = ....

Posted on: 9/2 1:29
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Modded Game Crashing Pre-Menu (Solved)
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For a while, i've been having a problem with a mod i've been working on, where it crashes between the title card and the main menu. When this has happened before, it was the result of something incorrect or missing, but i've struggled to track down the cause.

Up til now, i've used FLScanII to root it out, and have fixed several other minor issues en-route, but though this has helped me narrow the issue down to probably being in the MISSIONS folder - maybe in factionprop.ini - i'm not versed enough in the errors FLScanII's giving me to know where to look past that.

The fact that the scan aborts looking at the MISSIONS folder at this point doesn't help, so all i've really got to go on is this:

Code:
[info] Checking faction_prop.ini
[fatal] Scan aborted: setting file not found in section system


Help would be appreciated, as this issue has effectively killed my enthusiasm for modding.

-Wixelt

Posted on: 9/1 23:27
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New Multiplayer Character - Faction Selection
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I remember playing mods where you could select your faction upon creating a new character. Does anybody have any information on how this is done? I thought maybe you needed multiple [Faction] entries in newcharacter.ini, but appearantly the game just looks for the one with nickname = new_player.

Posted on: 9/1 21:51
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Mod zum erhöhen der Lagerkapazität
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Hallo zusammen,

gerne würde ich ein Equipment Baustein aufbauen, den man bei Ausrüstungshändler kaufen kann.
Es geht um einen "Molekular Kompressor"
Ähnlich wie in Stargate Atlantis, die Wraise Jäger, Personen einsammeln und die Moleküle speichern können, stelle ich mir so ein teil vor, was durch diese neue Technik den Laderaum erhöht.
Er muss einbaubar sein wie z.B. Schilde.
Hat jemand eine Idee ob so etwas überhaupt machbar ist?
Denn derzeit wird die Ladekapazität in der Shiparc.ini gespeichert und scheint im Spiel dann als Konstante verwendet zu werden.

Gruß
Boomer


Posted on: 9/1 21:41
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Re: Mod request: Bounty system
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Quote:

Dromedary wrote:
If you mean something you can just add to vanilla then not that i'm aware of. You'd have to raid either of those mods i mentioned and see how it's been done. Of course you also need to know where to look.


That's exactly what I mean, and I wouldn't know where to look. Nor would I even be able to unpack a mod properly.

Which is why this request is going up, so others can help me with it.

Posted on: 8/30 21:07
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Re: Mod request: Bounty system
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If you mean something you can just add to vanilla then not that i'm aware of. You'd have to raid either of those mods i mentioned and see how it's been done. Of course you also need to know where to look.

Posted on: 8/30 7:22
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Re: Mod request: Bounty system
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Quote:

Dromedary wrote:
That concept has been in a number of mods out there for years. Evolutions has it, Genesis has it, probably a few more


Are there any standalone mods that deliver this functionality for single player?

I like being able to just sit outside an NPC enemy base with my Heavy Fighter or a Freighter and capture a hold full of enemy escape pods. Then I haul them to the turn-in point and profit.

Bounty hunting like this is a very profitable deal.

Posted on: 8/30 5:28
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Re: Mod request: Bounty system
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That concept has been in a number of mods out there for years. Evolutions has it, Genesis has it, probably a few more

Posted on: 8/29 21:35
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Mod request: Bounty system
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Simply put, every time you go after pirates, you get an escape pod that you can tractor in. Then you deliver it to a faction warship - say the Missouri for Liberty - and you gain a few hundred thousand credits or so, depending on which pirate faction you delivered.

It's roughly the same system that you see in Discovery Freelancer, but for the base game.

Posted on: 8/27 21:45
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Re: Space Battleship Yamato/Star Blazers mod wanted
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Quote:

Thaddeus wrote:
The mod is scripted for ver 1.3

You can not alter files in the *\Program Files (x86)\* folder without administrator privileges. This is windows problem, not flmm, easiest solution setup a *\Games\* folder and mod from there

Ship price is set at $100000 - price is set in */Starblazer - DR - Yamato.xml if you want to change. Inflated price will be down to equipment costs for the various turrets, torpedoes and guns, etc


Thanks Thaddeus. Like I said, 2.0 appears to work just fine.

Can't wait to launch her.

Posted on: 8/27 17:52
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Re: [Clientside]Custom key commands

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A bit of a grave dig, but I was wondering if anybody knows the location of the function for handling the release of input.

From what I can tell, any key defined inside of keymap.ini with a state of "keydown, keyup" will only fire an event in the above function for the initial keydown state. This is great for intercepting calls, but sometimes I want to supress the cancelation.

Posted on: 8/27 13:18
Way too ambitious for his own good.
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Re: Battlestar Galactica Mod gone
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Galactica 2.0 on media fire

been there since 2014 - get it while you can

Posted on: 8/27 13:13
~Insert Cool Text Description Here~
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Re: Space Battleship Yamato/Star Blazers mod wanted
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Yeah, forgot about the added value for the equipment.

Posted on: 8/27 12:00
Gun control is like fighting drunk driving by making it harder for sober people to buy a car...
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Re: Space Battleship Yamato/Star Blazers mod wanted
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The mod is scripted for ver 1.3

You can not alter files in the *\Program Files (x86)\* folder without administrator privileges. This is windows problem, not flmm, easiest solution setup a *\Games\* folder and mod from there

Ship price is set at $100000 - price is set in */Starblazer - DR - Yamato.xml if you want to change. Inflated price will be down to equipment costs for the various turrets, torpedoes and guns, etc

Posted on: 8/27 11:28
~Insert Cool Text Description Here~
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