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There are currently 25 users playing Freelancer on
38 servers. | April. 14, 2021 |
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All Posts (Gisteron)
Re: a UV mapping program that isnt do stubborn |
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This might work, too.
Posted on: 2013/2/9 13:11
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Re: Datei für Spielfortschritt, Inventar und Schiffe |
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Das Problem, was Du haben wirst ist nur, dass Du die Speicherstände immer wieder rüberkopieren müssen wirst. Ich bin sicher, mit Dropbox oder sowas könntest Du eine automatische Synchronisation aufbauen. Vielleicht wäre es dafür auch nötig, das Spiel so zu hacken, dass es einen entsprechenden Ordner für die Speicherungen benutzt. Da weiß ich allerdings auch nicht mehr genau, wo man das noch gleich bestimmt.
Posted on: 2013/2/9 13:02
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Re: How to make guns invisible in space |
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They are not invisible though. Nomad guns are a single tiny triangle and depending on your camera position and screen resolution one might just be able to see them.
You could make a degenerate polygon however (all vertices at same coordinates, for instance). Conventional rendering engines do not display them. Why's effects pack should have one set up as a gun already.
Posted on: 2013/2/6 22:00
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Re: Original Freelancer Models - Normal/Specular Maps |
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For my fan arts I used to make an internal copy of a texture file, and change the gamma, contrast and brightness settings (and lowering color saturation to 0, ofc), so that the image could be used as a bump or specular layer - and it worked out fairly well to the eye, but of course it is not at all based on the displayed detail but exclusively on the pixel colors. So I guess that doesn't quite count.
Posted on: 2013/2/1 20:10
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Re: Problem with rings and music |
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idk about the zone shape "ring", but I see enormous size differences and it may very well be, that the player testing wasn't in the zone because it either is so narrow or the placing is so that the player couldn't find a spot inside.
Of course, and I guess that is more likely, it maybe that you have a typo somewhere where you bound the music to the zone or in the music piece's definition. Check out your Spew and maybe run FLScan or something over your modded game..
Posted on: 2013/1/29 16:58
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Re: You know when it all goes red? |
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there are reputation setting commands in FLHook. go through the documentation, you sure will find them
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Posted on: 2013/1/29 16:47
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Re: Former aimbot source |
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Technically you can use the same functions for automatic turrets. There'd be more tweaking involved though, I suppose. A friend of mine wrote an FL aimbot, recently.
And no, it has nothing to do with the fisheye effect which is the product of bad fov angles ![]()
Posted on: 2013/1/22 15:30
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Re: Battlestar Galactica Mod gone |
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As said, you can setup an Edge of Apocalypse server yourself. BSG Exodus will be released for public use with or without an official central server and will or will not be further developed after the release. Either have patience or try the Edge of Apocalypse mod... Or both.
Posted on: 2013/1/7 12:09
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Re: Battlestar Galactica Mod gone |
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In fact, he is tweaking Exodus currently a little and went as far even, as to leave the project to me (including distribution and development rights under discussed conditions) for I am the last he ever worked with who might potentially have time for modding and is still in contact with him. Since it is still in progress, there may be changes but it looks quite like this is what's going on in the coming months. Thus, yes, there will most likely be a package released at least. I don't know if I will be setting up a server but I might keep modding and improving it a little here and there with time passing. Feel free to PM me some requests or suggestions
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Posted on: 2012/12/22 18:11
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Re: Nanobots/batteries deleting |
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Why would you want a new game to be startable but no savegames to be loadable in the first place? o.0
Posted on: 2012/11/23 16:54
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Re: Faction ID's / License |
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still, there are no slots visible in discovery. at least not as far as i've followed the mod..
Posted on: 2012/11/18 19:56
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Re: Battlestar Galactica Mod gone |
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you might want to inform yourself on hex editing and then have a look at the limit breaking list on our wiki.
Posted on: 2012/11/18 19:50
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Re: New SP Storylines : Build your own base |
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Just how exactly are you going to implement interactive equipping the home base with internal and external equipment? And what would it be good for anyway, unless the story is all about building that home and protecting it against attackers at some point?
I see how these would be stupendous features in multiplayer, but that could not have been accomplished with an ingame interface yet; and even if it was, considering how few players we have left, the usefullness of the idea is fairly questionable IMO. I'm sure there are other games where this is easier to implement and more interesting to play, too ![]()
Posted on: 2012/11/14 16:33
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Re: How to make tranports able to use docking rings |
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the docking behavior of a ship is unrelated to its class. please have a search on your question first, perhaps try the TLR archives also. maybe that isn't the quickest and best answer one would expect. we hope you understand though that answering the same ones over and over again would rather waste webspace than do any good.
good luck ![]()
Posted on: 2012/11/10 13:49
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Re: Which Yii Extension to use? |
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if that is supposed to be such an interesting discussion, than how about making us know what this is all about and what it is good for and specifically how this is better than or in fact prefereable to what is used here already (afaik, Yii is a PHP framework or something). also, even if it is, don't you think that our administration would know after all these years and either has chosen it already or didn't do so for a fairly good reason?
i'm not saying i know anything about it. yet Thaddeus certainly would not have moved this to spam if he wasn't convinced well enough that it is.
Posted on: 2012/11/9 9:16
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