Freelancer Community Network
Reminder: Internet Explorer 6 or below are NOT supported.
HomeHome
ForumForum
WikiWiki
DownloadsDownloads
ForgeForge
Multiplayer Connection Tutorial
Collapse/Expand Random Image
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Who's Online
53 user(s) are online (30 user(s) are browsing Forum)

Members: 0
Guests: 53

more...
Collapse/Expand Donations
Monthly costs: -30€
Income (ads): +5€
Donations (last month): +0€

Current balance: 55€
(last updated 04/2021)

Please make a donation if you want to help keeping The-Starport online:

Thanks!
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 51 users playing Freelancer on 48 servers.
August. 18, 2022
The Starport Forum Index > All Posts (Mini_Me)

Bottom Bottom   Previous Topic   Next Topic

« 1 2 3 (4) 5 6 7 ... 19 »


Re: How to HOST a MULTIPLAYER at LAN without using internet connection???
Just can't stay away
Joined:
2008/6/25 18:56
From Temecula, California
Group:
Registered Users
Senior Members
Posts: 284
Offline
Also have to ensure the port is open on Windows' firewall. Sometimes the first time you open a program, the window asking your clearance for program permission pops up under the game so you don't see it until later -and perhaps forgot what popped it up so just deny before evaluating.


- Side note: anyone tried setting up the MS Loopback adapter and running the server through that?

Posted on: 2010/11/19 3:15
Be always firm in belief, yet never rigid
Top
Topic | Forum


Re: Anyone else still need a SUR generator?
Just can't stay away
Joined:
2008/6/25 18:56
From Temecula, California
Group:
Registered Users
Senior Members
Posts: 284
Offline
Is there perhaps a feature included for having multiple SUR parts with the same name? Recall that's how most of their complex Vanilla base SURs are constructed -giving the functionality of concave parts in the model.

Posted on: 2010/11/13 17:36
Be always firm in belief, yet never rigid
Top
Topic | Forum


Re: Front Mission Evolved
Just can't stay away
Joined:
2008/6/25 18:56
From Temecula, California
Group:
Registered Users
Senior Members
Posts: 284
Offline
Personally, I had fun playin through the SP campaign (except for getting spanked by a few of the end bosses )
Hopefully some geekier fellows than I set to work on getting some mod tools together for it, as it has potential.


Thought I'd look around for the save file to copy my um .."preview" edition's save over to the new retail install and hold onto my full access to parts n' such.. but the first file I ran into was this:

Open in new window


Literally pages of it, with quite a wide array of similar strings and their numerous variants.

Open in new window


So uh... either there are some rather disturbed individuals coding it, with an excess of mismanaged time, or perhaps that's just a dictionary of words the game checks for when naming a profile? Either way, that took me by a bit of a surprise.

Posted on: 2010/10/21 11:57
Be always firm in belief, yet never rigid
Top
Topic | Forum


Re: How to raise a certain criminal faction's reputation of you(aside from bribing)[Newbie question]
Just can't stay away
Joined:
2008/6/25 18:56
From Temecula, California
Group:
Registered Users
Senior Members
Posts: 284
Offline
Personally, I always go for blasting the hell out of Xenos. Everyone but Zoners hate them, and Zoner rep goes down pretty slowly so you can just find a station with a Zoner bribe before they go hostile and you'll be golden. If I recall, it's the left system above Colorado for that.
Colorado has a handy Xeno base, so it's all nice and close.

As for your un-mountable missiles, perhaps they were just too high a class to mount? Should be others to choose from though.

Posted on: 2010/10/19 3:18
Be always firm in belief, yet never rigid
Top
Topic | Forum


Re: Wacom Intuos4 Tablets...anyone know a fix?
Just can't stay away
Joined:
2008/6/25 18:56
From Temecula, California
Group:
Registered Users
Senior Members
Posts: 284
Offline
Um, there are two modes a tablet can use. One is "Mouse Mode", which leaves the cursor in the same position your pen left the surface. The other (which is likely why the game spazzes out) picks up the pointer wherever the pen touches down. It's adjustable in the Wacom driver utility. Curious though, you didn't also get a mouse with your tablet? Even my crappy little Bamboo came with one.

Posted on: 2010/10/17 1:29
Be always firm in belief, yet never rigid
Top
Topic | Forum


Re: If u were writing FL2, what would u add?
Just can't stay away
Joined:
2008/6/25 18:56
From Temecula, California
Group:
Registered Users
Senior Members
Posts: 284
Offline
Chips:
Quote:
However, I can't help but feel one or two (such as seeing from security feeds?) is irrelevant and something that won't ever get used (what is the advantage it offers? Being able to see...the space?).


Seeing as it's going to be a bit more player faction oriented than FL, it makes sense to have a better means of command and control to orchestrate system / base / resource defense. Some well placed comm sats could provide advance warning of the attacker's route of approach. Conversely, these comm sats need to be taken out to ensure attackers go unidentified in faction and number, thus it provides a little more strategy to faction wars.

Allies gathering resources in an area monitored by you come under attack. Switching over to a live feed could help assess what kind of a response needs to be sent to secure the area, rather than rely on reports from those under fire and busy trying to keep their lives / cargo safe. Same as above, pie-rats need to locate and avoid or take down comm sats to surgically get in, gank cargo, and get out before responders arrive. Or perhaps provide decoys to lay a trap for responders thinking only a couple ships are attacking.

Cap ship / Base drone. Why not send a drone to scout the situation ahead, rather than stumble into an ambush? No weapons, low life, speedy, replenish-able via manufacturing / trade. If base monitoring is part of the game (which can be sort of a game within a game - monitoring stock prices and resource levels, assigning / hiring NPC convoys to fill orders, etc), it would be nice to be able to monitor trade routes to ensure safe passage of your high value cargo in and out.

There are plenty of applications for having a changeable viewpoint. Plus it fits in if multiple players per ship becomes doable.

Posted on: 2010/10/12 4:54
Be always firm in belief, yet never rigid
Top
Topic | Forum


Re: If u were writing FL2, what would u add?
Just can't stay away
Joined:
2008/6/25 18:56
From Temecula, California
Group:
Registered Users
Senior Members
Posts: 284
Offline
Options for using multiple data sources: ini / xml files, database, or network / web. Or perhaps something combining them. Infocards that could include dynamic content would be nice for news, resource shortage notification, territorial disputes, clan info billboards, on and on.

In-game interface for accessing a message board system. This would make getting the rules read by new players more fluid than firing up a browser and being pulled out of the game world. It also opens the door to player auctions, if you go that route instead of a full blown Auction House system. Plus you have easy access to bounty postings, regional warnings, event coordination, etc. As well, it still leaves the option to interact with this data via a browser when you can't fire up the game or are away.

A good variety of event type features, allowing for possible invasions and such. One group of NPCs re-spawning every X minutes doesn't cut it. Event.. or heck all spawns need to be dynamic server-side; so scout types can appear, then graduated numbers and types of enemies, culminating in a win / lose scenario which can then actually change over the local faction. Probably too much to ask, but if we're dreaming..

Plenty of event trigger options; flags for animation, script initiation, cut-scenes, cargo add / remove / replace, NPC spawn (carriers could actually act like carriers). On that note, non stationary bases (player dockable Cap ships, etc).

--Canon's post brought back another thing that might be nifty to have: more perspective options. Say if one were to dock at a base, it would be nice to tap into video feeds observing nearby traffic, or remote satellite feed. Silly to think that in the future surveillance is less sophisticated than today's traffic lights.


These type of questions can lead to hours of postulation, but methinks the pillow's call can no longer be ignored. Nitey nite ^.^

Posted on: 2010/10/11 11:15
Be always firm in belief, yet never rigid
Top
Topic | Forum


Re: How to texturing for nebula exclusion?
Just can't stay away
Joined:
2008/6/25 18:56
From Temecula, California
Group:
Registered Users
Senior Members
Posts: 284
Offline
Usually a good way to check if mapping is biffed is by substituting a "Checkerboard" texture, which has alternating colors, each checker numbered / alphabetized. A grid of perhaps 6-8 would likely show you what's happening.

As for Dt_flags, I only recall seeing 3 values used: 64, 74 and 80.

64 = standard
74 = planet / atmosphere (\data\solar\planets\)
80 = detail maps, with Bt_flags (\data\solar\ast_nomad.mat)

The specifics of how tiling / mapping changes between them.. a code monkey might know, but alas it eludes my recollection. As with above, best way to find out is load a Checkerboard texture and apply it to your generic Cube testing model.

Posted on: 2010/10/9 2:57
Be always firm in belief, yet never rigid
Top
Topic | Forum


Re: 3D Ripper DX
Just can't stay away
Joined:
2008/6/25 18:56
From Temecula, California
Group:
Registered Users
Senior Members
Posts: 284
Offline
Don't see much of a problem using this, as long as the original artist(s) are credited (might have to dig through game credits to find all the info). It's not much different from constructing a model by hand, using a picture for a guide. The design is still some one else's, even if you modeled it yourself and hand made the textures, or changed the textures to suit a specific mod's context.

Maybe now I'll get that damned Ka'ark (sp?) Destroyer converted and animated ^.^ Was just one damn texture hiding from me.

Posted on: 2010/10/8 18:07
Be always firm in belief, yet never rigid
Top
Topic | Forum


Re: How to texturing for nebula exclusion?
Just can't stay away
Joined:
2008/6/25 18:56
From Temecula, California
Group:
Registered Users
Senior Members
Posts: 284
Offline
Well, there are 3 things that affect how a texture appears:
  1. Texture's edges lining up properly when tiled. Can be checked in Photoshop by tiling it there.

  2. Geometry's mapping coordinates. Shouldn't be a problem if you only imported the mesh, didn't touch mapping within Milkshape at all, just changed texture name, and re-exported. But if you tweaked this, you might need to choose "mirrored" for tiling type if the texture doesn't line up around all edges.

  3. Dt_Flags value: affects how the texture is applied. Ensure it's the same as original (set to 64, 0 via Int Array).


Or your geometry got biffed along the way and the normals are reversed on half the sphere. Hard to notice with a sphere some times. I've had this happen a bit, without doing anything, just importing and then Milkshape decides to flip normals for the hell of it.

Posted on: 2010/10/8 17:56
Be always firm in belief, yet never rigid
Top
Topic | Forum


Re: Freelancer
Just can't stay away
Joined:
2008/6/25 18:56
From Temecula, California
Group:
Registered Users
Senior Members
Posts: 284
Offline
Might be a link to this around here somewhere..buried, but here's a quick link to a pretty full archive of the most commonly used stuff:

http://www.moddb.com/games/freelancer/downloads/flmt-20-beta-5

Likely there will be things not included as it's from December 2009, but those should be lurking around here after you have an idea of which you need.

There are still quite a few things the community is uncovering, so new tools will pop up, but those included will do what is needed.

Just a side note: Milkshape is a must if you're doing im/exporting. That's the only gfx program anyone has bothered to write the proper plug-ins for. For your main modeling, 3DS Max, Maya, Blender, Lightwave, Softimage, or Wings 3D all work well and can export OBJ (preferred) or 3DS files which Milkshape can then work with to export a CMP or 3DB.

Posted on: 2010/9/14 4:01
Be always firm in belief, yet never rigid
Top
Topic | Forum


Front Mission Evolved
Just can't stay away
Joined:
2008/6/25 18:56
From Temecula, California
Group:
Registered Users
Senior Members
Posts: 284
Offline
Was just browsing through Steam games on the near horizon and ran across this one. From the trailer, it looks a bit like Heavy Gear (which IMO was a bit better than Mech Warrior) but mixed with FPS.
Either way... it has BIG ROBOTS and swirly missiles
Will have to see some more game-play footage, but looks like a hoot, and coming out quite soon. Personally though, I want a full blooded Macross MMO game dammit.

Trailer:


Customization:


A little Gameplay:

Posted on: 2010/9/2 19:08
Be always firm in belief, yet never rigid
Top
Topic | Forum


Re: Anomating with Milkshape: How to?
Just can't stay away
Joined:
2008/6/25 18:56
From Temecula, California
Group:
Registered Users
Senior Members
Posts: 284
Offline
As others have said, there are currently no exporters (in Max or MS3D) which support animation. Only getting your groups properly set up, and mesh parts properly aligned / zeroed. However, as also said, you need to manually open the file with UTF editor to continue the process of adding animation. For starters; you'll also need to remove the part entries which will be animated from the "Cmpnd->Cons->Fix" node, then reconstruct them in either a new Rev (rotational) or Pris (sliding) node under Cons -at the same level as Fix. There are a few good threads around here detailing the whole process, and its always easier to drag 'n drop sections from models already containing the same amount of animated parts. One thing to keep in mind is the Parent / Child relationship, which will need to be modified as well. This sets what part of the ship the animated part is attached to. If you get creative you can actually chain parts together with more than one animation for the ship going on at once. This is accomplished with Parent / Child relationships and careful planning of mesh (part) centers. It's possible to have a ship or station with rotating rings childed to an invisible polygon which has a sliding animation, childed to the main ship frame or another Fixed part, etc. Something like this would resemble the cloak FX you've likely already seen in-game, or possibly the Hover cushion under every ship when it's docked. Timing on this type of thing could become a factor if you really get creative, but that's where things get fun anyways =) Then add in transparent texture animations for heaps of other fun.

Anyways, yeah sort of got sidetracked there :p but there aren't any tools to assist with this stuff yet, so it's UTF / XML / Hex editor fun for now. Still very worthwhile getting to know how it all works. Not a mainstream concern for most because of the time it takes patching it all together; so when it appears, it's all the more cool to see. Sorta in the same boat as ALE effects, which have added some serious cool to our old girl FL and breathed a bit more new life into her.

Have a look at the last model on my pathetic website for one application of chained rotational animation. Should be a couple videos still up, one in Max and maybe the other in-game.

Here's the in-game footage with a couple parts moving. Disregard the test materials and botched depth bugs lol. I think at the stage in the video I hadn't implemented the Docking Sequence's 4 inner Pris doors or the chained Rev entry doors, so outta luck there for show n' tell there. But that's just an example of having more than one separate animation used on one model using different triggers. The rings are a loop type (infinite run), while the doors are single run at docking time. As I did with the doors, you can delay action of one part so it appears as if two animations are used (outer Revs run, then inner Pris runs after matching their time to Rev's ending).

Learned one other thing on this model, you can have more than one Cmpnd->Part_namehere referencing the same File name, in affect creating a duplicate without actually modeling another piece. Just have to tweak its offset matrix and voila.

Posted on: 2010/8/22 5:42
Be always firm in belief, yet never rigid
Top
Topic | Forum


Re: Animated Ship Models
Just can't stay away
Joined:
2008/6/25 18:56
From Temecula, California
Group:
Registered Users
Senior Members
Posts: 284
Offline
You can use regular engine fx for this without issue. It'll look better in the long run because it will include the cruise effects and vary intensity with throttle also. It's possible to make your own "engine type" ale wich uses throttle but not cruise, and still attach that via the internal fx method. You just lose out on cruise, which can add quite a bit to any engine's cool factor.

As for it being silly, well did the huge mining ship in Star Trek not look totally badass? Also recall a great looking ship from X3, a gunship for the Ka'ark or whatever they were called. I was actually planning on porting it over to FL, the textures all looked great and the animation would be simple but look very suave; glow maps and all. A couple textures were a bit elusive though so I lost interest ;-p
Oh, and I'm lazy.

Unfortunately there isn't a throttle on mesh animations, only ale fx, so that kinda blows. Maybe a plugin for one of the server software around here could help with that aspect.

Posted on: 2010/8/6 22:48
Be always firm in belief, yet never rigid
Top
Topic | Forum


Re: Animated Planet Textures
Just can't stay away
Joined:
2008/6/25 18:56
From Temecula, California
Group:
Registered Users
Senior Members
Posts: 284
Offline
If you can figure the deltas out to make a storm travel around the atmosphere, while spinning, I'd love to see that :p Mixing mesh and mat anims gives a rather wide range of possibilities and is relatively easy.

wow I just almost swallowed the screw from the bottom of my pepper mill :-/

Which is what I'd been thinking about for a binary star model, and a little niftier black hole that swirls and sucks ( sounds like a naughty solar ) instead of just spinning. Apply this to the hurricane idea above and you have some nifty storm stuff going on. It'd look pretty sweet, particularly on huge gas planets like Jupiter with that gnarly "eye" which both circumnavigates and spins. Might take some work aligning the "eye" section with the right band on the texture, but it'd be another cool touch for our travelers to break the monotony of barren space flight.

Recall that binary star orbits are wobbly because of gravity and centri(whichever)al forces wobbling them throughout the rotation. Without mat and mesh anim together, more accurate portrayal isn't possible. Mat anim can handle the task of the gas exchange between binaries; then your dual star model with an offset axis can rotate around an invisible poly with its own offset axis.

Anyways, just saying, why not use all the tools available? Flying through space with static planets gets boring.
//offers CoT some antihistamine//

Posted on: 2010/4/23 1:18
Be always firm in belief, yet never rigid
Top
Topic | Forum



Top Top
« 1 2 3 (4) 5 6 7 ... 19 »



[Advanced Search]