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There are currently 61 users playing Freelancer on 44 servers.
May. 25, 2020
The Starport Forum Index > All Posts (Thaddeus)

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Re: Non Lootable Commodity
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are you sure? because every time I haven't assigned drop_properties in lootprops.ini they don't drop

this is why vanilla npc only items don't drop i.e. npc_shields - no drop_properties
some npc's carry armor, guess what ~no drop_properties~ = no loot
power plants, wow "I've just shot 150 ships why aren't I surrounded by power plants" oh yes ~no drop_properties~ well, damn

need I go on? or have I totally misread your question?

Posted on: 2013/7/6 8:32
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Re: Non Lootable Commodity
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or don't make create a setting for the item in missions\lootprops.ini

Posted on: 2013/7/5 16:33
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Re: Random missions against Nomads
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couple of ways

build a complete new faction - usually fc_no_grp or somesuch as per the tutorial
or
hack the exe so that fc_n_grp is recognized as a fighting npc faction. With this method you still have to do almost as much work as option 1.

If you want to keep the single player campaign as it is I would do the former.

If you having trouble, how are you testing this? If in single player mode then you will have to start a new game and possibly delete restart.fl before you will see a new faction doing what they're suppose to

Posted on: 2013/6/29 8:09
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Re: Random missions against Nomads
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There are a couple of ways of doing this, but try this tutorial first

Random missions against Nomads

Posted on: 2013/6/28 16:24
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Re: Model Pack
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is there a new version of the Max exporter then?

Posted on: 2013/6/13 10:17
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Re: Milkshape work
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Mlikshape comes with a standard .obj importer

export from whatever 3d modelling program as a .obj
Import into Milkshape
re-size, re-texture, add hardpoints and whatever else
export using milkshape .cmp exporter that works for you
put your new model in the game

And that is where most people stop.

Posted on: 2013/6/4 10:15
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Re: Don't You Mean Extinct?
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Prefer the Emma one

Posted on: 2013/6/2 12:35
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Re: Don't You Mean Extinct?
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Quote:

Pascal05 wrote:
This is blah blah, you don't mind if I take a look inside your hold, do you? I ALWAYS hated that with a passion.


And there you have why most people mod a game, not just freelancer. If you don't like something you change it. Luckily with a game like Freelancer you can change it, I don't think this will be so with Star Citizen. The only mod-able element they are actually planning to build in is ship design which they will confine to private servers. At the moment they themselves don't no how they will integrate these private servers into the server universe.

Star Citizen will be released in 2014, Okay, pinch of salt required. I'm an early subscriber, I have a golden ticket, I was promised a playable alpha by summer 2013. Its now June, nobody has said anything about a playable demo recently. Strangely enough I wasn't expecting anything quickly from Roberts, been there in the past. He will produce something but please don't expect your expectations and his to be the same thing. For a start unlike the Starport community he is not doing it for free.

As for Microsoft - it is now 2013 - Microsoft doesn't care about Freelancer or any PC game for that matter. If they cant be bothered porting the rest of the Halo series, "some of the biggest selling titles sold around the world" for the PC I cant see a hope in hell that they would bring out another Freelancer title "for the PC".

And lastly, why don't you nip along to the Freespace community forums and tell them their game is dead and all their modding is just a waste of time because Star Citizen is coming, I dare you!

Posted on: 2013/6/2 9:14
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Re: Unused features
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Doh! yet another column to add to the spreadsheet

Posted on: 2013/5/10 8:34
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Re: Data for map visits in the save file
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The visibility of JumpHoles is controlled in the system.ini

for instance in the BR03.ini (cambridge)

find the jumphole
[Object]
nickname = Br03_to_Br04_hole

Change the flag
visit = 128

for
visit = 0

That will make it visible, repeat for the other invisibles

You could have an NPC tell you where it is, that is controlled by interface\knowledgemap.ini

Posted on: 2013/5/8 19:42
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Re: VMesh material could not find
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Just use the Windows search in the file you made for the xml files. Type the hex number into the "A word or phrase in the file" box. Hopefully it should pop up.

4091067710 is the decimal equivalent of your texture file you want to find the name of, while 0xF3D8BD3E is the hexadecimal equivalent which xml-utf uses

4091067710
0xF3D8BD3E
????
Profit!!


Posted on: 2013/5/6 8:23
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Re: .obj -> .sur converter
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thats better have one on me

Posted on: 2013/5/4 13:51
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Re: .obj -> .sur converter
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odd. XP with SP3 on my design compu. as you can see in the picture, instead of being populated by all the spike0x_lod's the box is blank. No biggy as I can still type in the value.


Attach file:



jpg  obj-sur-conv.jpg (34.05 KB)
438_5184b2de84226.jpg 480X480 px

Posted on: 2013/5/4 8:07
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Re: .obj -> .sur converter
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Nice work Schmacks, but, something wrong with the "group belongs to" dropdown menu. Clicking on it doesnt create a dropdown menu of static or moveable parts anymore - just a thicker black line - I had to manually type the _lod1 parts in.

Posted on: 2013/5/3 22:37
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Re: VMesh material could not find
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Took me awhile to find that texture, I was using it on an Order gunboat for the bay doors. Again it was just a case sensitive problem.

Texture CRCs are one of the most frustrating things to correct. On this occasion I watched the FLspew as ships spawned and finally nailed it down

as for the mBase "errors" those are not really errors, they are all the single player mission generated bases. Because they only exist for the time of the mission is in progress and are destroyed they don't have a set point in the system.ini the only exception is Baxter, but I don't think it gets destroyed (.. not sure)

Posted on: 2013/5/1 10:16
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