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There are currently 44 users playing Freelancer on
39 servers. | March. 25, 2023 |
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Re: Freelancer Community Network |
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2008/6/5 16:18 From Germany
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isnt this about communities, servers and mods in first place?
if every server would submit events it very soon would get very full (i could submit about 10 sites in that case now)
Posted on: 2008/6/25 13:43
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Re: Mod version checker |
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which version? FL version?
for what purpose?
Posted on: 2008/6/21 15:23
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Re: Firefox 3! |
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a matter of taste
Posted on: 2008/6/18 16:17
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Re: SUR Exporter v1.3 |
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as i have not seen that sur i can only guess but usually my guesses are quiete exact
so here it is the sur might have been currupt all the time (even on the ship) when you test surs on ships those ships usually have equipment mounted equipment has its own surs... therefore if a gunshot its something like a gun... a shield or anything else the ship takes damage even if the ship sur does not work correctly thats why i initially started to test surs on solar objects and after creating a few hundred surs i can say for sure that this method is working fine i also can not imagine a single explaination why the sur of a solar object should work different from a ship sur... they are based on the same "code" extentionally to that explaination i need to say that i consider DA surs ineffective they contain details which are unneccessary for hit detection as the projectiles of guns and their hits are 5-10m big in FL so 1m big details or details in similar size dont make any sense to me the more complex a sur is the more serverload is created on a server because a part of the hit detection (guns) is only calculated serverside and the more polygons a sur does have the more FL needs to calculate needless to say that the current sur exporters also create surs with MUCH unneccessary information just create a sur based on one single box and export it and you will notice that the file size is bigger than some of the original DA surs which contain more complex objects we are still far away from creating real good surs... but from my own experience with the different methods i can only say that simple surs work best.... expecially if you have a mod with many new ships and the method testing those surs always worked for me... and if i noticed that a sur on a solar object didnt work correctly then i knew that i made something wrong with creating that sur
Posted on: 2008/6/13 18:01
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Re: SUR Exporter v1.3 |
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to avoid the dockable error described above change the type to "type = sattelites
oh and this method is for sure able to test all kinds of surs (even complex ones) ive created several hundred surs already... simple and complex surs and all have been tested
Posted on: 2008/6/13 8:48
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Re: Freelancer Community Network |
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Meanwhile added:
Crossfire -> www.crossfire.swat-portal.com (mod/server) BlasterUniverse -> www.blasteruniverse.swat-portal.com (mod/server) BloodGuard -> www.bg.swat-portal.com (clan) and ive spread the word a bit
Posted on: 2008/6/13 8:39
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Re: new animation |
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ill see if i can create a new animation this weekend
Posted on: 2008/6/13 8:37
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Re: new animation |
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well ive a basic idea of how it does work.... i cant go into details as i never did it before and dont have the time to do tests atm
but from what i see the animations are pretty simple via UTF you can definy which objects should interact parent = root child = component for every wing you have 2 nodes which describe their starting state and the end state so in the end you need to create a ship with 2 components and 4 animation nodes animations are being run in a simple way by setting different coodinates describing which "path" the animation should go to draw a simple picture of how it does/might work: take 2 needles... stick them in a piece of wood... connect them with a cord... and now take one needle and stick it into a different place on the wood et voila an animation -> the cord was your moving component (wing) hope you get the picture... thats how animations work simple, effective, not that much time consuming, a bit primitive (imho)
Posted on: 2008/6/12 20:32
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Re: Freelancer Community Network |
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yes i meant the right side where the random links are placed
but i just noticed that there already is a link to this forum on the js layer
Posted on: 2008/6/12 16:12
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Re: Freelancer Community Network |
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Not a bad idea.
(wouldnt it be better to use the right side to display information about how sites can be added? -> just a thought) bar already add: SWAT Portal -> www.swat-portal.com (general) bar will be added this evening: Crossfire -> www.crossfire.swat-portal.com (mod/server) BlasterUniverse -> www.blasteruniverse.swat-portal.com (mod/server) BloodGuard -> www.bg.swat-portal.com (clan)
Posted on: 2008/6/12 13:12
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Re: Custom SURs |
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not 100% what i use but the basics are the same
ive tried several methods creating surs but this one has turned out to be the best considering that the others cause lag on the servers
Posted on: 2008/6/11 19:49
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Re: SUR Exporter v1.3 |
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ive created more than 200 single component surs and tested them all (without problem)
i just want to share a method of testing surs effectivly for those which dont know it already make the ship a solar object and place it into a system directly infront of a gate jump through the gate and back (so the game gets saved) now you can simply replace the object and its sur with other ones and shoot at the parts of the ships the good is that you dont have moving objects like on npcs or other player ships and you always spawn infront of your test object that way you effectivly can test 30-40 ships per hour and make sure that your custom surs are working
Posted on: 2008/6/11 16:02
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Re: Freelancer community |
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The remaining FL communities are pretty much different and that is good this way.
Starport - news + modding + downloads + tutorials FLC - news + other FL services such as the community alliance and the mod version stuff SWAT - news + modding + fl moddb + downloads + tutorials + other scifi games These communities have their specialities and they work together for the greater good of FL. Thats the only important thing.
Posted on: 2008/6/11 10:15
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Re: [Latest] 88 Flak: New RC119 to be Released in the Next Few Days |
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dont touch me
if any1 of you tries to get a link out of my body ill freak out ^^
Posted on: 2008/6/11 10:07
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Re: THN |
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hmmm k
thx
Posted on: 2008/6/10 17:24
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