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There are currently 25 users playing Freelancer on 37 servers.
May. 10, 2021

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Re: Question 'bout Jump Effects and Tunnels

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An idea, that's for sure, it'd just be something I'd have to test with... other people, really. *laughs* I'll give that a shot in my pre-alpha

Posted on: 2008/2/12 23:23
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Re: Question 'bout Jump Effects and Tunnels
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Wasn't too wrong about them was I? ;D

As for the "kill_time_before_done", the ONLY possible idea would have to do with the "invicibility" you have when you jump in/out of jumpgates. Maybe it defines when/for how long this lasts?

Posted on: 2008/2/12 22:42
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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Re: Question 'bout Jump Effects and Tunnels

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*feels smart* OOOOKay! After much trial and tribulation, I have discovered what each thing does. I'll explain it line by line.

Code:

nickname = jump_effect_bretonia


Those of you who have done system coding know that this is the name a jump gate will be referenced to.

Code:

glow_ring_effect = jumpgate_rings, jumpgate_rings, jumpgate_rings, jumpgate_tunnel, jumpgate_end


These are the effects that will be applied to the jump gate before entering. As in, this is how it will look while it's activating.

Code:

glow_ring_hp = HpFX2, hpFX3, HpFX4, HpFX2, HpFX5


These are the hardpoints, coded into the Jump Gate .cmp, where the effects will be attached. Each one will attach the effect to that hardpoint, in order that they appear, and there MUST be one for every gate_ring_effect. (I.e., jumpgate_rings is attached, to HpFX2, jumpgate_tunnel is attached to HpFX2, jumpgate_end is attached to HpFX5) If you want to know where each hardpoint is in the model, download HardCMP and view it there.

Code:

glow_create_time = 0, 0.5, 1, 1.5, 2, 3


This is how long it takes for the aforementioned effects to appear. Just like the hardpoints above, they correspond to each effect in order, and there must be one for every effect. Having them staggered like this gives an appearance for a jumpgate charging.

Code:

jump_out_time = 3


This is how long your ship will take to get into the tunnel from the moment it goes into "cinematic mode". In other terms, it's how long your ship will take to get from the very tip of the jumpgate to the very back of the jumpgate. Once the ship reaches the back, you enter the jump tunnel.

Code:

jump_out_tunnel_time = 7


This is the time spent in the tunnel after entering it before you got to the white loading screen.

Code:

jump_in_tunnel_time = 4


Inversely, this is the time spent in the tunnel after the white loading screen, and before you exit the tunnel.

Code:

jump_in_time = 6


This is how long it takes for you to regain control of your ship after you exit the jump tunnel.

Code:

kill_time_before_done = 4


Admittedly, I've no idea what this does. I've halved it and doubled it, and seen no difference, at all.

Code:

jump_tunnel_effect = jump_tunnel_interior_player


This refers to an effect in the effects.ini file. You can tweak that to change it how you'd like.

Code:

jump_tunnel = gate_tunnel_bretonia


This is a call to gate_tunnel.ini. You can tweak things there to make the inside of your tunnel look how you'd like.

There, that should just about do it! Hope that'll help some other people in the near future.

Posted on: 2008/2/12 19:59
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An Angry Webmaster
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This is what I read when I just visited www.lancersreactor.com;

Quote:
Ok today i have become quite angry at the fact i am getting so many people emailing me pming me, shouting at me, swaring at me, calling me stupid names etc...

This is what is going to happen you wanted lancers not to be used as a testing ground you got it hope you enjoy just a forum to look at.

Click Here.

Turion


Obviously once you click where told to, you just get the forums.

Something tell's me the pressure is getting to him...

Posted on: 2008/2/12 19:34
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Re: Question 'bout Jump Effects and Tunnels
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Code:
[JumpShipEffect]
jump_out_effect = jump_out_effect
jump_in_effect = jump_in_effect

[JumpGateEffect]
nickname = jump_effect_bretonia
glow_ring_effect = jumpgate_rings, jumpgate_rings, jumpgate_rings, jumpgate_tunnel, jumpgate_end
glow_ring_hp = HpFX2, HpFX3, HpFX4, HpFX2, HpFX5
glow_create_time = 0, 0.5, 1, 1.5, 2, 3
jump_out_time = 3
jump_out_tunnel_time = 7
jump_in_tunnel_time = 4
jump_in_time = 6
kill_time_before_done = 4
jump_tunnel_effect = jump_tunnel_interior_player
jump_tunnel = gate_tunnel_bretonia
jump_ambient = 128, 128, 255
jump_background_color = 255, 255, 255

[JumpGateEffect]
nickname = jump_effect_hole
glow_ring_effect = jumpgate_rings, jumpgate_rings, jumpgate_rings, wormholeactivation, jumpgate_end
glow_ring_hp = HpRingFX01, HpRingFX02, HpRingFX03, HpFX1, HpFX1
glow_create_time = 0, 0.5, 1, 2, 3
jump_out_time = 3 ;I would expect this to be the time it takes from the point you leave the tunnel to when you get back control of your ship
jump_out_tunnel_time = 7 ;Time in tunnel before the white flash
jump_in_tunnel_time = 4 ;Time in tunnel after the white flash
jump_in_time = 6 ;This could be the time it takes from the point the cinematic starts to the point you're inside the tunnel
kill_time_before_done = 4 ;I have no clue what does that do...
jump_tunnel_effect = jump_tunnel_interior_player
jump_tunnel = gate_tunnel_bretonia
jump_ambient = 128, 128, 255
jump_background_color = 255, 255, 255


See, your best bet is to just put ridiculously high/low values in each of the parameter and test the jump sequence. You'll be able to see what each does from there.

Posted on: 2008/2/12 17:48
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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Question 'bout Jump Effects and Tunnels

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Well, with my mod being a Halo-based Modification, I'm looking for a good way to simulate... well, Slipspace translations.

First off, I was looking around on 88 Flak, and found a few differences between the Vanilla JumpGateEffect and the 88 Flak edition: Here's theirs:

Code:
[JumpShipEffect]
jump_out_effect = jump_out_effect
jump_in_effect = jump_in_effect

[JumpGateEffect]
nickname = jump_effect_bretonia
glow_ring_effect = jumpgate_rings, jumpgate_rings, jumpgate_rings, jumpgate_tunnel, jumpgate_end
glow_ring_hp = HpFX2, HpFX3, HpFX4, HpFX2, HpFX5
glow_create_time = 0, 0.5, 1, 1.5, 2, 3
jump_out_time = 3
jump_out_tunnel_time = 7
jump_in_tunnel_time = 4
jump_in_time = 6
kill_time_before_done = 4
jump_tunnel_effect = jump_tunnel_interior_player
jump_tunnel = gate_tunnel_bretonia
jump_ambient = 128, 128, 255
jump_background_color = 255, 255, 255

[JumpGateEffect]
nickname = jump_effect_hole
glow_ring_effect = jumpgate_rings, jumpgate_rings, jumpgate_rings, wormholeactivation, jumpgate_end
glow_ring_hp = HpRingFX01, HpRingFX02, HpRingFX03, HpFX1, HpFX1
glow_create_time = 0, 0.5, 1, 2, 3
jump_out_time = 3
jump_out_tunnel_time = 7
jump_in_tunnel_time = 4
jump_in_time = 6
kill_time_before_done = 4
jump_tunnel_effect = jump_tunnel_interior_player
jump_tunnel = gate_tunnel_bretonia
jump_ambient = 128, 128, 255
jump_background_color = 255, 255, 255


The first thing that makes sense to me is that it takes longer to drop out of a Jump Gate on their mod. I figure this is the "kill_time_before_done" variable, which is 4 here and 0.65555 or so in Vanilla. Does extending that make it take longer to drop out of a Jump? And if so, what does a jump into system look like for another player? Will they see glowing effects around the ship (especially the moving rings like how the Osiris cloaks in and out in the SP Campaign)? If that was in fact one of the effects of having a longer kill time, I think I've found exactly how to make what I want.

Any help and/or corrections in this matter are most appreciated!

Posted on: 2008/2/12 8:49
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[Latest] The Starport has a Domain!
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The Starport has a Domain!
Thanks to the great generosity of our fellow administrator Cheese on Toast, The Starport now bears brand new domains!

You can access it through:

http://the-starport.net (Primary domain)

http://the-starport.com (Redirection domain)

Additionally, any request to http://starport.eredivine.net (the old subdomain) automatically point to the new .net domain.

?

Remember to update your bookmarks!

The Starport Team



Posted on: 2008/2/12 4:01
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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Re: It's about you!
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sorry, that was me checkin to make sure it worked lol

( I always think could be better is a cop out, it should be either yes, or no - reason)

Posted on: 2008/2/11 22:17
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Re: It's about you!
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I would further add to this by saying:
Whoever votes that the site "could be better"... Tell us what you want! In all honesty, complaining about a site won't get you anywhere if you complain to yourself or your friends. Show us what you want to see changed, added, upgraded. Tell us what's on your mind. It's only this way that we'll all be able to make the site even better than it already is.

Posted on: 2008/2/11 20:57
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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I recently started using Photoshop;
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I recently started to use Photoshop and starting designing Signature Graphics.

What y'all think?

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Posted on: 2008/2/11 20:11
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Re: Improve System Performance = Less Lag
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Hehe its actually enhanced since then go compare

Posted on: 2008/2/11 19:56
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It's about you!
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Quote:
The Starport follows a mentality of "Listen to the community." We aren't here to impose what WE think; we're here to make sure everything is set for the best of the Freelancer community. Times are rough and it is only united that we will be able to make it through.


No more being told what direction the "Global Freelancer Community" will take by those that barely play the game anymore. This time, it's about listening to the players, Admins, Server Owners, Developers, Moddlers and everyone in between. It's time to have your say.


Posted on: 2008/2/11 19:24
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Re: Topfreelancers 24/7 Role Play Server
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Connection to TFL.

Server IP: 75.126.28.106

Server Name: Topfreelancers 24/7 RPG Server

Direct Connect to TFL: Direct Link File

Mod Used: Discovery Mod 4.83 - TFL Version 1.1

Forums: Here

You can also find TFL by using the FLSDCT tool.

Posted on: 2008/2/11 19:18
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Re: Topfreelancers 24/7 Role Play Server
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TFL Mod!

The TFL Mod is now in it's forth and (hopefully) final stage of Beta Testing.

Don't miss out on the action and excitement.


Posted on: 2008/2/11 19:17
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Topfreelancers 24/7 Role Play Server
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The TopFreelancers Server is one of the premier Role Play Freelancer servers available. We found the standard Freelancer game even with static modding was still severely limited to provide a true Role Play environment. Here at TFL we have worked for many months developing a way to expand the role play atmosphere from the forums into the game itself by means of a specific menu of elements as detailed below;

Mod.
We are running a slightly altered version of the Discovery mod to suit the RP on the TFL server. The TFL admin team decided upon this mod because It is a well suited and designed for RP. In addition it is a very stable mod. The mod can be download fron the TFL Downloads page and it is recomended that you follow the instructions included in the mod readme and associated documentation to get it to work correctly. I hope you enjoy the Discovery mod and the incredible amount of work that was put into it by the Discovery team.

Community.
We here at TFL pride ourselves in our outstanding sense of community. TopFreelancers see TFL as a second home and the great players and admin as their second family. Our players are more than happy to assist each other or talk to each other with problems both in-game and in real life. Experiencing TFL is experiencing the gaining of friends and family that you'll never forget. All new players to the server are met with a friendly greeting and invited into our community with open arms. We are more than happy to show you the ropes and get you set-up and on your way to enjoy the TFL experience.

Role Play.
TopFreelancers is a 100% role play server. You can live the rough life of a pirate and earn a living jumping traders and stealing their loot for profit and constantly be that thorn in the naves side. You can experience the adventurous life of a trader and pilot your train down dangerous, yet profitable, routes to sell your goods. Join the ranks of one of the navy's fighting to protect the interests of your House and maintaining the order and civility. You can enter the life of business and greed and contract your services out to the highest bidder or join a contractor clan. Or you can join up with the grand protectorate of the universal law and join the Police in maintaining order and fighting crime throughout Sirius. Your imagination is the limit.

Tournaments and Events.
The players at the TopFreelancers Server pride themselves in being the best while upholding the highest standards in sportsmanship. The TFL Tournaments feature 20 different tournament formats with more to be added in the future. The current tournament formats are Player vs. Player and Team vs. Team. We also offer a Non-Modded Ship and No Special weaponry tournament. An event just for Clans has also been added. Events held to date include the Discovery Battlestar Galactica Shootout, Star Wars, Borg Invasion and the Unknown Alien Events. Many more are planned.
Do you have what it takes to play against the best?

TeamSpeak.
The TFL TeamSpeak server is a 32-user server hosted by topfreelancers.net. TeamSpeak can be used by clans and all players to organize online and in-game strategy and just general voice-chat. It is the best voice communication software available and the clearest allowing clans and all players to discuss strategy and tactics in real-time for a more productive and exciting online gaming experience.
This is a RATED-G & Family Friendly Environment. No cursing or swearing. Please be considerate to other players. If you are banned in the TFL TeamSpeak Server, you will also be banned from the TFL Game Server.

Time, Dedication and Patience.
TFL itself was started by our Server Operator, TFL Mike back in March 2004. Before this he was the Server Operator for A1 Freelancers. The current Admin Team alone bring in total, 10 years experience as Admins and over 20 combined years of Freelancer experience. This is one of the reasons why 3 years later TFL is still going strong, and will not be going anywhere soon.

Are you ready? Are you ready to take the dive and enter the TFL universe? Does intense role play and a great community light that internal fire for adventure within? If so, visit our highly active forums at http://www.topfreelancers.net/

We hope to see you soon!
Sincerely,
TopFreelancers community.

Posted on: 2008/2/11 19:16
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