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

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Who's Online
60 user(s) are online (37 user(s) are browsing Forum)

Members: 0
Guests: 60

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

Current balance: 60€
(last updated 03/2020)

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

Bitcoin address:
Thanks!
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 109 users playing Freelancer on 41 servers.
May. 30, 2020

Browsing this Thread:   1 Anonymous Users



 Bottom   Previous Topic   Next Topic  Register To Post

« 1 (2) 3 »


Re: Nomads content pack
Not too shy to talk
Joined:
2010/8/27 14:02
Group:
Registered Users
Posts: 72
Offline
Interesting. I had not encountered this sort of bug. While I'm not sure if this will help you can try tweaking buffer sizes for particles in [Alchemy] section of EXE\dacom.ini.

Posted on: 2017/12/18 20:31
Top
Re: Nomads content pack
Just can't stay away
Joined:
2012/5/22 20:21
Group:
Registered Users
Posts: 209
Offline
It's definitely to do with buffer sizes. I've slowly increased them, doubling each value, and more of the FX have become visible. It also made the internal fx of the ships show up better as well. Only issue now is the view distance of the fx which seem to disappear after about 2k distance. Really appreciate your help on this Treewyrm, only problem now is the last thing i mentioned about the 2k distance thing

Open in new window


Posted on: 2017/12/18 21:49
Top
Re: Nomads content pack
Not too shy to talk
Joined:
2010/8/27 14:02
Group:
Registered Users
Posts: 72
Offline
You can increase view distance by modifying radius property in DATA\FX\effect_types.ini for types used by associated effects. But beyond a certain number you'll need to add space_farclip to [SystemInfo] to extend view distance even further.

p.s. don't forget to add turrets, there are several custom models for each capital ship class.

Posted on: 2017/12/19 13:37
Top
Re: Nomads content pack
Just can't stay away
Joined:
2012/5/22 20:21
Group:
Registered Users
Posts: 209
Offline
All going well so far, visual range increased on the fx to 8k, will try to push it a bit more to 10k, think that will do for me. I increased the radius properties in effect_types as suggested which really helped. I've been using the space_farclip in a number of systems in my mod, just not in the one i've been testing in, but i'll try it there and report back.

Once i have all the ships working, I've done all of them up to the battleship so far, I'll give the custom turrets a go as they do look rather cool, be a shame to not use them. Truly a great package. Not modded for years but glad i got back into it with these ships, been fun ironing out the problems with your assistance.

Posted on: 2017/12/19 18:59
Top
Re: Nomads content pack
Just can't stay away
Joined:
2010/8/9 17:45
Group:
Registered Users
FLServer Admins
Posts: 332
Offline
@Dromedary

Regarding "space_farclip" in System-inis:

I actually stumbled over some issues with it in the past... i.e: "Planets are suddenly fully visible through nebulas" when your ship isn´t IN the nebula (on the other side of it... but OUTSIDE of it) and the like... so maybe you should be a little bit careful with this entry in system-inis and doublecheck the effects ingame... Just a warm and friendly advice... <3

Greetings
J.R.

Posted on: 2017/12/19 19:50
ENIGMA V.4 ATG HOMEPAGE/FORUM
Top
Re: Nomads content pack
Just can't stay away
Joined:
2012/5/22 20:21
Group:
Registered Users
Posts: 209
Offline
To be fair not come across that issue with planets and their visibility through nebulas. Might be down to the value used in farclip, as i don't set it insanely high. Guess there's one way to find out but thanks for the tip.

Posted on: 2017/12/19 20:27
Top
Re: Nomads content pack
Not too shy to talk
Joined:
2010/8/27 14:02
Group:
Registered Users
Posts: 72
Offline
Luckily farclip setting is per-system, as far as I see it's mostly useful for some very large effect that is meant to be seen across an entire system.

Originally I also had effects for weapons that would go along those ships, but some of them are quite specialized, like gun/missile timings and timings within effects need to be in sync. If there's an interest perhaps I could update pack with some extra goodies.

https://www.youtube.com/watch?v=nklQzYfmbrE
https://www.youtube.com/watch?v=hOVzdLhoFD8
https://www.youtube.com/watch?v=v7KvN0cygfw
https://www.youtube.com/watch?v=rMNAgelyiUU
https://www.youtube.com/watch?v=-Svh-taCQ0M (explosion effect was a placeholder)
https://www.youtube.com/watch?v=cgIV7VI7vmE (effect simply simulates lots of bullets)
https://www.youtube.com/watch?v=VJ9qSpVNBzo (more of ale trickery)

There were also some new structures too and a base or two I think, gonna have to dig up backups to see first though. Some discarded concepts as well.

Posted on: 2017/12/20 1:30
Top
Re: Nomads content pack
Just can't stay away
Joined:
2012/5/22 20:21
Group:
Registered Users
Posts: 209
Offline
Those fx look good, liking the cruiser main gun especially and the swarm missile. They are all different and to be fair the first new nomad ships and fx i've seen in years, which makes them special.

Posted on: 2017/12/20 6:40
Top
Re: Nomads content pack
Not too shy to talk
Joined:
2008/8/18 3:11
Group:
Registered Users
Posts: 54
Offline
That would be cool with a update for this pack. Nice work Treewyrm.

Posted on: 2017/12/22 3:15
Top
Re: Nomads content pack
Just can't stay away
Joined:
2012/5/22 20:21
Group:
Registered Users
Posts: 209
Offline
Finally got to try adding the boss ship or Dreadnought as i call it, utterly bonkers ship, it's beyond huge, totally dwarfs an Osiris which is near the rear of the ship in this shot. Animation is gorgeous, love the fx on this ship. Treewyrm did an an awesome job on this

Open in new window

Posted on: 2018/6/10 15:18
Top
Re: Nomads content pack
Just can't stay away
Joined:
2012/5/22 20:21
Group:
Registered Users
Posts: 209
Offline
While we're on the subject of Nomads, any reasons Nomad base turrets won't fire? Maybe one for adoxa

Posted on: 2018/6/10 21:03
Top
Re: Nomads content pack
Home away from home
Joined:
2009/8/16 2:58
From Qld, Aus.
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 1951
Offline
Is that the same as turrets not firing in general, or something different? I'll need something in/for vanilla to test.

Posted on: 2018/6/11 1:32
Top
Re: Nomads content pack
Just can't stay away
Joined:
2012/5/22 20:21
Group:
Registered Users
Posts: 209
Offline
I need shooting, I left off the BEHAVIOUR = NOTHING line. All working as intended, thanks for the assist

Posted on: 2018/6/11 7:10
Top
Re: Nomads content pack
Not too shy to talk
Joined:
2010/8/27 14:02
Group:
Registered Users
Posts: 72
Offline
Hmm. In your screenshot it seem missing two of the three materials used in the model. I recall someone mentioned having this bug as well but never encountered it myself, so I'm not aware of the fix details. Also main engine effect seem have an extra offset, probably it is attached to a wrong hardpoint. Normally those big engine effects should be attached to the first HpEngine. See this image for reference.

Posted on: 2018/6/11 8:44
Top
Re: Nomads content pack
Just can't stay away
Joined:
2012/5/22 20:21
Group:
Registered Users
Posts: 209
Offline
Treewyrm, I've only used what was in the pack. I've attached the engine effect

[Engine]
nickname = NDREngine01
ids_name = 0
ids_info = 0
volume = 0
mass = 10
max_force = 3000000
linear_drag = 100000
reverse_fraction = 0.1
flame_effect = dsy_no2_bossengine01
cruise_charge_time = 5
cruise_power_usage = 20
rumble_sound = rumble_nomad
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
cruise_start_sound = engine_no_cruise_start
cruise_loop_sound = engine_no_cruise_loop
cruise_stop_sound = engine_no_cruise_stop
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 90
outside_sound_cone = 270

[AttachedFX]
nickname = Dreadnought_Claw
particles = dsy_no2_bossengine01_claw

[AttachedFX]
nickname = Dreadnought_Wing
particles = dsy_no2_bossengine01_wing

[AttachedFX]
nickname = Dreadnought_Light
particles = dsy_no2_bossengine01_light

The attached fx i've put on the HpGlowLight hardpoints, engine onto the HPEngine01 hardpoint.

If i'm doing something wrong, please tell me lol

Posted on: 2018/6/11 17:46
Top
« 1 (2) 3 »