Posts by SuPaFrEaK

    I too look forward to seeing Wanderer´s tutorial on mooring! Anyway, I just wanted to let you guys know that you dont need to moor with a Liberty Cruiser (the one with the cool gun in front). It <b>JUST </b> fits into a stations berth point, lol. Anyway, if you guys want to try it, its pretty fun watching the cut scene of a cruiser docking with a station! LMAO! Have Fun guys, and keep up the great modding, and that goes for all of you!

    This is a really cool idea! The idea of charging a fee to use jumpgates/docking rings is cool! I wonder if it is possible to script it so those prices change depending on status? For example, if you are on good terms with the Liberty house, then the fee is only 500 (or some other fairly small number), but if you are on bad terms with them, then the price could go much higher? Any comments/feedback on this would be great!

    I dont think the nomad fighter has 8 gun mounts, and you cant just &quot;add moore&quot;. Hardpoints are coded into the mesh files. So however many hardpoints are on the fighter is however many guns you can use. --------------------- SuPaFrEaK Editor-In-Chief/Webpage Designer Freelancer Software Development Kit

    I think you guys are missing the point. In order for a player ship to dock with another mobile ship (player or not), you would have to write all new code for Freelancer, which nobody knows how to do yet. In the future (like months from now), we MAY have the knowledge to do this. But right now, every one of these types of posts (someone wanting a mobile ship that player can dock to) all end in the same thing: Its just not possible at this point in time. It is a cool idea though <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> --------------------- SuPaFrEaK Editor-In-Chief/Webpage Designer Freelancer Software Development Kit

    Awesome, I have all the IDS_names now! I will start adding this info into a Reference Guide for the Freelancer SDK. Thanks again Vovin! You did an awesome job finding out all the ids_names! --------------------- SuPaFrEaK Editor-In-Chief/Webpage Designer Freelancer Software Development Kit

    Well, all of these tutorials will be going into the SDK that I am helping make. So basically that means that whatever ships you feel like doing, please do them! But for me personally, I would like to see a Liberty Battleship tutorial. I know its similar to the Osiris tutorial that´s out there, but I dont have time to go around changing names and stuff in the Osiris one to reflect a regualr Liberty Battleship. Thanks. --------------------- SuPaFrEaK Editor-In-Chief/Webpage Designer Freelancer Software Development Kit

    AWESOME! You are a savior Vovin! This information is vital for any hardcore editing that will be done in the future! Moderators: Can we get this made STICKY? Again, GREAT work! --------------------- SuPaFrEaK Editor-In-Chief/Webpage Designer Freelancer Software Development Kit

    In order to view the ini files, you need to uncompress them. There are a few programs floating around the forums, but the most used one is called Bini. You can find it in the Utilities section of this site. It.s called &quot;FreeLancer INI uncompressor (command line, v1.1)&quot;. After getting this program, place it in the directory where the ini´s are (recommened), then drag the ini over bini.exe. What this does is it decompresses the ini and it pops out as &quot;whatever.ini.txt&quot;. This is a plain text file. In order to get the game to read your uncompressed ini, you need to rename it from &quot;whatever.ini.txt&quot; to just &quot;whatever.ini&quot;. There is no need to recompress it. NOTE: ALWAYS BACK UP YOUR ORIGINAL INI´s FIRST! I suggest you do this by creating a new folder called &quot;BACKUP&quot;, then create subfolders for all the INI´s (e.g. EQUIPMENT, SHIPS, etc.), then copy all the original INI´s into their respective folders. As for editing them, I will not go into detail about how to do that. I suggest you spend a day reading throught the forums and reading through the INI´s. I learned how to mod Freelancer in one day by asking Q´s on the forum and reading through everything. And a suggestion to all you newbie modders/editors out there: DO NOT ask a question about how to do something withough reading through the ENTIRE forum. If you cant see the older topics, go up to the top of the page and where you see &quot;Show topics from last 30 days (or whatever it says), change it to &quot;Show topics from last year&quot;. That way, you can see EVERY topic anyone has ever posted. --------------------- SuPaFrEaK Editor-In-Chief/Webpage Designer Freelancer Software Development Kit

    Im pretty sure someone else was haveing that exact same problem, XLancer. There seems to be something with cloning ships - It just doesnt work. It may be because it´s trying to process two &quot;different&quot; ships with the same ID number. And what I mean by &quot;different&quot; is - It´s the exact same ship (it doesnt matter what you change about the ship) with the same ID, but it is found in two different places in the shiparch.ini file. So I can imagine that it loads one of them just fine, but the other, because it´s cloned, gets messed up due to the same ID as the first. I dont know what the effect would be if you change the ID number, but im sure it probably wont work. Anyway, keep trying- eventually you´ll get it. I hope this makes sense to you guys, cause it does to me, lol. And if someone DOES know how to clone a ship and get it to work, please tell. This would be good info to know for many reasons - one being that we could have different &quot;types&quot; of the same ship. Anyway, keep us updated if you find any info on cloning ships. I´d love to know if its possible. --------------------- SuPaFrEaK Editor-In-Chief/Webpage Designer Freelancer Software Development Kit

    Are you asking if anyone has found a way to add new types of random missions, like maybe trade missions, or &quot;assault the fleet&quot; sorta missions? If so, then the answer is no. I dont believe anyone has found info on adding new missions. But like most of my posts, I really dont know. I am just telling you what I have read in other posts. --------------------- SuPaFrEaK Editor-In-Chief/Webpage Designer Freelancer Software Development Kit

    If you try making &quot;Type = FRIEGHTER&quot; instead of TRANSPORT, then it MIGHT work, but dont get your hopes up. The ship may still be to big to dock using berths, but its worth a try. If someone does try this and it still doesnt work, dont blame me! I am just suggesting possible fixes. I dont have the motivation to mess with transports right now - Im trying to get parts of this SDK written for you modders! --------------------- SuPaFrEaK Editor-In-Chief/Webpage Designer Freelancer Software Development Kit

    The civilian fighter you start with is the Starflier, not starlifter, and in shiparch.ini, its nickname ge_fighter. I hope this helps you find what you need <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> --------------------- SuPaFrEaK Editor-In-Chief/Webpage Designer Freelancer Software Development Kit

    The names for the weapons are in the equipresources.dll file. This file does NOT contain the description for the weapons though. --------------------- SuPaFrEaK Editor-In-Chief/Webpage Designer Freelancer Software Development Kit Edited by - SuPaFrEaK on 15-03-2003 01:48:35