Just a brief fyi, MD5 checksum of this file is: 6820D9D1544C1EC1A13953585302F75E
Posts by zacam
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FlbByU: While that´s the standard method for getting a custom ship into the cut-scenes, it doesn´t work perfectly. Because now every occurance of rtcprop_civ_fighter that was called to by the cityscape files will now show a Startracker as well......and if your replacement ship is, say, the Ragnarok, while amusing it may not be the desired effect. One should see replacement PLAYER ships in the hands of other players, not necessarily populated throughout the universe. .THN´s I had to edit to get the proper effects were: m01a_01.thn m01a_03.thn m01a_04.thn m01a_05.thn m01a_06.thn m01a_rev_2_01.thn mo1b_01.thn m01b_02.thn m01b_03.thn li_01_equipment_ambi_s005_ship_01.thn Also, I edited m01a.ini and shiparch.ini. m01a.ini change: Act_SetShipAndLoadout = ge_fighter, msn_playerloadout to: Act_SetShipAndLoadout = msn_player, playerloadout shiparch.ini nickname = msn_playership -> msn_player Changing a few other references from msn_playerloadout to playerloadout that I can´t recall of the top of my head, as well as NewCharacter.ini to these standard entries in conjunction with the HEX edited THN´s means that from here on out if I want a new ship for Single Player, I just have the script replace the shiparch entry and put in the appropriate hull/package and re-specify the loadout in loadouts.ini and my new ship will show in the cinematic, every time. So, while it may be a daunting bit of workload, done once and done right means never doing it again. Edited by - Zacam on 9/24/2005 3:40:03 AM
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Actually, yes. It means changing the name of the playership though at the very lest and some hex-editing of a few .thn´s. The reason for this is because some of the .thn´s are hard coded as to what ship/hull to show. And changing the ship name to something shorter, say from "msn_playership" to "msn_player", means that you don´t _need_ to decompress the thn files at all. Downsides: A wee bit of editing to be done, might _initially_ seem daunting. Alot of refferences to make sure you´ve gottten right. Upsides: Accurate vessel recognition in the start up scenes, simply from changing the "msn_playership" entry with the relevant ship information. You don´t end up with replication of the "unique" ship showing on various cityscapes because you haven´t replaced an rtc_prop entry. It works everytime.
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Some issues I spotted in reviewing the SDK 1.5 beta files: Br01.ini nickname = zone_br01_destroy_vignette_ <--- ???? What number is this? nickname = zone_br01_destroy_vignette_33 vignette_type = exclusion No exclusion defined or available for these zones. Br02.ini nickname = Zone_Br02_003_Jumpgate_to_Li02 might read better as "nickname = Zone_Br02_to_Iw04" nickname = Zone_Br02_004_Station_Br02_01 should be "nickname = Zone_Br02_03" nickname = Zone_Br02_007_Station_Br02_04 should be "nickname = Zone_Br02_02" nickname = zone_pop_br02_california_gate comment = Kingston / California Gate should be "nickname = zone_pop_br02_cortez_gate" "comment = Kingston / Cortez Jumpgate" Br04.ini nickname = Zone_Br04_Leeds_death Guessing from the position of this, I´m pretty sure they ment "nickname = Zone_Br04_Sun_death" Bw01.ini nickname = Zone_Station_Bw01_03 should be "nickname = Zone_Station_Bw01_02" according to pos nickname = Zone_Station_Bw01_02 should be "nickname = Zone_Station_Bw01_03" according to pos Ew01.ini is: star = med_yellow_sun should be: star = Ew01_yellow_sun Ku02.INI nickname = zone_ku02_destroy_vignette_8 vignette_type = exlcusion No exclusion defined or available for this zone. Ku05.INI nickname = zone_ku05_destroy_vignette_7 nickname = zone_ku05_destroy_vignette_11 nickname = zone_ku05_destroy_vignette_12 -- vignette_type = exlcusion No exclusion defined or available for these zones. Li01.ini nickname = Li01_space_tankl4_dmg_1 nickname = Li01_space_tankl4_dmg_2 is: parent = Li01_space_police_dmg_1 should be: parent = Li01_Ithaca_station_1 nickname = zone_li01_destroy_vignette_13 vignette_type = exclusion No exclusion defined or available for this zone. Li04.ini All occurances of "Hubble" should be Bering. All occurances of "Aldrin" should be Hudson. Rh01.ini is: nickname = zone_rh01_destroy_vignette_191 should be: nickname = zone_rh01_destroy_vignette_19 St03.ini is missing the following: [zone nickname = Zone_St03_sun_death pos = -32480, 12000, -6630 shape = SPHERE size = 5000 damage = 100000 visit = 128 sort = 99.500000 While a few of these might be simply cosmetic, they make it difficult when parsing the files to corelate which is with what. I tried to do this as in-depth as I could with what limited time I have available for doing so.
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Sinder: "- In Leeds, the infocard for the shipwreck "San Vicente" suggests that the wreck holds Cardamine, but that´s not what the wreck drops; I forgot what actually comes out." Actually, it simply states that he´s a "known cardamine smuggler". It does not explicitly state that the ship is actually carrying any caradmine. However, the smuggler vessel in the LD-14 radioactive field, is and does. HTH.
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I´ve also encountered some seemingly impossible to track down messages as well. "Voice message 2351700488 is invalid for voice 3073825485" "Voice message 2279119488 is invalid for voice 3073825485" "Voice message 2213849798 is invalid for voice 3073825485" I know that 3073825485 = NNVoice. Also, but not as occuring is the following: "NOTICE:General: VMESH: couldnt find material 163618903" Other than that, I´ve gotten rid of most all error/warning messages in the game (excepting FATE_UNKNOWN of course, still working on that.)
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Actually, its in the fuse at_t = timing. Notably, look in surprise_fuse.ini. The at-T = for LOOT is set to occur when Item is at 0.00000. But then, under the surprise wreck itself it´s set to DESTROY object in question when it reaches 0.10000. Now, how is it going to DROP loot, if where it´s supposed to be dropping it from is already DESTROYed? It can´t. Switch the timings (instead of commenting out the relevant entries) fixes the issue and no more error messages.
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Thanks Chips. It´s been frustrating sometimes wondering why I´m doing whatever it is that I am when I get little to no feedback. I´m aiming at correcting things with the main game as an exercise in familiarity before I begin modding. Granted, there are already many "patches" (Buck Danny´s being the most well known and possibly most revered) but there always seems to be something. Again, thanks for that spot of feedback. It helped.
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A follow-up for some information that does not seem to be present in 1.4, namely some missing BGCS_base_run_by lines. Prepare to scroll, sorry. DATAUNIVERSEUniverse.INI "[Base - nickname = Rh01_02_Base, changed BGCS_base_run_by = W02bF44 into W02bF14 Oder Shipyard is run by Daumann Heavy Construction" 44 was actually correct. A child piece of this base is flagged as being "owned" by Daumann when instead it and the whole base are run by Rheinland Military. This is verified by MBases.ini. Li01_04_Base: Benford Station, Liberty Police BGCS_base_run_by = W02bF35 Li01_05_Base: Ithaca Station, Liberty Police BGCS_base_run_by = W02bF35 Li05_01_Base: Prison Station Mitchell, Liberty Navy BGCS_base_run_by = W02bF33 Ku07_01_Base: Ryuku Base, Blood Dragons BGCS_base_run_by = W02bF03 Ku07_02_Base: Tekagi´s Arch, Kusari Naval Forces BGCS_base_run_by = W02bF27 Bw_01_01_Base: Planet Sprauge (Mission), Liberty Police BGCS_base_run_by = W02bF34 Bw_01_05_Base: Baxter Research Station, Bretonia Police BGCS_base_run_by = W02bF09 Ew06_01_Base: Planet Primus (Monkeys), Order BGCS_base_run_by = W02bF53 Ew06_02_Base: Planet Gammu (Robots), Order BGCS_base_run_by = W02bF54 St01_02_Base, St02_01_Base and St03b_01_Base: Battleship Osiris (Mission), Order BGCS_base_run_by = W02bF54 Br02 br_m_hydrocarbon_miner: Asteroid Miner, BMM BGCS_base_run_by = W02bF07 Br04 br_m_niobium_miner: Asteroid Miner, BMM BGCS_base_run_by = W02bF07 Ku05 co_shi_h-fuel_miner: Asteroid Miner, Samura BGCS_base_run_by = W02bF48 Rh05 co_khc_copper_miner: Asteroid Miner, Daumann BGCS_base_run_by = W02bF14 co_khc_cobalt_miner: Asteroid Miner, Daumann BGCS_base_run_by = W02bF14 rh_m_diamond_miner: Asteroid Miner, Kruger BGCS_base_run_by = W02bF26 Bw03 gd_im_copper_miner: Asteroid Miner, IMG BGCS_base_run_by = W02bF22 gd_im_silver_miner: Asteroid Miner, IMG BGCS_base_run_by = W02bF22 Bw05 gd_gm_H-fuel_miner: Asteroid Miner, GMG BGCS_base_run_by = W02bF18 Bw08 br_m_beryllium_miner: Asteroid Miner, BMM BGCS_base_run_by = W02bF07 Bw09 co_kt_hydrocarbon_miner: Asteroid Miner, Kishiro BGCS_base_run_by = W02bF25 co_shi_water_miner: Asteroid Miner, Samura BGCS_base_run_by = W02bF48 Bw10 co_ti_water_miner: Asteroid Miner, Planetform BGCS_base_run_by = W02bF41 gd_im_water_miner: Asteroid Miner, IMG BGCS_base_run_by = W02bF22 gd_im_oxygen_miner: Asteroid Miner, IMG BGCS_base_run_by = W02bF22 And there we have it. If anyone want´s a copy of my INI file, mine also has comment = lines that list base name and who owns it (in plain english) and places the roid miners in the same bases area with other bases from same.
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Well, in your My Documents(username)My GamesFreelancer directory, you can always edit PerfOptions.INI and change the resolution values (should be located at the bottom of the file) and then fire it up. Of course, you´d want to either remember the original settings or make a backup copy, just in case.
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Personally, I´d go for mainstream installing the spinning planets and other accessories, as they´re all decent improvements to the game (and IMO, should have been in there in the first place). Though, I´m actually posting in follow up to my above comment on entries in surprise_solar.ini and whether or not anybody has any feedback on that. I´ve tested it myself and have noticed it working.
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Check your PerfOptions.INI (stored somewhere in My Documents) and open it up in notepad. Go to the bottom where it says resolution and edit it. OR, in the game itself (and much safer) go to Options and change the resolution there, it should see 1280x1024 if your system in natively capable of it. Be aware however that there is not much scaling difference in the level of detail or how much you can see at this resolution vs. 1024x768.
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* Suprise_solar.ini in the folder DataFx In reference to the commented areas of this file, would it not have been simpler to have swapped the at_t numbers? The reason I see the loot not dropping from the parts commented out is that the PART´s are disappearing before the MOUNT reaches the point where it´s supposed to drop LOOT. As the MOUNT is set to 0.000000 and the PART is set to 0.100000, if you switch it, then the MOUNT drops before PART disappears. You then get loot, and the part vanishes as it´s programed to do. Edited by - zacam on 6/30/2004 9:16:34 PM
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Certainly not a problem, I enjoy being a help. Glad to hear you´re going the FLMM way.
Hope you´re finding all the information you need, look forward to seeing what you release. -
Or, alternatively, you can make a script file for FLMM that generates DLL entries.
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That number is not a ship ID, it´s a CRC conversion of the ships archetype name (IE: li_fighter, ge_fighter2, etc) Look in the shiparch.ini at the nicknames. The nicknames are what other files pull to when they refer to archetypes. You may need to type a few into a CRC tool to find the one you posted above. (I´m currently building a database that will include archetype/nickname to CRC as one of the data fields.)
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Darkstone: He already mentioned that he couldn´t manage getting Dixi´s to work.....Dixi is the maker of FLEd-ids. t3h_Ganner: Usually, most mod makers will employ scripting via FLMM to generate dynamic ids_name and ids_info numbers when the mod is activated. Check the documentation that comes with FLMM (Freelancer Mod Manager) for more information on how this is done, or even visit the FLMM forum here. If you must absolutely bundle up your ids_names and ids_info´s into a DLL for distribution, then FLEd-ids _is_ the easiest way to go. If you need any assistance in figuring out how to use it, there is a search function that should pull up many threads about how to add/create/edit ids using it. But again, it might just be simpler to rely on the scripting that FLMM employ´s in your mod so that any numbers that are needed are generated when the mod is activated. FLMM automatically creates a temporary DLL for freelancer to use for as long as the mod is active.
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Actually, Freelancer itself installs with an XML Parser of it´s own. It would have to in order to be able to handle the XML data. If you look in the main Freelancer directory (where EXE, DATA and DLLS directories are listed) You´ll see the setup files for it. You might be able to get away with running any setup associated with those first, but if that doesn´t seem to solve the problem, then a clean re-install might be order.
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Erm, try changing it in one of the DLL´s. I forget which name it is. NameResources.DLL I think, but don´t quote me on that.