Radiation, just that. Insanely high radiation. Kill guarataneed. <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>
Posts by Mephistopheles
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OMG! Is this real? We´re going to have a SUR exporter/creator. Cool. Looks like I stepped in here again at the right time.
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"and it ran a treat,breath taking,and lonely,you can almost feel the coldness of space.wonderful asteroids,earth seemed small but why dont the planets turn,anyone. not even in the regular game do my planets spin,i thought it was the game till i checked out the vega planet mod." Hmm, you give me an idea with what you say about coldness of space... Earth seems small, because Jupiter is so large. All planets and moons are in correct proportion! I can´t go too large with Jupiter, and since it´s the largest object, it is my reference. Oh and planets do not turn, and never will until I have better models. They are sphere-mapped custom spheres, and you can always see the edge of the texture, cuz FL isn´t mapping them very well. Thus all planets are orientated in a way to hide that line in the shadow. <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>
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Great job! /bow EDIT: OMFG! Jupiter from 300k away and I can see all the moons and the rings! Edited by - Mephistopheles on 10/7/2005 10:18:56 AM
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Hmm... Got an email today asking about some code... which actually forced me to open the old, still-exisiting mod folder. Maybe it´s just nostalgic feelings, but I am tempted to resume working on the mod. However, I do not have nearly the time that I had in earlier days, now. I might continue the project (yes I´ve just read that you can see planets from very far with some changes... Which would at least make the larger planet sectors way better!), however, I do not think I would be able to finish it anytime soon on my own. That means, if, *if*, IF there is still interest, both in getting the mod into your hands, and in helping me with building it, feel free to post here or email at meph.ioncross@gmx.net As far as continuing it all on my own, this is a no-go. Simply not enough time, especially since SW Battelfront 2 is coming out soon...
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The system itself already is complete. The planets, asteroids etc. are DONE. I had even started building bases (starting with the more interesting ones). It´s not about ideas. It´s about my time. My time is limited, and as you can imagine I also want to play some games; Freelancer Total War Mod, Anarchy Online, SW Battlefront, SW RC = long list, not much time <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>. It hasn´t been fully cancelled, probably just paused for now. I have no idea for when I will continue, but I hope to do so *at least* from the mid of June on, when I have 1 1/2 months of total free time... <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>
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Update, sort of. I have not worked on the mod for quite some time, not even read in these forums. Star Wars Battlefront and Republic Commando, and even finally Anarchy Online caught my attention. That doesn´t mean it´s cancelled, all files are still there. Just don´t expect more than what might come in the future. Even if not, the fact that I could help some of you with custom planets, dynamic asteroid fields etc. was well worth the effort. I will keep you up to date as soon as I continue the actual work. And in the meantime, go to http://www.ioncross.com and try out their fantastic mod that has been finished recently. <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>
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I don´t know about lag since I have only flown the mod alone. Feel free to try it out with someone else anytime. <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>
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There are chances. I will possibly inlcude a modified OpenSP that sets you into the new systems instead of New York. But that´s for the final release, it is so easy to set up a mini-server on your machine.
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Update. It´s going on. Base after base arises in the solar system... Besides, plans for the ships are being set. A couple of things are definite so far, but what I need the most is a handful of well-done custom ships that both fit into the general design scheme and approximately to an existing sur file. I especially need ships larger than a fighter, about the size of the Prometheus, because so far I have only two ships for the new corvette class. That means, if you have don any ship model for FL that you´d like to see in the mod, I will see what I can do (if I like the ship, of course). <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>
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Update. Station building is progressing. I also have already made the 2 new easteregg systems... they will be a surprise for the first complete release, of course. While modifying the sector jump sequence (what you normally know as the system jump tunnel etc.), I cam to a final solution with an extremely short jump tunnel where you just see the screen white, and then you are there in the system, breaking down from lightspeed until you stop at zero. Very impressive when yopu approach a planet that way indeed. The idea is, when the ship jumps to lightspeed (not hyperdrive or anything like that) time progress stops according to the relativity theory. However, while thinking about the while theory, time would not only stop for the ship flying at lightspeed, but also the whole universe, because both move at lightspeed according to relativistic physics. That means, at lightspeed you travel at unlimited speed effectively for a tiny part of a second, and then you´re there. Hehe, I actually think I even found a theory that eliminates all the paradoxes about realitivity that way... I will include some text abotu this inot the mod, as a news item or some scientist on a station might tell you how it works.
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Keep in min dif you want to use it in your mod, ask the author for permission first, and give credit to him/her!
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The trick is, not not try and make a sphere. Make a huge half-sphere, with the flat side with a ocean texture, the curved side with a sky texture. Place the whole thing so that the center is about half the distance from top to bottom. Should do very well.
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How about making a custom starsphere? Find a good image of the blue sky with clouds etc. and make a large elliptoid, taller and wider than high, with the sky as texture. Export it to CMP and make it a starsphere by readjusting the VMeshRef section (just look how the original starspheres are set up, that is how you will havr to do it). Add a ConsFix("Root"<img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> subnode Cmpnd and then resize the thing so it is roughly 100k in diameter. It worked for the sun in the background of my mod (a texture on a square) and should work for you, too. If you make the ellipsiod really wide and long, you will even have the effect that it looks like a real sky going itno distance. You know the tunnel-view of the bottom unkown systrem (monkeys/apes planet)? That was done by building a real tunnel as the starsphere. It is proof that you can use other shapes than spheres to get a real perspective feeling...
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I would have thought removing the archetype would simply crash the game? If that is the case, copy the jump hole entry in solararch.ini, rename it and change the model file to the blhaard box, jumpout hp must be Hpfx01 then (the only Hp on the harazrdbox) and remove nay kind of loadout, effect or dockingsphere in your new archetype, adn reduce the solar-radius to almost zero. Use that new archetype instead of the standard jumphole, with visit = 128 as stated above. While trying the very same thing, I found this method worked, even thought the solar type is not "non_targetable" but "jump_hole", you could successfully jump to it, but it does neither appear on the map nor in the contact list. The hazard box object is actually very handy for a variety of things, especially place an effect in free space, because you can attach effects to things, and attaching an effect to something you cannot target and does not appear on the map is perfect. In the vanilla FL, the hazard box was used for that white glowing object near the baxter station that is destroyed in the campaign. Buit it works with any effect you want to, and as explained, can also be made for a no-way-back jumphole. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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Let´s just say there are people who knew how to exploit this in an unfair way, I won´t explain in detail, of course. Actually, Engine Kill provides another exploit, so I suggest deactivating both key commands in your mods.
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Yes you can, with a mod that is required for the server. It is possible to add new key commands, but also to remove existing ones. It would require a client-side mod, however. But I think I know what you are up to. I will try and see what I can do. <A href=´http://home.arcor.de/filexchange/KeyMap.ini´ Target=_Blank>Use this file</a> in a mod, put it into DATAINTERFACE; it removes the Screenshot function for Freelancer. When you do it, you still drop a frame or two, but that´s because Windows still copies the visible screen into the clipboard, but Freelancer ignores the key. Have fun with the file. Try contacting the guys who made FLCD, maybe you could use their program for your server, so that people without that Mod will be kicked automatically. Edited by - Mephistopheles on 2/16/2005 12:42:28 PM
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I don´t think that would work (doesn´t mean I might not try), since as far as I know, the game handels things like that from certain points. I.e. it does not matter how large you build the model, in the end the hardpoints matter. If you move the hardpoints of a jumpgate for example 500 to the top, you will fly above the gate and jump there, ahve all the FX there etc. On the other hand, when you are inside an object the distance counts 0, so maybe the game would think you are at the distance 0 and could jump (which would however interfere with above paragraph, hmm...).
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Finally, I came as close as having an area of about up to 1k away from the satellite from where you can directly jump. Weirdly, it doesn´t seem to matter if I make the docking sphere 2k, 5k, 10k or 100k large, the ship still flys towards it until it is a bit less than 1k away.
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You can´t just swap the ship. You will also make a loadout for the ship, since it will likely not have the very same hardpoints as the Titan.