ROFLMAO that´s awesome,an anti-chainletter chainletter...and the first and only one i´ll ever send on my own!
Posts by Cold_Void
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or just like a one-hit killer missile, the munition _and_ explosion need damage,energy damage for the munition so the mine hitting the shield drops it and then hull_damage for the following explosion
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i guess - i just thought the mod manager ought to be able to handle a simple generateres outside of an xml file
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*anticipation* is it ready yet? <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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you could do that for yourself but if you wanted to share it you´d have to get permission to use said ships from their respective mod teams
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the light hauler is missing a hardpoint for the pilot
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thats what i thought too hehe - yeah i get chainmail,its very popular on myspace and i never pass it on,same for polls - send me once a month and there´s a good chance i´ll get bored and do it,send me 5 or 10 and i´m considering removing you from my subscriptions <img src=smilies/icon_smile_approve.gif width=15 height=15 border=0 align=middle> you know what other kind of chainmail is annoying?knit silver cotton movie-prop types and open loop steel mail.... i´ve made chainmaille before and i always spot these two in movies,i don´t mind open loops much - thats just economy,but the silver knit is an open sore on otherwise healthy costuming - the stretched loops,the very unrealistic way a coif will bunch up around an actors neck,and in close shots the very obvious knitting - ugh
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i accidentally opened a second to/bcc tab and i couldn´t close it so i left it blank and smtp can be picky,so - all i want to know is; did - you - get- that-thing that-i sent you? <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> edit: He got that thing i sent him!! (ok,i watch entirely too much cartoons heh) Edited by - Cold_Void on 10/25/2005 9:40:58 AM
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that would be quite excellent thank you,do you need me to send you an email from my address or do you still have it? - i´m no big fan of the lights myself,never saw why anyone would want to buy them either
as long as the subgroups haven´t been renamed i don´t see any reason the INIs should need any adjustment except for lights - mainly what i´m doing is turning engine hardpoints to thruster(afterburner) and placing the engine points on root(destroying an engine and opening the NN = crashola) as well as enabling all the engine collisiongroups so these new afterburners can be destroyed my own implementation of missiles is using gun classes 5-6 for missile/gun mounts and 1-5 for purely guns,the idea being to reduce missile spam(which could be VERY bad with my multifire spread launcher)while still allowing gun nuts to equip every slot with guns -
or you can download my mod here: <A href=´http://www.lancersreactor.org/t/download/download.asp?id=1910´ Target=_Blank>CVFC mods</a> it does all that and more, however we have had problems with ioncross cheat detection not liking some starting packages. one sig per thread satanist
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well is my first impression that you´ve changed material names in nearly all the ships correct?that would be bad news for my extensive rehardpointing,although i did learn a few time savers that will make repeating the process much easier Edited by - Cold_Void on 10/24/2005 12:15:22 AM
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i don´t see why FL2 would use any other game engine - you´re just asking for trouble,FL is perfect and ready.and all you´d have to do for FL2 is: upgrade every texture update every house according to a projection based on the conclusion of FL replace every city replace most or all ships,create new ones in every class create new character models and voices script 13 missions from scratch replace every sound effect edit the HUD somewhat at least replace all the starspheres create new commodities,bases and factions reflecting more than a century of progress now consider doing that in a different engine... commodities behavior?hardpoints still compatible?weapons compatible? voices? animations? meshes? - yah its a nightmare and if you don´t call it FL2,don´t have anything from FL in it,doesn´t even include the alliance/coalition backstory - <b>its not Freelancer </b> Edited by - Cold_Void on 10/23/2005 11:50:10 PM
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about duplicate materials...uh you can reference more than one mat so why not just strip the common ones and create a common mat file,then you´ll never have to replace the same texture 20 times <img src=smilies/icon_smile_approve.gif width=15 height=15 border=0 align=middle> i realize now the subparts are only sharing names in their houses,ie every ge_fighter uses the same engine nozzle so these collisions can´t be seen - duh stupid me <img src=smilies/icon_smile_blush.gif width=15 height=15 border=0 align=middle> Edited by - Cold_Void on 10/23/2005 7:35:29 AM
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oh its not the multipart fix i was working on before,its so simple it´s blindingly obvious - cargopods stay destroyed on solars,at first i thought that was related to destroyable depots but its just a cargopod property - weapons would be a problem,but thats what weapon platforms are perfect for i guess.so stations are basically equipment,they can be removed from loadouts to close access and they don´t use any subparts - well i guess you could but its not really worth it just to see the damaged station still there when you undock - although changing its debris lifetime might do the trick i hear ya on those dinky city models, but that is truly ambitious compared to making a few cargopod versions of your stations <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Edited by - Cold_Void on 10/23/2005 7:22:54 AM
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the solar mat could use an update - the ´hardware´ greebles where you see airlock upon airlock upon porthole just look like garbage,and the normal grey tiles are a boring matte grey like you said. i´ve been considering building the space diner from spaceballs or the one at the end of the universe - put them in some freak system like gammu <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> dockyard, yes! FL´s shipyards are *meh* - modular.replacing most of the depots,space_shipping types especially - there are a few stations that i like a lot,but these bay ones(especially the yanagi station model-yuk) can go if you could make a hollow ship bay(wouldn´t really matter to me if i could fly though it,its just aesthetics to me)why not use the effect from the station w/ the blue triangle ´field´ is all i can describe it as,mounted in its rotating nozzles; for a atmospheric seal dealie <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> just like ROTS specific station skins to identify lawful/unlawfull/corporate very plainly,and some ´junky´ bases that are rusting and sparking,belching smoke,and groaning like icebreakers <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> how about making some of these new stations destructible? i´ve got a working solution that keeps bases destroyed until restart & i guarantee won´t crash and it´s perfect for static models(especially 3db´s as deleting the mesh won´t delete the hardpoints you need placed precisely on the ghost station) - but right now theres no way to get the base info via neuralnet because of a small flaw with having an invisible station(if its still on radar it´s still dockable) so it has to have a 100% interference zone around it and a no-visit value- i might have a solution for this w/ a second airlock solar that belongs to the base but isn´t parented, i´d love to see it included in the toolkit even if it isn´t implemented in systems what i envision is miners guild members fighting to keep their stations open while pirates are trying to raid its cargo,or pirates trying to maintain a presence near key jumpholes while law enforcement does its best to destroy their stations & collect prisoners,lots more possibilities for new MP interaction with lootable/destructible stations
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munition lifetime should equal 0.1 to detonate immediately, and why not throw in 10000 impulse for some spice
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well if i wanted to read i´d go to fanfics <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> but i definitely see from your perspective - sexiness alone won´t make a great mod - which is exactly the point i was addressing,although i said it differently.i have played on the void, and all i can say about that is...players will move on <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>
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<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>The only time I could buy a ship properly was when I played on Topfreelancers, cause the Mod for it got intergrated in my game (so I couldnt play without it) <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> <b>cause the Mod for it got intergrated in my game (so I couldnt play without it) </b> something´s rotten in denmark i think
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yah, make a mine dropper with a huge explosion and damage and a refire delay of 30 seconds, then alter the mine´s owner safetime / lifetime stats.safetime = 0 lifetime = whatever
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for the same reason i´m reorganizing everything - FL IS MESSY!!! anyways,i´m organizing it alphabetically and i´ll split the two files between fighters/freighters and everything else my FX fix is 95% done - almost every effect has been united with its viseffect entry with careful attention to top down dependency(in engines i just gave up and started rewriting them,they´re so scrambled) - this makes editing them much easier for me, and in the process i found about 30 unused weapon effects for house energy weapons, like kusari neutron gun effects - also found 4 afterburner effects for all the houses separated weapons into gun types,photon etc,missiles,mines - removed all of the gun stats you tagged so they have only tags, then built type classified scripts to edit each weapon type ini - this makes comparing two or three factions different advantages in an energy weapon easier etc - removed individual ranges / velocities per weapon and generalized those values to type as i did not think variation for the same energy type was realistic in a vacuum or very interesting reduced # of shields from 90 shields to 30 - really, who needs that many shields to choose from, especially considering that 50 of them are utterly worthless in MP. now i´m starting in on renaming every ship damage hardpoint to make them uniform, as well as tackling the corsair/pirate fighter mixup again