probably over 60 files
Posts by Cold_Void
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yes,i think now its either a problem with the lights not having a hash or how internal equipment has been mounted.I don´t know when i´ll have a "fixed" version available, but it will probably not be soon. Edited by - Cold_Void on 10/14/2005 5:03:41 PM
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maybe the EOA consortium(sounds evil eh?<img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> ) hired a bounty hunter to take him out for programming a better editor <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> seriously tho,i´ve worried about this guy a lot - why did he just disappear in the middle of developing his program?did he give up after he lost v4.0?who shot kennedy?er-another discussion maybe.anyways,its tragic that such a promising program went vapor <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle>(
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thnx i´m glad to hear it - i don´t think i did any of the security forces because they´re not distinct enough as factions to really merit it - they don´t wear different costumes than the navy,and they don´t have many or any bases of their own if i remember correctly
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there isn´t a way to do this yet but i´ve mentioned it over on the freelimits development forum
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well mitigating that is the fact Ioncross can detect illegal equipment - so all you could spawn are legit objects,which would be fine for spoiling your own fun but probably wouldn´t affect anyone elses experience
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"quite a bit" lol - its no wonder your ship explodes - the parts are trying to fly apart hehe
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kind of a long way around to do what FLmodelcloner does isn´t it?
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obviously you would want modders who were working in complementary areas that didn´t overlap much, and balance _needs_ to be formulated in a forthright and universally understood way. but we´re not talking about teams merging, we´re talking about lone wolves like myself whose mods won´t get enough exposure to justify one person doing the work of seven...i would consider the unnamed expansion i´m working on very comprehensive in its ambition,yet it adds no new encounters, commodities, factions, systems, bases, jumpholes - frankly i´m not as concerned about these things as correcting balance all around(thanks to the toolkit which has been a real boon to tweaking weapons)as well as completely reorganizing FL´s messy INIs -especially the FX and equipment, upgrading planets w/ spin & orbiting satellites, converting every debris field to dynamic and some asteroid fields, introducing the zone property drag_modifier to nebulas,adding new class-specific power systems,multiple shields,and reintegrating thrusters into ships as embedded afterburners,and lots of other misc improvements i feel i can´t live without <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> but wouldn´t my mod do much better with new encounters,factions,etc? alas there´s only so many hours in the day, and only so much aspirin for strained minds and cramped wrists =D
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1. my opinion is that it is slowly growing but the development of mods outpaces that growth, probably sustaining it.the result is apparently fewer players, although there are more people playing 2.at least 8 - my opinion is that several of these mods,specifically those based on Arghs XML toolkit should probably be integrated into one larger mod - there are too many of us working alone, and our combined efforts would be much greater 3.some of the older mods have grown stagnant or just gone vapor - they have added so much with manual editing that further progress is hindered by old developments, their development teams have lost interest, and they´re no longer cutting edge, having fallen behind on major exploits like orbiting objects,dynamic asteroid fields, EXE patches, unlocking unused features etc. these mods are bound to lose lots of players as new and hopefully better mods come out Edited by - Cold_Void on 10/7/2005 6:41:06 AM
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I´m with that - maybe all these modders like myself who are working on their projects alone could combine their efforts(which would be much easier if they were working with XML)and employ all the new exploits like dynamic asteroid fields, orbits, escorts, exe mods, unused features, etc to make a truly new game - still it could not encompass missions i think, although that would depend on the teams sum experience.i´d be glad to pool my efforts with others if it meant a bigger,more exciting, more expansive mod, and maybe this is the most important reason,more populated.more mods = less server population,fewer mods = more,with some exception for variety - some mods are just too different from FL to be considered for an unofficial FL2 and have their own unique audiences Edited by - Cold_Void on 10/6/2005 8:59:49 PM
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no problemo <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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hey Argh, about docking - why is the docking station´s docking sphere defined as berth?the "proceed to dock #1" sounds weird when there´s no dock...was it an issue with ´ring´ docking?i think you should try this - i find the resulting voice message "proceed to land" much more satisfying <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> docking_sphere = pad, HpDockMountA, 25 docking_sphere = ring, HpDockMountB, 25 i also used the pad sphere to enable docking on manufacturing_platform_lod.cmp,the undockable mining station
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what about using the hardpoint HpCockpitEx - if i remember correctly this is the default exterior camera position for a ship with no exterior camera info
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huh..the camera offset is at 0, 0 then?
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i see what you mean after looking at the difference between dialogue and voice sounds - have you substituted a voice message for one from the UTF? if so there should be some way to generate all the data by checking the crc´s against the voice entries and then extracting the UTF data and naming it correctly and then generating a list of sounds - but how do you assign those sounds to a voice when they´re external i wonder - i don´t see any linkages,so it seems the dialogue files are probably called in storyline scripts
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*frantically waving arms* sign me up <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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i got the cargopods working somewhat correctly, that is having a commodity attaches a pod and that pod holds the commodity, when its blasted off the commodity drops - - only problem is they only show up on NPCs, not players ships! grr >_< oh well, i also found a gun setting that allows you to shoot spreads of missiles that angle away from each other instead of paralleling - i think cargopods may allow us to attach expendable missiles to launchers so an uber torpedo would disappear from the launcher ammo rack once it was fired
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a few tantalizing bits i´ve found: 0x9) EQ_ID(0x23) EQ_ARCH(0x843039c0) cannot find a cargo pod attached to hardpoint internal for 0x85f1048a(it says internal because i was attaching it with code from a loadout, ive changed that) this is from rh_fighter for the powersupply.Note that its looking for a cargo pod to attach to?i got this by giving the power a model and mount point then applying CARGO_BAY_HP_NAME to the goods which is a string i found with IDA disassembler