Posts by Cold_Void

    its pretty simple,just replace locking gates with a duplicate jumpgate,use a marker where the jump sphere goes and remove or re-place it easily with xml.of course the server would be shutting down every half hour,so....yeah

    ahhh.....UTF -&gt; XML project <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> all i want is a dang preview button for .tgas and .wavs - its nice to be able to extract all those voice files, but ah...finding where they go by CRC?ugh! So,what are these crc´s to? the GCS voice sounds?

    that would involve appending a file thats already installed,FLMM would complain and the original file would be lost when it backed up the pre-existing mod file over it.and consarnit i _know_ what the %% variables are, i wrote the book on em nope, ship_archetype is fine, - &quot;the internal, 1&quot; comments that were still in the loadouts were causing some spit but nothing that should make ioncross scream cheat - all i can think of is that cargo may not be equipping correctly

    you were on the right track with voices,open them and search for gcs_scan_refuse - i would guess these are the response times to refusing to drop

    yes but i´m talking about the user changing newcharacter.ini to select pilot or faction -for server ops editing a loadout in .fl is faster and more direct than finding one w/o infinite power or other bad things in loadouts.ini imo - also for compatibility this addon can´t edit primary ini´s included in a parent mod, like loadouts.ini faction reps and pilot properties can only be set by the clients editing newcharacter.ini - which FLMM doesn´t want to do when it already has a copy of that file installed <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade> The only reason to fiddle with that is your rep, and I forget whether your starting rep is the same as the faction named in the newcharacter.ini file as well. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> actually you can let clients select their pilot (costume, base, and faction) and/or faction separately, in vanilla reputation is set faction by faction with a large column of empathy settings in mpnewchar,however there is a semicoloned &quot;initial_rep =&quot; at the top and a &quot;rep_group =&quot; line in newcharacter.ini that simply aren´t used newcharacter.ini is a vestigial file from older versions of FL where they were planning on multiple characters for users,for ´trent´ purposes every single variable can be directly defined in mpnewchar,provided ioncross errors can be fixed

    copied from the xml edited mpnewcharacter.fl - speaking of which i´ve been meaning to have a dialogue with the community about removing newcharacter.ini from mods - its redundant for normal purposes and as i´ve found there are lots of cool applications for modding newcharacter.ini but they all involve some xml editing of the file(until i can get an app built for it)..anyways eliminating that file reduces headaches for people editing their startup loadouts and ships, and of course installing my addon <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> ah, could a moderator move this to mod errors for me please?thnx Edited by - Cold_Void on 9/27/2005 3:47:21 PM

    open mpnewcharacter.fl in the /exe directory w/ notepad and replace %%MONEY%% with the amount you want,that and more helpful info can be located in the Tutorials forum.welcome to TLR =) Edited by - Cold_Void on 9/27/2005 10:17:47 AM

    sweetness,so whats the news on collisiongroups?can these legos substitute for them? i really wanna make a destructible ship<img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

    M-A-C-E: courier missions?how´s that possible? what i like in a mod: completeness,new bases need new rumors,news and props - i´d really like to see some guns laying on tables in the bars(just a thought).new space eyecandy,jumpholes located close enough together to keep pace with tradelanes provided you know the most direct route,hunting areas for stalking capital fleets and looting them,gadget weapons,humor,definite differences in ship handling with emphasis on balancing classes against each other and creating a diverse range of flying styles,enhanced keyset,increased ship engine and thruster speeds &amp; weapon ranges,balanced upgrades,REGULAR SIZED SYSTEMS hehe - i seriously hate systems wider than 150k,at least when they´re the in the shortest path,reworked equipment locations with wider availability of guns and missiles,for example if a faction has 5 tachyon guns they should sell at least three of them at any of their bases,impulse in explosions - it makes a missile hit look &amp; feel much more realistic,new effects for guns(there are some unused ones that can be added to effects.ini and used in whatever,along with every other effect being usable),a wider range in weapon models - half aren´t even used,new sound effects - especially for capship guns.... one sound for all of them is just lame - and more

    actually it is easy <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> getting a steady spin thats not ludicrous speed seems to be the real problem

    yup, A. it is-for one i´ve been using it with the mod i´m building on the 1.2 toolkit and two it will work with any mod that doesn´t remove or rename base nicknames or add to costumes.ini/bodyparts.ini - B. it does, with some compromises, for example the blood dragons only MP enabled base is in chugoku - but the GC and blood dragons go together like buns &amp; hotdogs so I also put a couple blood dragons on a GC base closer to the interior

    Bulletmagnet , no that wasn´t intended,the idea was to give users complete neutrality for setting up perfect trading reps - i can release a patch to fix it if theres much demand, i can see how it could be abused. as to ships no,i don´t think i can - i hav

    please read the installation instuctions carefully there is a good deal to know, you _must_ delete accounts.cfg from the my documents/my games/freelancer/accts/multiplayer folder, then start the configured server. latest update: Published the MOD on TLR, you can get the server &amp; client MODs along with the previews in the download section. Edited by - Cold_Void on 9/21/2005 8:55:53 PM

    well there you are, nobody complains so its not worth doing <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> actually there should be a way to do subgroups with welded surs by just creating a fuse that blows off one wing &amp; then the other,or weapon hardpoints in the case of ships without wings.it just seems a great injustice to DA´s hard work at making ships that take _real_ damage to go and remove it all for the sake of uniformity. optimistically, we´ll have both vwire and sur export some day and modders who don´t make model subgroups will be looked at as lazy =) i don´t understand why everyone wants capship shields, they´re always much less effective than the armor underneath

    1.)would be possible as a player flown ship,very little hitpoints &amp; an explosion arch with damage would do it 2.)it would be a miracle if equipping a scanner to a mine worked,but thats the only way outside of an exe hack i can think of 3.)no 4.)no 5.)no 6.)possibly 7.)a ship with no sur should work - i was thinking of making one to use for spectator mode