Posts by rower_of_death

    I read through all 10 pages (took me an hour or so...) and was surprised to see so little suggestions based on MP chat. I don´t know about you guys, but chat spammers have always, always, ALWAYS bugged me. I would love to see a mod that invloved something like this... It would be a seperate screen in the options window or chat window or w/e. It would have a little area you could type player´s names in and an area for a list of selected players you´ve typed in. Every player you would enter into this list would be on an &quot;ignore&quot; list... Then you wouldn´t have to deal with those buggers. Everything that player would say would be blocked out. If they tried to pm you, they would get a message that said &quot;THIS GUY IS IGNORING YOU!!!&quot;. Or something of that nature. A chat filter would also be nice. So, if activated, it would bleep out any profain words people may type in chat. It would replace a &quot;profain word&quot; with something like #$%. I get most of my ideas from World of Warcraft. The way they have system chat set up is beyond brilliant. To be able to listen and talk to who you want would be VERY nice. Of course, this would require the making of a new window... But you guys can make new ships from nothing, why not make a new window from nothing? Or at least use something that´s already there. A shiny new chat system would brighten anybody´s day... Especially mine! <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>

    There are a ton of other crucial points to this... 1.) You must make sure that the encounters you are putting your mission objectives into have opposing factions in them. So, for example, an encounter must contain the Liberty Rogues and Liberty Police in order to get a mission objective to work... Here´s a sample from my mod.... [Zone nickname = Zone_BR08_pop_ambient_01 pos = -394, 0, -10650 rotate = 0, 0, 0 shape = SPHERE size = 22484 comment = JG Battle sort = 51 toughness = 19 density = 12 repop_time = 10 max_battle_size = 8 pop_type = jumpgate relief_time = 10 population_additive = false faction_weight = li_n_grp, 1 faction_weight = li_p_grp, 1 faction_weight = fc_lr_grp, 20 encounter = area_bh_assault, 19, 0.250000 faction = li_n_grp, 0.500000--------&gt; This is the Liberty Navy faction faction = li_p_grp, 0.500000--------&gt; This is the Liberty Police faction encounter = area_bh_defend, 19, 0.250000 faction = fc_lr_grp, 1.000000-------&gt; This is the Liberty Rogue faction encounter = area_gunboats, 19, 0.250000 faction = fc_lr_grp, 1.000000 encounter = capitalships_Liberty, 19, 0.100000 faction = li_n_grp, 1.000000 encounter = capitalships_Escorts, 19, 0.100000 faction = li_n_grp, 1.000000 It took me a while to figure this out. Also, you can´t take two encounters and over lap them to get your &quot;opposing factions&quot; For example, you can´t take an encounter that only contains Liberty Navy factions, and another encounter that contains Liberty Rogue factions, over lap them, and stick mission objections in the over lapping areas. 2.) This is very important. The missions that are being offered must be oppropriate difficulty levels. If they aren´t, your missions WILL NOT work. Here´s an example from my mod. I found it best to just enter in difficulty 1-32 or whatever the hardest level is... [MBase nickname = LI06_04_Base local_faction = fc_lr_grp diff = 1 msg_id_prefix = gcs_refer_base_LI06_04_Base [MVendor num_offers = 8, 12 [BaseFaction faction = fc_lr_grp weight = 64 offers_missions = true-------&gt; This should always say TRUE if you want this base to offer missions... mission_type = DestroyMission, 0.000000, 100.000000, 100 Now, look at the &quot;mission_type&quot; section. The first set of numbers, 0.000000, is the lowest difficulty setting for the missions being offered at this base. 0 meaning difficulty level 1. The second set of numbers is the highest difficulty setting for the missions being offered. 100.000000 being 32 or whatever. Now look at the num_offers section under [MVender. These two numbers determine how many missions are offered at your base. An 8,12 setting is for a more busy planet. A 5,7 setting is more of a steady setting. And 2,4 being a slow setting. 3.) Make sure none of you mission objective zones overlap. If they do, your missions WILL NOT work. I always make the difficulty setting 0.000000, 100.000000. Also, to make lower leveled missions, I will set the difficulty to about 1-3 instead of 1-32. I´ve always found it better to always start my minimum level to 1. Experiment a little. See what works best for your systems. Hope this helps you guys! Cheers!

    For one thing, you don´t have the attitude. Look at what you´ve just posted... You´ll maybe work on it for a couple months and give up. And no, the engins IS NOT half the project. I´m sry to say but there´s alot more to it. Just try it and you´ll see what I mean. There are no templates to work off of. No examples. It will all be on your own. When ever I start to make a new game, that´s how I feel. It´s like being lost. And you loose interest, but you´ve gotta stick to it. Anyway, it´s all going to be different. The systems won´t be made for you. The effects won´t magically appear. The sound won´t record itself on it´s own. The music won´t write itself. The project won´t put itself back together. You need a team. Get a team going and then I will believe your project is possible... Oh and fix your attitude. You won´t be gettin´ many volunteers if that´s how you act...

    Here´s my 2 cents on this... You obviously have absolutely no experience in this field. Have you ever even attempted to do something like this? Uh no you haven´t... I have a small Ti-83 calculator that has a built in scripting program. I use it to make games. I am making a TEXT BASED game... I´ve been working on it for 1 year now and I´m not even half-way finished! 1 YEAR! I´ve also worked with a scripting program called DarkBasic on my computer. Talk about tough! I know a friend who is working on a 3D game... He´s been working on that game for well over 3 years. And I´ll tell you right now... That game is almost worth being on addictinggames.com and nowhere else. It´s just not that great. It´s taken TEAMS of people to pump HUGE games out in 3 stinken years! You are by yourself with no knowledge, and you expect this to be out in 6 months??? I´m sry to burst your bubble but it´s not going to happen. You should just leave that idea alone until you´ve got MASSIVE amounts of experience in that field, AND a good-sized TEAM working with you. Oh and by the way, that team will be wanting MONEY... SO you better have a TON of that too. I highly doubt there is anybody with enough experience in that field that is willing to work for free. What we are ALL trying to tell you is, this IS NOT and WILL NOT be possible. 1 man CANNOT pump out a HUGE game in 6 months. 1 man couldn´t even do that in 5 years! If you want a game that has a-some graphics, a-some effects, a-some everything, you HAVE to have a team. Period. There´s no getting around it. If you were to work on it yourself, chances are, somebody who has a TEAM will pump the game out before you, and you´ll just have to sit there and ball your eyes out because you were beaten and had just wasted 3 years of your life. But by all means, do it if your so dedicated to this. All we are trying to do is protect you form loses. You´ve been given wisdom from alot of people. It´s up to you to decide what you´re going to do. If you want to save yourself from ALOT of heart ache, head aches, and who knows what else, I highly suggest you follow our advice to you. But that´s your choice, not mine. So do what you will...

    Well... I guess I´m on my own when it comes to the coding of the engine upgrades... Anyway, I am wondering if this is possible... I´ve been thinking about this one engine upgrade that´s &quot;experimental&quot;... The description of the thing tells you what it´s supposed to do, yet of course, because it´s never really been tested before, it never does what the description says. One odd aspect I was thinking about was this. Every experimental upgrade will be different. (In other words, if there are upgrades sold at Manhattan, New Berlin, New Tokyo, and Leeds, all of those upgrades will be different... The description may &quot;say&quot; that they are all supposed to increase your engine speed to 200, but they never do. So The New Berlin upgrade will only increase your speed to 100, and the New Tokyo upgrade only increases your cruise time, and the Manhattan upgrade has a cruise time that´s sooooo long, it seems as though your ship will never hit cruise, and the Leeds upgrade increases your ship speed to 300, but your cruise charge time is infinite) Well, anyways, the faction that makes these upgrades tends to release them too early. So one upgrade will be very deadly. When you increase or decrease the speed of your ship, your ship suddenly flies out of control. It automatically propels the ship to a speed of 1500. Once your ship hits that speed, the ship is destroyed. You explode as the upgrade self-destructs. Is this possible? I thought it would be kind of funny. Also, with the experimental engine upgrades... There are 2 upgrades in particular... The MIS Upgrade (Maximum In-Flight Speed Upgrade) and the CCT Upgrade (Cruise Charge Time Upgrade). The MIS Upgrade increases the speed of your ship, but also increases the charge time of your ship since power is re-directed from the cruise engines to your main engines. The CCT Upgrade decreases the charge time of your cruise engines, but also decreases your ship´s top speed since power is re-directed from the MIS engines to your cruise engines. (MIS engines being your main engines) There are experimental MIS and CCT engine upgrades... The question I have deals with both... Could I drain power from, for say, your ship´s power (What your guns opperate on... The yellow bar). When I say this I mean, lets say your ship´s power output is 10400. The upgrade would increase the speed of your engine, but instead of increasing CCT, it would decrease your maximum power output. So now instead of having 10400, you would have 6400. It´d be some sort of percentage.. Like it would decrease you power by 15% or something... So now you fly alot faster, but you can´t shoot your guns for as long as you used to be able to do. Can I do this? If so, how do I? I know there are 2 types of devices... [engine and [power... But can I combine the two to acomplish what I´ve explained above? Sheesh I hope you guys get what I´m saying here... Plz respond guys... I´m left out in the open here... Do I need to simplify what I´m asking for??? Edited by - rower_of_death on 8/21/2005 8:20:14 PM

    OK I´ve been thinking about coding all of this and I need a check on what I´ve come up with plz! (This is an example of what I would think an engine upgrade would look like) [engine nickname = engine_upgrade01 ids_name = 263948 (Just chose some random number for right now) ids_info = 264948 (Same as above... Random number) volume = 0.000000 mass = 10 max_force = 62000 linear_drag = 599 power_usage = 0 reverse_fraction = 0.200000 flame_effect = gf_no_largeengine01 cruise_charge_time = 6 cruise_power_usage = 20 rumble_sound = rumble_nomad rumble_atten_range = -5, 0 rumble_pitch_range = -25, 25 cruise_start_sound = engine_no_cruise_start cruise_loop_sound = engine_no_cruise_loop cruise_stop_sound = engine_no_cruise_stop indestructible = false outside_cone_attenuation = -3 inside_sound_cone = 90 outside_sound_cone = 270 Is that basically what it should look like? Or am I so far off, there´s no word to describe how wrong I am?

    Hey guys, The jump drive idea was mine. ^^ I´ve messed around with vids before. I´ve actually created a few of my own. I´m used to being able to script whatever I want and have it work. I´m sure there´s a way to manipulate the files. They have windows that open and have selectable text in them, so why can´t I do that? I´m sure it´s in there somewhere. Also, you can´t think like that. In the world of game creating, anything is possible. A jump drive IS possible. How do you think the cruise engines work? It´d be like a cruise engine, only you jump from system to system. Anyway, if I fail, I fail. So long as I´ve tried. I won´t be satisfied until I´ve found out for myself that I cannot do it. Now, I see the points you guys have made. My plan was, to change one of the key options you don´t really use in Freelancer. For example, one of the &quot;set weapon group&quot; buttons. The jump would start when you hit Shift + j. So far I haven´t seen Shift + j used for anything in the FL .ini files. Anyway, when that command is made, an option screen will appear, very much like the menu screen when you hit esc. It´d display every system in FL. Each system name will be selectable, just like the esc. menu. I would take the esc. menu script, copy it, edit it, and apply it. For example, say you´re in the system New Tokyo and you want to go to New York. You would hit Shift + j and the menu would appear. When the mouse icon hovers over the name, the name lights up like it always does, you select the name and it activates the drive. It´d be like the cruise engines. You´d hear the charging noises and instead of it saying &quot;Cruise engine charging- weapons offline- #%&quot; it would say &quot;Warp engine charging- weapons offline- #%&quot;. Then it would do the normal jump. Just like being in a jump gate. I´m sure it can be done... Again, you can do what ever you want to Freelancer, it´s just a fact of being able to edit EVERY SINGLE file in it. And I´m sure there´s a way to look at them. If they can, I can. No reason why I couldn´t. &quot;Think outside the box&quot;

    Hey guys, I use an open SP mod every once in a while... Especially when testing my mod since I haven´t figured out how to take the story mode and all out of it. The open SP mod was made by Xerx. I was wondering how I can change you begining amount of credits, because right now, I start out with 0, which can be kinda annoying sometimes. Edited by - rower_of_death on 8/3/2005 9:51:41 AM

    Hey guys remember. This dude is trying to add his FIRST EVER ship to his mod. He has NO clue WHAT he is doing. Giving him crap isn´t helping him either. Look it may be easy, but you´re talking to somebody who doesn´t know how to do it. So don´t be mean about it! Sheesh... Edited by - rower_of_death on 7/18/2005 6:08:16 PM

    Hey, I´m wanting to run a FL server, and I want one of my friends who plays FL ALOT more than I do to sorta act like the server´s police. Are there any commands he can type in to kick abusive players? Because my server will be running on my comp, not his. And it´s running my mod files. Anyway, if it´s possible, I´d like a list of commands one could type in to make things easier for thoughs who wish to be apart of my server´s &quot;SWAT&quot; team ;D. Thx guys!!!

    Alright thx alot! I´ve finally got the mod to show up in FLMM, only I still get that error message. The mod activates fine though. Anyway, 1 more question. When I create a server, is there anyway I can play on that server I created? Also, to create a LAN server, do I just uncheck the box that says &quot;make server accessable to the internet&quot;? This new server stuff is kinda wierd to me right now lol. thx. rower_of_death Edited by - rower_of_death on 5/2/2005 1:57:18 PM Edited by - rower_of_death on 5/2/2005 2:07:24 PM