Maybe you sould try patching the mission INis with the latest SDK version?
Posts by polarbear
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What a cuincidence, I've almost finished my first year of C# studies! Well, maybe I'm not in the level of an engine developer, but I can give you a hand with the things I know
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Woah!! Finally! I hope this time it will be a successful project (in spite of the other attempts)! maybe if it works out good, you can release the actual "Freelancer 2" as you built it with Crossfire's chapters!
Good luck OP! If you need any help you might turn to me, not sure if I'll be able to help since I don't have too much understanding with game engine building (I tried to make a 2D engine once, didn't really work...) but I can still try. When you get to the plot part (yes, I say "when" for I am optimistic) give me a cal and I'll help for sure!
What engine is that?Its a brand new one, as I can understand.
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I'd like to start the fanfic in June.
Works for me!
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I've been trying to make infocards for a base and a planet. I took a look at the infocards in the vanilla and saw that they're made out of 2 parts: stats and history. Each part is stored in a different XML entry in Infocards.dll. So I made an infocard to a base using Adoxa's FRC, and used it as I saw in examples from other bases: write in the ids_info entry only the stats and right after it theres the history part. I assumed it automatically takes both but it didn't. So I tried making both a single entry, and it showed up as expected, but it didn't show the usual thing about what the base sells, you know, the thing that shows after you visit it and check the info again.
So, is that something heavily encrypted? or did I miss some parameter I was suppose to add?Thanks in advance!
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It sounds interesting, and somehow resembles the general idea of my fanfic "Military Crisis" (which is not finished and therefore not published). Its about a Rheinland military pilot who gets involved in the storyline in Mission 4 (if I remember right) where you meet a few rebellion Rheinland pilots in California. I have a few of those fanfics, such as "Barracuda" which tells the story of a Bounty Hunter squadron that later gets involved in the main storyline as Trent and Juni escape from Liberty space through Magellan and face a few Bounty Hunters that want to kill them for the bounty. Those are not just fanfics, but also storyline missions mods I plan to create once I have time to finish writing them.
So about your thing: I could give you a hand if I find any free time between studies and my own projects, but don't count on me about it.
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To make missles destructable you have to make the model a SUR file. The size only dedicates how easy it is to shoot them down.
Micro-missles should be small, so it would be really hard to shoot them down. If you're disturbed by the over-flood of the effect, just edit it so it will be smaller. It is too much for every ship to shoot 10 missles at a time, but if they do the damage per hit should be lowered because you'd die instantly. Personally, I don't think fighters should have those micro-missles, its a pretty massive weapon for such a small ship. You could maybe make them available only for heavy ships, starting from either freighters or bombers.
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Right, sorry, I totally forgot how things work there...
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Thats odd, 2 of the latest articles in your screenshot don't appear on the page as I see it from my account...
Well, I'm glad that the group grows up!
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Ahh, the good old Freelancer fan group on ModDB...
Actually, I'm pretty sure everyone here is a member, but it would be awesome if we bring this group back to life! -
So why won't we start working on it? All we need to do is to find a way to convert the mesh parts to another format and stack the animations on them.
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No, we can't do it yet. Maybe you could edit the engine and try to add anti-anialising to smooth the edges and then edit the texture to look better. But it takes a lot of time to add a feature to an engine you know...
You could do it with ships, it would eb awesome! -
Are you planning to continue with your Star Trek TCM?
P.S: please, you can call me Poly.
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Spuder! I missed you so much!!
Welcome back buddy! -
Please refer to older replies before suggesting a solution.
Also, I'm using adoxa's Storyfactions plugin, so The Order is no more a SinglePlayer-only faction. -
But what exactly?
I'll try using another room to see if it works. -
I don't think its the matter. On planet Toledo all the NPCs' are affiliated to The Order, and they all spawn when I enter the bar.
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Tried it, still not working...
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The headline says it all. As much as I understood from looking at how other bases work, this code is suppose to be just fine:
[MBase]
nickname = EW07_01_Base
local_faction = fc_or_grp
diff = 1
msg_id_prefix = gcs_refer_base_EW07_01_Base[MVendor]
num_offers = 2, 4[BaseFaction]
faction = fc_or_grp
weight = 64
offers_missions = true
mission_type = DestroyMission, 0.000000, 0.112387, 100 <--I'm not sure about how this thing works, but its not exactly the topic now.
npc = ew0701_001_f
npc = ew0701_002_m
npc = ew0701_003_m[GF_NPC]
nickname = ew0701_fix_bartender
body = li_bartender_body
head = br_bartender_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 261821
affiliation = fc_or_grp
voice = rvp101[GF_NPC]
nickname = ew0701_fix_trader
body = pi_orillion_body
head = li_captain_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 261823
affiliation = fc_or_grp
voice = rvp101[GF_NPC]
nickname = ew0701_fix_weaponsdealer
body = pi_orillion_body
head = rh_captain_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 261822
affiliation = fc_or_grp
voice = rvp111[GF_NPC]
nickname = ew0701_003_m
body = pi_orillion_body
head = syd_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 261824
affiliation = fc_or_grp
voice = rvp111
room = bar[GF_NPC]
nickname = ew0701_002_m
body = li_bartender_body
head = ge_male6_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 261825
affiliation = fc_or_grp
voice = rvp151
room = bar[GF_NPC]
nickname = ew0701_001_f
body = pl_female1_peasant_body
head = br_newscaster_head_gen
lefthand = benchmark_female_hand_left
righthand = benchmark_female_hand_right
individual_name = 261826
affiliation = fc_or_grp
voice = rvp541
room = bar[MRoom]
nickname = bar
character_density = 4
fixture = ew0701_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scripts\vendors\li_bartender_fidget.thn, bartender[MRoom]
nickname = Deck
character_density = 3
fixture = ew0701_fix_ship, Zs/NPC/Shipdealer/01/A/Stand, scripts\vendors\li_shipdealer_fidget.thn, ShipDealer
fixture = ew0701_fix_trader, Zs/NPC/Trader/01/A/Stand, scripts\vendors\li_commtrader_fidget.thn, trader
fixture = ew0701_fix_weaponsdealer, Zs/NPC/Equipment/01/A/Stand, scripts\vendors\li_equipdealer_fidget.thn, EquipmentThe vendors work just fine, but in the bar theres only bartender, no more. Could anyone please tell me what am I doing wrong? Maybe I need to mount the NPCs on the spots stated in the thn script of the bar scene?
Thanks for any help!