Posts by Rankor

    3 Primary hardpoints you need to leave alone are:
    HpMount, HpTractor_source, HpEngine--
    I've found the C device hardpoints on many FL ships
    by looking at the model in the cmp editor.
    Although I'm not clearly certain, I think it's possible
    to create and name a specific use hardpoint.


    Hardpoints for equipment fall under categories.
    HpRevolute|HpWeapon01 (etc)
    HpFixed|HpWeapon01 (etc) (such as the LibCruiser main gun)
    HpFixed|HpEngine01 (etc)
    HpFixed|HpMount
    HpFixed|HpTractor_source
    HpFixed|HpShield01 (etc)
    HpFixed|HpCloak
    ------
    Then you start getting into detachable points.
    Dp01 (etc)

    Since it's single player your trying to run....


    1. The mod itself could have been developed for Multiplayer
    only.
    In that instance. It has a "fatal flaw" in that it also modifies
    critical places in the single player files. Thus the reason
    for your ctd's. That flaw is what's causing it.
    You can try to dig into the files to compare the Single player
    mission files with the mod files (in a separate installation).
    You'll be looking for the proverbial "needle in a haystack"
    because you'll eventually find many of them.
    IF you can find the flaw and repair it, chances may be
    likely that the mod itself will quit working and you'll get that
    infamous ctd again.


    2. However, if you should try to start up your own server,
    you might find that it will work ok. But just make sure
    it's a clean install.

    You should not experience any lag issues at all
    when you're running your own LAN server and playing MP
    on the same PC. That's the plain and simple truth.
    It was one of the problems addressed by the only official
    server patch release. If it's still possible to to register
    your copy of Freelancer, it may also still have a support
    download section that contains that server patch.
    Just simply download it and install it, then your lag spikes
    should come to a comfortable "no headache" end.
    If not, I have a copy of that patch available.

    I am taking a wild guess here that you're a newbie modder.
    (No offence meant). Trust me, I went through the same
    situation as you.


    When you have blank info cards and such, you have
    found yourself a nightmare to fix. Without knowing
    more specific information, I cannot accurately advise you
    where to start looking for your missing dll files.


    In part: Your problem happened because some of the dll
    files were edited in the original installation of Freelancer
    used to create the mod. This explains why you're finding
    blank cards now.
    If any of those items happened to be "new ships, factions,
    or equipment" AND/OR edited information such as "rumors,
    new planets, stations, systems"; all that new information
    is kept stored on related dll (dynamic link library) files.
    That information should always be kept in an EXE folder
    of the mod and not the Freelancer folder.
    The biggest problem facing modders using the FLExplorer
    and IDS Editor, is that the IDS editor in particular adds
    information to the dll files in the Freelancer main EXE by
    default
    . IF the game is ever uninstalled and then reinstalled,
    then those source dll's that were changed by the IDS
    editor...are now GONE. IF the mod does not have those
    specifically changed dll's, then you'll end up with missing
    information as you have noticed.

    The ruins of Freeport 7 are in Sigma 17. But you cannot
    find any paths that connect it back to the edgeworlds
    which happens to be home territory for the nomads
    and Planet Toledo.


    During the intro movie, the nomads destroy Freeport 7.
    However, that actual system in which you see the
    nomads destroying the base is located in its own folder
    noted as Freeport 7 system. (That is a movie prop system).
    I'm not aware of anyone who has noted why the particular
    system for the introduction movie is isolated from
    the actual Sigma 17 in-game system.


    In actuality, the reason seems simple enough.
    The developers could not use the actual Sigma 17 in-game
    system without causing problems to the game, which
    included crashes and server lockups.


    If you're into modding the game:
    take a look at the KU01 folder system ini file,
    you'll also find a reference to one of the Selection Screen
    objects. But you will not find that referenced object in the
    game as you play. Remove that object reference from the
    system.ini file and you get insta-crash. If not at startup or when you enter the system, definately when you
    reach the object reference location.

    First thing that comes to my mind is this:


    I haven't tried that mod, so I cannot give you
    a clearly accurate answer, but this is what I do know
    from my own experience.


    The mod may not be compatable with single player,
    because IF that mod changes any part of the
    mission story line, it often causes a CTD or
    Game Freeze because of a data base conflict.


    The story line is extremely finicky when it comes to
    adding or taking away of any components contained
    in that data base.


    However, if perhaps it's only something related to
    VISTA, that could be an entirely different matter.

    Just out of curiosity, wouldn't a paid subscription to
    a forum hosting site be more secure?


    The reason I'm asking is that I'm guessing "free sites"
    have their weaknesses.

    I'm actually researching (seriously) ...
    Such as:
    looking at game engines.
    (which the more I look at, the more I want to build my own).
    But, seeing what I've been seeing, it makes me want to use some of the
    older tools, but put them to use on a 64bit Athelon.
    Well, I mean that a lot of games are still using the 32 bit architecture...right?
    My God, imagine what we can do by putting the full potential of a 64 to use?

    fc_lr_ss_elite



    1st problem is that you have a brand new faction.
    That by itself presents a whole mess of additional problems.
    -New faction
    -empathy
    -initial world
    ---equipment, goods ---
    -npcshiparch
    -loadouts
    -factionprops
    (yada yada yada)
    It's complicated and if you miss any single point where the information
    must be added for the new faction, you'll get nasty "untracable" crashes.


    2nd problem I see is the fc_lr_**_elite already refers to the Liberty Rogues,
    so you have a naming/faction conflict. (unless it's a Liberty Rogue that you want
    to frame for this setup)


    3rd problem (possible) is the _ss_elite to signify your special purpose npc. You
    have to make sure the npc shiparch, loadouts and factionprops.ini's have that
    specific ship also set up for the fc_lr (group). d1-19 is basically irrelevant because
    it depends on the equipment loadout you have specified for the ship. BUT,
    if you want to have encounters set up in the relative system areas (such as around
    Buffalo Base) you have to make sure the ship is set up to match the encounter zone.
    In other words, he could be set up as a d19 who could wipe the floor with you, but
    for the area, you have to make sure he's set up to show as a similar level in that area.
    d1-d4 (or d5?). (So, you see that he's only a d3, but he's equipped similar to a d19)

    Agreed. Such an animation gave me a brainstorm of an
    idea for a dockable station.
    That got me digging into the cmp files of dockable solars.
    (stations and ships).
    Once I decide to figure out more specifically how this all
    works out, I'll be implementing it.

    Check the utf files on the bay door connection.
    Then check the CMP file for how they are listed in the
    convention file (if it's "root" or something else)
    I'm pretty sure they cargo doors are not attached to the
    root.
    When a cmp model is exported, a number of groups is set
    up to identify what object belongs to what group.
    (I'm not very familiar with it yet, since I'm still trying to
    figure it out myself)
    The animation controls the movement of the objects,
    the hard points just denote the object to be animated.