Posts by Forsaken

    There are a number of fantastic mods that don't get much fanfare because they are newer and don't have the population that older mods have. If people actually tried some of the newer mods, they might rethink their favorite mod.


    I guess its human nature, to call the mod they're currently playing at (where they're established and comfortable) the best.

    Quote from "Conzul"

    Why do the rubber duckies cost so much? Can't be demand....hmm....
    Those are some badass environmental graphics though. Cool.


    The rubber duckies are a long way away from the place where you can get a good price on them... hence the inflated price (to make the trade run worthwhile). That commodity was one of the "humorous easter egg" commodities we added to keep a light tone on things.


    I'm still working on the Open SP variant of the mod, but if you are interested in trying the multiplayer mod, go to <!-- w --><a class="postlink" href="http://www.freelancer-shatteredworlds.com">http://www.freelancer-shatteredworlds.com</a><!-- w -->


    Give it a shot, I'm pretty sure you will find it enjoyable and a breath of fresh air.

    Quote

    Forsaken, have you read my PM about your mod and the texturing?


    Aye, I replied to your PM. Did you not receive it?


    If you were wondering what importing textures into vanilla starspheres are capable of download my mod... <!-- m --><a class="postlink" href="http://www.freelancer-shatteredworlds.com">http://www.freelancer-shatteredworlds.com</a><!-- m -->


    This is the current multiplayer mod we are running on the server. The "OpenSP Test mod" I was talking about in THIS is somewhat the same mod, but with OpenSP capabilities. I'm still doing some modifications to it, and b/c of this, I've not given it to those who have volunteered to test it.


    Quote

    Then, if i want to add non flyable but vanilla ships to my mod, do i have to follow same method?
    For example the avenger, li_elite2 as far as i remember, then i have to make that DATA/SHIPS folder into my mod and simply copy/paste the li_elite2.cmp and its sur and mat file then rewrite one ship at one of my base. Does it work?


    That is not needed since your client will already have the required file. What you need is to make a shiparch.ini and goods.ini entries for the ship. Then you can add it to the market_ships.ini at a base of your choosing. I hope this helps.

    Don't rely on FLE :P


    Simply open your system ini file with notepad then find this line...


    nebulae = solar\starsphere\starsphere_li01.cmp


    Then change it to the location of your custom starsphere.

    :? :? *sigh*


    You never actually tried what I suggested did you? It works trust me. If you import a ship... modify it, then export it using the values I suggested. It WILL work and your ship will be scaled back the same. I've done this to thousands of times.... atleast


    Just remember... after importing your cmp and modifying it.


    Step 1)Go to tools>scale all>9200%


    Step 2)In the CMP Exporter, Set Scaledown to 1

    haha I wasnt kidding when I said I utterly fail at movie making lmao!!


    Atleast my mod making talents make up for cinematic talents. On another note, you should try the mod out sometime man. I'd be nice to get your impressions and suggestions on it.

    I have to admit, I am the crappiest Freelancer vid maker. Hands down. haha


    Despite utterly failing at it. Here is an attempt... too bad it doesnt do the mod any justice. Try to watch it in HQ if you can.
    <object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/xqHMjaZL3Y4&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/xqHMjaZL3Y4&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

    Im not trying to be a dick here... but you really should do this if you want to fix your problem.


    Quote

    I know it sounds cliche, but try reinstalling Freelancer, redownloading the disco mod and activating it using FLMM


    As Rancor said, you are missing a DLL. Lots of times the Freelancer.ini gets messed up and there are DLL = entries in the [Resources] section that get left out.

    Quote

    Except, the only problem then is if I comment out the Wolfhound and Bloodhound for the Rogues, then that's the only ship they'll use.


    Not exactly. It will only change the D6 and D7 ships to be the BloodGuardian ships.


    If you wonder why I decided to make D6 AND D7 BloodGuardian ships... its because of teh area assault. For instance, if an encounter is specified as a D7 encounter...

    Code
    1. encounter = area_assault, 7, 0.800000
    2. faction = fc_lr_grp, 1.000000


    ... and we look at the area_assault ini file in the encounters folder. You will notice in each permutation that the leader is D7, and his two wingmen are D6.



    So... if you put the code in exactly how I done it.. the D7 Liberty Rogue encounters will be BloodGuardian ships, but you will still retain all other difficulty levels as specified in the factionprop/npcships.ini(s).


    Quote

    But that does give me another idea. Seeing that encounters use classes, and the classes are defined in an ini file (something like shipclasses.ini, I can't remember exactly), would it be possible for me to add a new class like fc_newfighters, and then simply set the Blood Guardian to this unique class?


    And then I can go off what you're saying, by using area_assault, and simply copy-paste the existing area_assault encounter, rename it to something unique like "area_assault_new", and then change the ship class used in area_assault_new from sc_fighters to sc_newfighters


    That is a feasible solution too. You didnt specify you wanted it this way. I gave you the easiest way to implement it. I encourage you to try this and see if you can get it to work. If not, you always have the solution I posted as a failsafe. :P


    Good Luck!

    Try this....


    1) Put the following entry into the NPCShips.ini
    [NPCShipArch]
    nickname = fc_lr_pi_ss_elite_d7
    loadout = fc_lr_pi_ss_elite_loadout01
    level = d7
    ship_archetype = pi_ss_elite
    pilot = pilot_pirate_med
    state_graph = FIGHTER
    npc_class = unlawful, class_fighter, d6, d7


    2) Now open the factionprops.ini and comment the following line out (simply put a ; in front of the line)
    npc_ship = fc_lr_pi_fighter_d6
    npc_ship = fc_lr_pi_elite_d7
    should now look like....
    ;npc_ship = fc_lr_pi_fighter_d6
    ;npc_ship = fc_lr_pi_elite_d7


    3) Add this to your factionprops.ini
    npc_ship = fc_lr_pi_ss_elite_d7


    4) For the encounters... the actual spawning of 3 ships, you REALLY don't need that. The encounter called "area_assault" works just fine. Just ensure you have some spawn zones in the the systems you want with difficulty 7 specified.
    Example:
    [zone]
    nickname = Zone_BloodGuardianSpawn_001
    pos = 0, 0, 0
    shape = SPHERE
    size = 200000
    sort = 1
    toughness = 7
    density = 3
    repop_time = 20
    max_battle_size = 4
    pop_type = background
    relief_time = 20
    encounter = area_assault, 7, 0.800000
    faction = fc_lr_grp, 1.000000
    encounter = area_defend, 6, 0.200000
    faction = gd_bh_grp, 1.000000


    Im tired as hell... so I might have forgot soemthing or made a simple error. But it should work. Good luck

    Check your firewall. I have AVG8 and had to turn it off. I also tried a ton of other things like resetting router, and restarting the pc...


    From time to time the same issue pops up. :(