Posts by Gibbon


    Hi all,


    Thought i'd post some information about the server and mod running on it. Bananaworld has been around for years running various mods during that time. Currently hosting the Phoenix mod V1.06 which is a vanilla based mod with numerous addons.


    Firstly the video




    The story so far...


    Sirius is recovering from the after effects of the Nomad War. Normal life is starting to resume and old rivalries are resurfacing. Naval forces from all the major houses regularly patrol their space and it seems their presence is both approved and resented, depending which side of the fence you're sitting on. Some see it as an excuse for more money to be spent by governments on their armed forces, the various governments see it as securing their space... just in case the Nomads should return.


    Rumours of more intense battles in the Omicron sectors between the pirate factions is standard chat at most bars. It seems these deadly pirates have not been idle during the Nomad war and have been salvaging some of the larger fighting ships left floating around after some of the great battles that were fought, and have been refitting these ships for their own uses.


    Even more bizarre rumours circulating are that a fully intelligent simian race has been discovered willing to trade with humans, although that story might be a little bit too much to believe. Having said that, a new beverage is circulating out in the outlying sectors which is proving most popular, allegedly made by these same simians and named banana beer. Those that have tried it apparently found it a very fine brew indeed. None has reached the inner systems in Sirius yet, but large profits are to be made by those that can get hold of any. So the story goes...


    A new era of exploration is underway, with new systems to discover and people to meet, items to trade or relieve somebody of.


    What are you going to do?




    Here are some of the features:


    Widescreen support
    Battleship encounters added. Some of these have been given to the pirate factions as well
    Dynamic Economy added
    New weapon FX added
    New scanners & tractor beams added
    Custom jumpholes added with new colours and FX
    New factions added
    Spinning Planets
    New commodities added
    All the shipyards now sell ships
    Planet Pygar added with correct docking sequence and custom landing, takeoff and bar thn script
    Original Planet Sprague landing sequence added for multiplayer
    Unlocked the official FX for the Tizona Del Cid and Rapier weapons which never worked in normal FL. It was a missing line of code that someone at DA forgot to put in
    Open Single Player version added



    NEW SHIPS
    **************


    Bloodhound II by Mancer
    Wolfhound II by Mancer
    Mule II by Mancer
    Rhino II by Mancer
    Sabretooth by Mancer
    Scarab Freighters by JsnCalif11
    Cobra by JsnCalif11
    Dark Angel by Achilles
    Defender II (Flyable - Juni had one in SP)
    Blood Dragons Dragon (Flyable)
    Starblazer (Flyable)
    Junker CSV & Hogosha CSV (Flyable)
    Armoured Transport (Flyable)
    Megatrain (Huge freighter never used in FL with 8 cargo pods)
    Dockable Hispania by Rimshot
    Razid Space Creature by Scarecrow
    Black Eagle by ???
    Cougar by APS
    Hornet by APS
    Starviper by APS
    Ravensclaw by 3DHeaven
    Banzaimaru by 3DHeaven
    Intruder II by Darkpetzi
    Pachyderm Freighter by Triple X
    Zorg Fighter by Awts0c
    Hellhound VHF by PantherX



    CREDITS
    ***********


    Coding by Gibbon
    Widescreen support by adoxa
    Unofficial 1.4 SDK by Buck Danny including code fixes by Gibbon
    New flame and missile fx by Why485
    Custom jumphole FX by Cheese on Toast
    Global Server Workaround by wodk4
    Soundfile fixes by Startrader
    New bodyparts by Alderberan
    Nightstalker for the BIG explosions :)
    Sprague docking sequence for MP by Crassicauda
    Bejaymac for the OpenSP code & invaluable advice
    Everyone on the Gizmo Studios Forum who added their thoughts and ideas
    Microsoft for releasing FL in the first place



    Available at STRATEGY INFORMER


    CLICK HERE FOR MOD DOWNLOAD



    ELITE was the grandfather of all the space trading games you see today. Released in 1984 and written by David Braben & Ian Bell, the game introduced many concepts that we all take for granted in modern 3D space games and was a huge influence for the creators of EVE Online amongst others.


    I played it when it came out and nobody had ever seen a 3D space game where there was actual combat, trading and travelling the universe all in one tidy little package. ELITE used wiremesh representations of the ships in the game, although later versions started to use shaded graphics on the models.


    There hasn't really been a similar game like it to be honest, many have tried and been found sadly lacking. I'd like to say Freelancer came close, but in all honesty it didn't, although the basic principles were there. Freelancer offers the same ideas but in a much smaller universe, but the advantage Freelancer has is it looks a million times better.


    With the 25th anniversary of ELITE, i've taken it upon myself to create an ELITE ship pack featuring all the models from the original game, kindly supplied by a gentleman called Griff who not only made these excellent models but textured them as well.




    DOWNLOAD HERE: STRATEGYINFORMER download link


    This version of the ship pack is intended as a modders resource only. It is NOT PLUG AND PLAY with original versions of Freelancer. These ships have to be manually added!

    I think most of us are apalled at the size of the stations within FL. Far too small, giants tents in some cases if you look at the scale factor. So i guess my point is, larger stations. Using the jump command for docking is an easy way out, don´t have to worry about berths etc. Like the landing pad idea, could work nicely if you 6 or so on one station <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Btw, looking for your tutorial on painting planets Argh, can´t seem to find it, couldn´t put up a link please? thx in advance

    Floating around Omicron Theta i stumbled accross Planet Pygar, when u click on the planet it displays it´s name as Zoners Planet. Quick fix for this is as follows, [Object nickname = Ew04_02_Pygar ids_name = 261149 pos = -15156, 0, -8978 archetype = planet_desorcld_500 ids_info = 66075 spin = 0.000000, -0.040000, -0.001000 atmosphere_range = 600 burn_color = 255, 222, 160 reputation = gd_z_grp &lt;-------------------- REMOVE THIS LINE Should now display planet name correctly <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Edited by - Gibbon on 10/16/2005 8:23:54 AM

    And while we´re on the subject of New Tokyo, the planet using the archetype Ku01_planet_storm_5000_1 needs a death zone. This should do the job [Object nickname = Ku01_planet_storm_5000_1 pos = 56342, 0, 42043 rotate = 90, 45, 0 spin = 0.000000, -0.040000, 0.000000 archetype = planet_storm_5000 atmosphere_range = 5200 burn_color = 255, 222, 160 [zone nickname = Ku01_planet_storm_5000_1_death pos = 56342, 0, 42043 shape = SPHERE size = 5100 damage = 2000000 sort = 99.500000 density = 0 relief_time = 0 population_additive = false Hope this helps <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

    Cosmetic i know but since the SDK is about fixing stuff, anyone think about including the rings for the two gas giants in New Tokyo? They are there on the infocards but not included in the systems. I speak firstly of planet Fuji, [Object nickname = Ku01_Fuji_planet ids_name = 261133 pos = 56342, 0, 42043 archetype = planet_gasgrncld_5000 ids_info = 66071 spin = 0.000000, -0.040000, -0.001000 atmosphere_range = 5200 burn_color = 255, 222, 160 rotate = 0, 0, 0 ring = Zone_Ku01_Fuji_planet_ring, solar
    ingsice.ini [zone nickname = Zone_Ku01_Fuji_planet_ring pos = 56342, 0, 42043 rotate = 10, 0, 0 shape = ring size = 12000, 6000, 200 sort = 0.000000 Secondly of planet Kitadake, [Object nickname = Ku01_Kitadake_planet ids_name = 261135 pos = -4336, 0, -51808 archetype = planet_gasblucld_3000 ids_info = 66073 spin = 0.000000, -0.040000, 0.002000 atmosphere_range = 3200 burn_color = 255, 222, 160 rotate = 0, 0, 0 ring = Zone_Ku01_Kitadake_planet_ring, solar
    ingsweisser.ini [zone nickname = Zone_Ku01_Kitadake_planet_ring pos = -4336, 0, -51808 rotate = -20, 0, 0 shape = ring size = 9000, 4200, 200 sort = 0.000000 This works nicely i can assure you <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

    Here is the main script file, &lt;data file=&quot;datacharacters
    ewcharacter.ini&quot; method=&quot;sectionreplace&quot; &lt;section&gt; [Package nickname = ge_fighter &lt;/section&gt; &lt;dest&gt; money = 2000 &lt;/dest&gt; &lt;source&gt; money = 50000000 &lt;/source&gt; &lt;/data&gt; &lt;data file=&quot;datacharacters
    ewcharacter.ini&quot; method=&quot;sectionreplace&quot; &lt;section&gt; [Package nickname = ge_fighter &lt;/section&gt; &lt;dest&gt; ship = ge_fighter loadout = MP_ge_fighter &lt;/dest&gt; &lt;source&gt; ship = Flying Saucer loadout = Flying Saucer01 &lt;/source&gt; &lt;/data&gt; Now the reason the money is so high is we´re still testing, second part of the script replaces the standard ship with one of the ships we´re using. All of this sits in the main script file called script.xml. Also in here is the mod description etc. Now is it because i´ve included it this way that FLE creates a new newchar.ini file whenever i save it? Something new that´s for sure <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

    Hi Louva, Was beavering away, saved my mod, then found that FLE sticks in a newchar.ini file everytime it saves. Is this correct? Only reason i ask is i amended the money and starting ship in a script and for some reason FLE reads this and makes up a new newchar.ini file everytime it saves any updates to my mod.

    Try using FL Explorer by Louva-Deus, does what u need <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Also dowload the tutorials for it, makes it a lot easier if you´re starting out

    @ Trail Never come across thrusters, no matter how many you put on causing this problem, it´s simply down to making sure as already stated that you only have 1 engine defined in GOODS.ini. Having said that, for an admin ship it´s not a bad idea, saves

    Re the 396 error. Forget who posted this, think it was Harrier. I´ve been getting this. I´ve narrowed it down to bots and bats. If you´ve enabled you´re npc´s to use them, you get this error when they run out of bats and bots and haven´t died yet. So FL is looking for bots and bats for the relevant npc´s to use but obviously they´ve run out so FL can´t find any. Not sure of the fix but working on it <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>