You are not logged in.

Search results

Search results 1-20 of 1,000. There are even more results, please redefine your search.

Please register in order to use all features of this site.

Yesterday, 3:47pm

Author: SWAT_OP-R8R

Deactivate mission videos?

you have to start the game in window mode and then you can switch between window and fullscreen with alt+enter yes the thn files are the cut scenes that are no videos but scripts which are used to generate the cut scenes

Sunday, May 21st 2017, 9:39am

Author: SWAT_OP-R8R

Deactivate mission videos?

one way would be to edit all mission files to now play the cut scenes but since some of the following mission triggers check if a cutscene has been played you might break the entire storyline with that you can switch between fullscreen and window mode with alt+enter

Thursday, May 4th 2017, 5:28pm

Author: SWAT_OP-R8R

Opening Gates / NoStory-Mod / OpenSP-Mod

restart.fl is created when freelancer starts if the file does not exist. The game fetches character information, reputations that are required to run the game and puts it into that file. It is the initial savegame that is used to start the story line. All other savegames are based on this one.

Wednesday, May 3rd 2017, 4:38pm

Author: SWAT_OP-R8R

Opening Gates / NoStory-Mod / OpenSP-Mod

1.a)+b)+c) there are two .fl files inside the exe directory mpnewcharacter.fl newplayer.fl the initialworlds.ini mainly is used to set reputations for MP the file you need to edit is the newplayer.fl but you need to decode it first (a flsavegame editor can do that) The locked_gates entries are the stuff you are looking for. However, when you make changes you most likely wont see them in the game until you delete the restart.fl before you launch FL. 2. There are many ways to get that done. Ioncro...

Wednesday, May 3rd 2017, 4:28pm

Author: SWAT_OP-R8R

Widescreen HUD @ startup

there are 2 files used for the navmap depending on which map you view one file is called prettynavmap.txm located in the interface folder the other file is also a txm one but I currently dont remember the name

Monday, May 1st 2017, 10:55am

Author: SWAT_OP-R8R

Frequency / chance of enemies popping up

that has to be done for every zone in every system manually depending on what exactly you want to change there are a few thousand edits required number of NPCs per spawn, frequency of spawns, number of total NPCs, ....

Tuesday, April 18th 2017, 12:59pm

Author: SWAT_OP-R8R

Is Global Server down?

it should be back online now

Tuesday, April 11th 2017, 5:19pm

Author: SWAT_OP-R8R

Is Global Server down?

it is offline, yes the issue is known and there are tried to contact the server owner until then you can connnect to the server directly by using the IP

Monday, January 16th 2017, 12:39pm

Author: SWAT_OP-R8R

SOLVED! Windows 7, crash while trying to cross a specific portal

by the description I would assume the files for the systems for some reason were missing or its related to NPCs encounters in these systems generally the game and the storyline runs very stable... so yes... something must have been wrong with your installation.

Monday, December 5th 2016, 4:20pm

Author: SWAT_OP-R8R

Delete account

i can delete it for you if you want

Wednesday, October 19th 2016, 8:12am

Author: SWAT_OP-R8R

Mod Manager

1.31 is the nost stable one

Tuesday, October 11th 2016, 3:58pm

Author: SWAT_OP-R8R

Freelancer on Windows 10 Technical Preview

To play the original game you dont need anything else. But if you want more than the original game you might want to take a look at: Crossfire 2.0 mod for Freelancer - Mod DB

Monday, October 10th 2016, 1:54pm

Author: SWAT_OP-R8R

Freelancer on Windows 10 Technical Preview

Do you play with mods or with the original game? On Windows 10 a driver for the games copy protection is missing which prevents FL to run. You will need to download a no-cd exe. The Starport - A Freelancer Game Fansite :: Downloads

Wednesday, August 3rd 2016, 11:36am

Author: SWAT_OP-R8R

Hunting for old Freelancers from Asgard Evolved

they havent been around for years the server has shut down

Friday, June 3rd 2016, 12:00am

Author: SWAT_OP-R8R

help with animations.

possible but not really required FL already uses different rooms for the traders/dealers but even if they are all in the same room it would work the scripts really play only when you dock or launch... and so would only play the animations when you dock or launch so far i only did one script i guess there are about 20 that need to be done.... some work for the weekend

Thursday, June 2nd 2016, 9:39pm

Author: SWAT_OP-R8R

help with animations.

yep alot better when its done via thn scripting Ive finished one landing script meanwhile. It has sound coming from the ship engines... a bit dust when the ship hits the ground. The door opens right before the ship flies through and then I made the door close again. The door animations wont trigger each time I switch the room... they only run when I land/launch. Thats alot better.

Thursday, June 2nd 2016, 7:57pm

Author: SWAT_OP-R8R

help with animations.

ok finally had a chance to test it and yes... my assumption was correct i wouldnt use the animation in the room files its alot better to include them into the thn files and while at it it makes also sense to add sound to it it also looks like there are animations which play reversed so it would be required to change the order of the channel frames

Thursday, June 2nd 2016, 7:16pm

Author: SWAT_OP-R8R

help with animations.

im not quiet sure if using that animation at that point would be right i have not tested it yet but I would assume that the doors open everytime you switch rooms intentional however would be to open the doors when the landing and launching happens with other words I would prefer to trigger that animation directly from the thn files instead.

Thursday, June 2nd 2016, 8:46am

Author: SWAT_OP-R8R

help with animations.

are you refering to the landing animations he discovered in the beta version? if so then your approach is wrong you need to include the corresponding thn files as launch and landing definition to the playership hardpoint of the room if not related to that you might want to take a closer look at your animation definition animation = Sc_no loop ... or use something like a oneshot animation i think its animation_oneshot or something like that