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Monday, July 4th 2011, 3:37pm

Author: adoxa

KP Lol

Sounds better than my Console. You should be careful editing constants. I had to fix Console, since it was possible to set cruise speed in SP, then switch to MP.

Monday, July 4th 2011, 5:35am

Author: adoxa

Menu Cursor, can't find it anymore

DATA\SCREENS\cursor.txm referenced by DATA\mouse.ini.

Friday, July 1st 2011, 5:43am

Author: adoxa

PrivateerTheReckoning mod help

I didn't try from here, but I did get it fine from that other site.

Wednesday, June 29th 2011, 3:23pm

Author: adoxa

No PvP....

My site has a text file containing all the vanilla names; CreateID & WhatIs can be used on mods (if you don't mind the command line). Source code 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 E:\contrib\games\Freelancer>whatis li01 2208796239 Li01 New York E:\contrib\games\Freelancer>whatis -s "New York" 2200697741 Li03_to_Li01_hole New York Jump Hole 2208796239 Li01 New York 2284213505 Li05_to_Li01 Alaska -> New York 2284999691 Li04_to_Li01 Texas -> New York 2293643521 Li01_to_Li03 New York -...

Monday, June 27th 2011, 3:00am

Author: adoxa

Ship mesh Importing Problem

Quoted from "AestheticDemon" So, does anybody remember how you hex edit a sur to set the correct ship mass for anti spin etc. I told you, use SurDump and the -o option. For example: Source code 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 E:\contrib\games\Freelancer\surdump>surdump -o \Games\Freelancer\DATA\SHIPS\CIVI LIAN\CV_STARFLIER\cv_starflier.sur |head -18 --> \Games\Freelancer\DATA\SHIPS\CIVILIAN\CV_STARFLIER\cv_starflier.sur <-- 00008 Root (0x12688F2D) 00010 !fxd - not fixed 00014 ex...

Sunday, June 26th 2011, 6:38am

Author: adoxa

Ship mesh Importing Problem

If the importer is crashing, it's probably a bad sur - create a log (or attach the sur and I'll have a look). The 1.1/1.2 exporters got it wrong (it's not type but count), which will cause the crash (it tries to read more than is present). 1.3 corrects that, but still has other issues. I'll get around to doing it properly one day.

Saturday, June 25th 2011, 5:58am

Author: adoxa

Ship mesh Importing Problem

SurDump has a -o option to show the offsets of what it dumps. As for 1.3, you're probably missing d3dx9_42.dll. You could also try the msSurImporter to see how it looks. One of these days one of us'll add sur viewing to the UTF Editor.

Saturday, June 25th 2011, 5:46am

Author: adoxa

Unable to join my server

Single-player Command Console will, amongst other things, let you jump to any base or system.

Friday, June 24th 2011, 8:47am

Author: adoxa

'Welcome to the new Lancersreactor.'

If you have Stylish: Source code 1 2 3 4 @-moz-document domain("www.lancersreactor.org") { #globalAnnouncement, #logo { display: none !important; } #headerContainer { height: 100px !important; } }

Wednesday, June 22nd 2011, 8:14am

Author: adoxa

Plasmafire single player

Console will let you jump directly to a target, which might help. I'd advise against using it in general during missions, though, it could cause other triggers to be missed. Alternatively, FL Hack or Hypercruise lets you use the cruise engine to jump between 25 and 50k.

Monday, June 20th 2011, 1:42am

Author: adoxa

Freelancer - The next generation armaggeddon torpedo

Okay, had a look at the mod itself and I'm afraid it did work - the Armageddon is not for sale, you have to wait for an NPC to drop it (0.25%).

Sunday, June 19th 2011, 10:13am

Author: adoxa

Starlancer ships

Looks like it will always spin, so Damage Per Fire has an option to make it simply disappear.

Sunday, June 19th 2011, 9:24am

Author: adoxa

Freelancer - The next generation armaggeddon torpedo

Assuming TNG doesn't do anything special, use FLStat to locate the torpedo and FL Hack's "Everything on Nav Map" option to locate the base (or if you're SP and impatient, Console to locate and then jump straight to it).

Saturday, June 18th 2011, 4:42am

Author: adoxa

1600 x 900 fl can't cooperate

You wanted JFLP(dll), not (just) HUD Shift. It takes care of everything mentioned above.

Thursday, June 16th 2011, 4:09pm

Author: adoxa

A few noob questions

Healing is a standalone plugin that allows negative damage for weapons and zones.

Monday, June 6th 2011, 3:18am

Author: adoxa

FL not starting after installing the mod.

Spew is a plain text file, how can you not use it? In XP, you can find it at \Documents and Settings\User\Local Settings\Application Data\Freelancer\FLSpew.txt; I think this also works in Vista/7, due to symlinks. FLSpit is just a VBScript, so if it's not working, you could always just hardcode the path into it (I expect the script is working, but it's not finding the file? change SpewFolder). As for why FL is not starting, that could be due to a previous save game (including the restart). Clear...

Thursday, June 2nd 2011, 5:10pm

Author: adoxa

Possible plugin request: more than one map background

That's one of the things I was going to look at after FLMM (as an extension of Territory).

Thursday, June 2nd 2011, 2:39am

Author: adoxa

People in the bar, what am I doing wrong?

Preserving MBase & MVendor, but replacing the rest of Li01_03_Base with the code above, it worked fine. Perhaps the room script you are using doesn't define any NPC positions?

Friday, May 27th 2011, 3:00am

Author: adoxa

People in the bar, what am I doing wrong?

If you add npc = ew0504_002_m to [BaseFaction], and change the bar to character_density = 4 (since 2 just means you and the bartender), you should see both NPCs at the bar.

Saturday, May 14th 2011, 6:25am

Author: adoxa

Old Mods

Are you using Vista/7? Did you install to Program Files? If so, you need to right-click FLModManager.exe and "Run As Administrator". Alternatively, disable UAC.