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Monday, March 1st 2010, 7:11pm

Author: Moonhead

So, what's the status of the 3dsMax plugin?

Hello All, A lot of things on the modding scene seem to be better then a few years ago. So I wondered, if someone came up with a plugin for 3D Studio Max that can import and export the Freelancer's formats... Or do we still have to use that outdated MilkShape version and importer/exporter? Thanks.

Monday, March 1st 2010, 7:03pm

Author: Moonhead

Re: Solving Nav Map not available.

Nice work, Buck Danny! Btw will you or Louva-Deus ever release a new Unofficial Patch or FLSDK?

Monday, March 1st 2010, 7:00pm

Author: Moonhead

Re: Displaying Faction/House names on system entry

Adoxa's Territory addon is a must!! Actually it was the incentive I needed to pick up modding Freelancer again. A word of caution: I found that there might be issues using custom non-resource DDLs with an FLMM mod if you also have FLMM-made IDS_NAMEs and IDS_INFOs: FLMM tends to write them into the [Resources] section of Freelancer.ini, before the custom resource DLL that contains your IDS_NAMEs and IDS_INFOs, giving those unnecessarily high numbers. FriendlyFire was so kind to put me in the rig...

Sunday, February 28th 2010, 12:03pm

Author: Moonhead

The LancersReactor is back? What did I miss?

I recently rediscovered the game. Still had the old shortcut to the LancersReactor, but it lead me to some portal for an "online-game based loosely on the original game" :? Or something like that. When I tried later, the shortcut lead to some error page. And now, while googeling for an error message, I find the LancersReactor is back - with an .org extension! And my old login (must be years ago since I last used it) still works! :shock: So - what happened to the LancersReactor? When did it come ...

Monday, September 1st 2008, 9:52pm

Author: Moonhead

Re: Frontierspace v1.75

Quoted from ""code:9999"" Apparently, the original version is in the archives, which are inaccessible/do not exist/whatever, so if someone could upload their copy and post a link, that would be great, as long as that doesn't conflict with any copyrights. It is hosted on TLR too - I downloaded it some days ago. First, get the downloads name & password here. Make sure to log in into the download section. Then, download Frontierspace 1.75 from this page (page 27 from the Mod download section; the ...

Tuesday, August 19th 2008, 7:58pm

Author: Moonhead

Re: SoundProblem ERROR:General:StreamingSound: missing MP3 codec

Quoted from ""Gibbon"" In situations like this, a re-install would propably fix things. I mean how long does it take, 10mins? Yeah around 10 minutes I guess, but that excludes searching for the CD I figured, just in case it would be a well-known problem for which such-and-such solution would required, to just ask it on this forum, and save me the frustration in case a reinstall wouldn't work.

Saturday, August 16th 2008, 10:03pm

Author: Moonhead

SoundProblem ERROR:General:StreamingSound: missing MP3 codec

Hello! I decided to start up FL after quite a while. To my distress, I find the sound is not working properly. Actually I can only hear the sound effects. not the background noise or the music. I've dealt with this problem before but can't remember what I did back then to fix it. In the FLSpew / FLSpit I find this line (repeatedly): Quoted ERROR:GeneraltreamingSound: missing MP3 codec? So, apparently I've lost the mp3 decoder FL uses. Sound progs (WinAmp, MediaPlayer, Audition) work fine though....

Sunday, October 2nd 2005, 4:57pm

Author: moonhead

Rebalance needs an artist.

Hey, I created a female Order suite a long tima ago... I´m not sure (it´s so long ago) but I think I used either the Female Liberty cop or the LSF agent as a template... I can email the .dfm file; you can use in your mod it if you like it (I´m too sleepy now to make a snapshot and find a web site to upload it to).

Saturday, September 17th 2005, 4:06pm

Author: moonhead

House names on Navmap

I believe Mknote opened a thread about this months ago... I´ll share with you what I remember from it. These names, the House names, are in resources.dll and they are the same entries that you see when you enter a Starsystem that belongs to one of the four houses: "Stuttgart System, Rheinland space". So any changes you make will not only show up on the Universe NavMap but also when you enter a starsystem belonging to one of the Four Houses. Each of these Four Houses has a couple of sp...

Wednesday, September 14th 2005, 8:42am

Author: moonhead

creating random missions & bribes for factions

<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>second you know the space station type that newark is of i want to create 4 of these togheter so that the semi circle part of the 4 station form a complet circle <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Hey I did that too! Indeed the way as M-A-C-E_166 suggests. But then the square brackets you see when you select a base, won´t be in the middle of the total construction; ...

Monday, September 12th 2005, 3:45am

Author: moonhead

OMG. True OpenSP has been achieved.

Yeah I thought that you´d knew that, but it wasn´t clear from what you wrote... and I was in a good mood and thought &quot;better take the risk of telling what´s already known, than let a person wadering in the dark&quot; <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> However, I´m still curious what Argh means with &quot;putting out DLL entries with specific IDs&quot;and if it means you could put properly set-up bases to a mod by using scripts exclusively...

Sunday, September 11th 2005, 8:27am

Author: moonhead

OMG. True OpenSP has been achieved.

<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>How would you make the XML script edit a .dll? I mean, as much as I´ve seen, that would be very hard to pull off. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> It doesn´t as much edit a DLL but makes FLMM adding a custom one (flmm.dll) - we´re talking about the DDLs for ids_names and ids_infos here. examples: ids_name = 0 ;GENERATESTRRES(&quot;Beam&quot<img src=smilies/icon_...

Sunday, September 11th 2005, 4:49am

Author: moonhead

OMG. True OpenSP has been achieved.

<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>Actually, you can make XML scripts put out DLL entries with specific IDs. I was going to demonstrate this with custom Factions at some point, but never got around to it... <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> You mean there´s a way to have the same (really the same, not just identical) script-generated DLL entries at more than 1 place? Like, in a star system´s ini AN...

Sunday, September 11th 2005, 1:43am

Author: moonhead

OMG. True OpenSP has been achieved.

@ Argh I wasn´t trying to push you to get Alt OpenSP into the Toolkit <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Your goal with the Toolkit is clear, and admirable. Was just trying out to merge them myself, and as you are

Thursday, September 8th 2005, 3:24pm

Author: moonhead

OMG. True OpenSP has been achieved.

Thanks for the suggestion; good idea (to have a dummy line written by each xml file). I´ve noticed that little errors in XML files can trigger errors at places you totally won´t expect them, so it might indeed appear that there´s a little error that doesn´t really hurt by itself but somehow gets activated by the options script. I deleted the mission files from the Toolkit, and replaced them by those of Alt OpenSP. There´s no problem with that (apart from the problem I described, but I don´...

Thursday, September 8th 2005, 1:48am

Author: moonhead

OMG. True OpenSP has been achieved.

@Argh, I tried to integrate Alt OpenSP into the XML-Toolkit. But it seems like it´s only working correctly if you choose the first starting location. I stumbled upon this problem when I trying this for my own little XML-Toolkit-based project, and I

Tuesday, September 6th 2005, 12:27am

Author: moonhead

OMG. True OpenSP has been achieved.

What about FLScan not being able to complete its task? Am I the only one getting the following error? <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>An unhandled exception has occured in your application <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> There´s a details button leading to a large error log, which is beyond my knowledge. Maybe this error is triggered by the empty ini-files? (In the SDK the empty ini-files conta...

Monday, September 5th 2005, 2:29pm

Author: moonhead

OMG. True OpenSP has been achieved.

Hey Argh, Alt OpenSP seems to work fine. Haven´t tested it with new factions yet but I guess they will be actively involved in the game action. If you build on classic (Xerx´s) OpenSP, custom faction NPCs will not attack their supposed enemies; all they do is shoot back at the player when he attacks them. I was once told that this was due to how Xerx´s OpenSP was setup, so I´ve good hope Alt OpenSP will solve this. Some things that might be nice to have improved: 1. {importance level : low; ...

Sunday, September 4th 2005, 2:57pm

Author: moonhead

Tradelane Rings ... and the 10K draw limit.

That´s weird... I´m using a hacked tlr_lod.3db in a mod that´s largely based on your XML Toolkit. Doesn´t cause CTDs in this part of the Galaxy. However, a disadvantage of this hacked tlr_lod.3db method is, that the player can select tradelanes on the other end of the system; just click on the horizon and there´s a good chances you selected a trade lane ring. Haven´t overcome my laziness yet to see if entering a lower value into the 3db file will do any good. <font size=1 face="trebuchet m...