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Wednesday, June 8th 2005, 8:21pm

Author: WatercoolerWarrior

Changing the Unchangeable (EXE and DLL Mods)

Some of these points may have been made - I have to confess I didn´t read through all 3 pages - but they´re worth repeating even if they HAVE been made already. First, Microsoft has studiously ignored the Freelancer community tampering with its true binaries (content and behavior in specific DLLs, plus the decompilation and redistribution of "pseudo-binary" data from the BINI files). Second, the Freelancer community already does something that is a BIG problem and is unnecessary - re...

Friday, May 27th 2005, 10:17pm

Author: WatercoolerWarrior

Most annoying things about FL you wish you could change?

NPCs dying under a pile of OTHER NPCs who ignore their enemies to nuke you out of cruise. Yeah, that can be changed, but not without penalties on other interesting behavior.

Friday, May 27th 2005, 12:47pm

Author: WatercoolerWarrior

Hardpoint types: has anyone actually tried adding them to common.dll?

Coder? No; I´m only vaguely C-literate and pointers always make me stop reading code. Although according to Larry Wall, I _should_ be the perfect programmer. :^/ Actually, from peeking into Common.dll with a hex editor now, it looks suspiciously like there MAY be padding on these hardpoint types; the number of nulls following each name is not consistent. What I don´t understand though is why this would require modifying SUR/CMP files etc. After all, we´re not talkling about hardpoint names, w...

Friday, May 27th 2005, 10:28am

Author: WatercoolerWarrior

Suggested FLMM fixes/enhancements (some for modders to do)

<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>...You know, the autotagging thing may be best done in some sort of generic xml generator; That may be a bit out of the scope of FLMM. If I´m understanding you correctly, a better way to do this may be to make a second program that takes an input like:... <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Er... right, right, and more right. How embarrassing, I always complain about...

Friday, May 27th 2005, 2:58am

Author: WatercoolerWarrior

Hardpoint types: has anyone actually tried adding them to common.dll?

<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>Y´know, Common.DLL is just about the scariest thing ever, at least to me- I´ve done hex-searches and stuff through it looking for game variables, and most of it´s just soup that I can´t make head or tail of. <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> And y´know, I expected to see you here.<img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Sinc...

Thursday, May 26th 2005, 5:20pm

Author: WatercoolerWarrior

Da Miners

I haven´t read through everything here, but I wanted to mention a &quot;sort of&quot; explanation for what they may have been planning with all the shared references and the pointing to a single base; it´s occurred to me to try this before. A lot of the effort in FL as it approached maturity looks like it came down to tweaking specific bases to do things. From the relative order of the data - almost identical across tons of ´sections´ - it looks like they actually DID keep the stuff in a rea...

Thursday, May 26th 2005, 5:10pm

Author: WatercoolerWarrior

Suggested FLMM fixes/enhancements (some for modders to do)

<b>Easier resource handling (RDL and plain strings both) </b> I have another wish, focusing on this. Resources are very difficult to handle correctly. Probably the very best solution so far is the xmldata/stringdata tags, but those can be quirky and according to the docs, 2000 is the upper limit on them. I´ve just checked 2 mods I have handy - WTS-World 2.53 and the in-process Asgard 3 beta - and they have respectively 1528 and 1174 resource generation statements in them. Admittedly these are d...

Wednesday, May 25th 2005, 11:24pm

Author: WatercoolerWarrior

Todo List for v1.4 (feedback requested) - Updated 10/22

IGx89: If you start extending the commandline options, I suggest you grab someone´s commandline parser library and start using it. They get ugly otherwise. <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> w0dk4, exploiting those options would be very cool; there are a couple of workarounds for this that are also pretty easy to do. One is to have &quot;prepped&quot; XML files or actual ini files that you swap around before toggling the mod. In fact, if the only reaso...

Tuesday, May 24th 2005, 11:36am

Author: WatercoolerWarrior

funniest thing in freelancer

Coolbeano - not my girlfriend. She stares. I turned off the cutscenes just to stop it. <img src=smilies/icon_smile_blush.gif width=15 height=15 border=0 align=middle>

Tuesday, May 24th 2005, 11:08am

Author: WatercoolerWarrior

SUR Exporter Beta News

I love it. This is an excellent concept. I know you´re still way back from &quot;surfacing&quot; the tool for easy use, but that means this is the best time for me to ask: please keep the core tooling separate from the user interface, so people can misuse - (cough) er, reuse - it. <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>

Tuesday, May 24th 2005, 12:41am

Author: WatercoolerWarrior

&quot;sectionmodify&quot; - the new method in v1.4

Want to post the syntax you´re thinking of using? Is it something like this? &lt;data file=&quot;datashipsshiparch.ini&quot; method=&quot;modify&quot;&gt; This IS cool, and has interesting potential uses in evolving Freelancer data sets for easy use. I like the fact that your internal model is already apparently thinking in terms of properties of the section-records.

Monday, May 23rd 2005, 6:47pm

Author: WatercoolerWarrior

Easy Freelancer character decoding with C#

ouch! I just HATE ´helpful´ software that changes what you meant to what you didn´t... <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle>

Monday, May 16th 2005, 6:57pm

Author: WatercoolerWarrior

A Different approach to adding mods?

I´ve been working with the &quot;new file&quot; concept for a while too, and it DOES offer possibilities for clean extension that people simply haven´t exploited enough; however, it also has limits. Some paths are still apparently hardcoded in the binaries. The real reason why everyone uses FLMM is that it´s basically been the best all-around tool for this job that allows some degree of interaction between mods. It´s still bloody ugly to work with for some problems because it is does &quot;s...

Friday, May 13th 2005, 5:05pm

Author: WatercoolerWarrior

AI bots/bats

Advertising! Advertising!! Oh, wait. It´s free. Whew. It´s a dog to get into the specific code initially (meaning the FL stuff, not Argh´s), but it all comes down to the &quot;personalities&quot; defined in pilot_populations.ini. There are literally hundreds of blocks defining specific behaviors, but they all get tied together at the bottom in the stock FL in the [Pilot blocks. The blocks before those are definitions of specific behaviors about things. To make a long story short, bot/bat use ...

Thursday, May 12th 2005, 9:55pm

Author: WatercoolerWarrior

Suggested FLMM fixes/enhancements (some for modders to do)

+WhatIf Mode <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>FLMM already does a complete test run without modifying any files, telling the user if it encounters any problems and putting the details of the problems in the log window. Or a

Saturday, May 7th 2005, 1:36pm

Author: WatercoolerWarrior

Game-Balanced Missiles- SOLVED.

One intriguing thing about cruise disruptors is they seem to have this anti-missile missile capability out-of-box. In Asgard 2.2, one faction had an uber weapon, the ammoless Death Missile, with an obscene damage rating. It didn´t have much speed advantage over standard missiles, though, and our favorite enemies got extremely good at targeting us with Hornets and firing on &quot;incoming missile&quot; or visual acquisition. I lost track of how many times I was killed by my own missiles...

Sunday, May 1st 2005, 4:02am

Author: WatercoolerWarrior

Game-Balanced Missiles- SOLVED.

I wanted to raise a question about your guess on the meaning of toughness. I actually tried playing with it last week, and I now think that the toughness attribute may actually be used for NPC &quot;threat assessment&quot;. I don´t know how it stacks things up, but I would guess it somehow compares your values to the NPC/NPC´s wing. I did NOT see a significant effect on weapon degradation from varying the toughness, even when I reduced all of myweapon toughnesses to about 0.01 and ran about wi...

Tuesday, April 26th 2005, 4:13am

Author: WatercoolerWarrior

Adding the &quot;missing&quot; missile levels with FL-consistent values

After checking some standard weapons the way you did, randomly picking distinct weapon families that have identical level jumps - e.g. the level 8/9 Salamancas, Krakens, and Wyrms - it is absolutely clear that you´re right about their ramps. Weapon efficiencies are identical across level within a specific family, and the ratio of increase in power with level across all families are identical for specific level jumps. I don´t know specifics of how you did the comparisons of power for their diff...

Sunday, April 24th 2005, 12:56am

Author: WatercoolerWarrior

Game-Balanced Missiles- SOLVED.

I´m curious, since I´ve been playing with this property lately - have you noticed anything that seems to correlate to the &quot;toughness&quot; attribute of weapons on ships being struck? I´m assuming that the lower-toughness weapons such as Tizonas will be more likely to go boom, but I haven´t got a clue about whether this really does mean something has a chance of catastrophic failure.

Friday, April 8th 2005, 12:19pm

Author: WatercoolerWarrior

The &quot;Losing unmounted items&quot; problem in Freelancer

After reading the responses so far, I wanted to make a few new comments. + I integrated CoolBeano´s comment about lights NOT being possible to make visible as far as we know into the original suggestions post. + The IFSO integration idea is interesting. It´s not really possible to do <i>directly </i> as far as I can see since IFSO is neither extensible nor exposed to external automation. Still, a good wrapper routine for fladmin.dll that exposes it to easy automation could make this possible a...