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Thursday, August 28th 2008, 3:17pm

Author: aden

Re: I've returned with a question

It involves no1: manipulating shield generators, i.e., only for power supplementation and non-regenerating shield "barriers" and no2: adding a new HP (or 2, or 3) to each ship (to make it fair ) and linking that Hp in the shiparch.ini file for each ship you want this to work on. Just the Hp thing will work fine if you just want to use more than one shield, but thats a bit boring imho. :lol: Like so: shield_link = *, HpShield01, Hp_xx01, Hp_xx02 <--- if thats what you called em don't woory about ...

Monday, August 25th 2008, 4:44pm

Author: aden

Re: changing freelancer main menu

The file he edited was freelancer_frontlogo.tga (I'm not sure if thats the name tho but its close I know ) but its in DATA\INTERFACE\INTRO\IMAGES and it does not have any *doubles*, the only tga with its name basically. I find that I cannot edit it in Photoshop (it just shows a white picture) but you can edit/add to it if you use Paint.NET, free and pretty darn awesome. <!-- m --><a class="postlink" href="http://www.getpaint.net/">http://www.getpaint.net/</a><!-- m -->

Monday, August 25th 2008, 4:37pm

Author: aden

Re: Graphics Card Problem

You'll might need the hardware database update from louva-deus, here's the link: <!-- m --><a class="postlink" href="http://eoa.seriouszone.com/news.php">http://eoa.seriouszone.com/news.php</a><!-- m --> Don't know if this is your prob but you might as well use the update anyway.

Sunday, August 24th 2008, 5:25am

Author: aden

Re: Why can't I find the Nomad guns?

On a more serious note, I think the percentage rate for them to drop weapons, if they actually do (I can't remember) is really low. But I'm almost certain theres a wreck in one of the omicron systems with some nomad weapons too.

Sunday, August 24th 2008, 5:22am

Author: aden

Re: Why can't I find the Nomad guns?

Maybe they know you are an evil pilot who will just use them for evil stuff.... :twisted:

Sunday, August 24th 2008, 5:06am

Author: aden

Re: Claoking Addon

Copy that, I hear you and I know its a touchy subject. However, I was under the impression that the FLHook version was more than acceptable considering it is available for download and specified as a modders resource. I'm not releasing anything really just pointing the man in the RIGHT direction, the one that doesn't involve cheating per say.

Sunday, August 24th 2008, 4:59am

Author: aden

Re: More Than Disabled Cruise

I have tried like you cannot believe to figure that one out. If you check in effects.ini you will see the tractor is set up like so: [Effect] nickname = tractor_effect EFT_TYPE = EFT_TRACTOR_EFFECT effect_snd = tractor Thats out my head so it might be a wee bit wrong but the trator does not have a vis_effect reference because no _ale.ini has a tractor definition. I have searched the standard_effects.ale as well but nothing. Though I remain ever faithful that the source of that effect will someda...

Saturday, August 23rd 2008, 2:49pm

Author: aden

Re: Change Resolution on FL

My max option is 1280x960, which looks perfectly fine thank you :lol: .

Saturday, August 23rd 2008, 2:46pm

Author: aden

Re: internet failure

Wrong section to post this but as far as I know, when you try to join a server it tries to connect to the global server first, which does not exist anymore. So you need the global server workaround which can be found here: <!-- m --><a class="postlink" href="http://www.freelancerserver.de/download/flgls_workaround_v10.zip">http://www.freelancerserver.de/download ... nd_v10.zip</a><!-- m --> This will download the file, as for using it well look at the site itself for info. cheers

Saturday, August 23rd 2008, 2:13pm

Author: aden

Re: Creating custom jumpgate with custom effect

exe hack or ini change? (I assume exe hack)

Saturday, August 23rd 2008, 2:06pm

Author: aden

Re: More Than Disabled Cruise

Well, I must totally agree with JONG, I had just about given up on the rest and here you come with another angle :shock: . Good stuff lad, thats what really makes a modder Not just changing what is already there, but figuring out how to implement new ideas via manipulation of existing code and features. I am REALLY trying to make a real lightning beam and am finding it near impossible so I can't give you feedback any time soon. Kyk voor en moenie ophou nie!!

Thursday, August 21st 2008, 12:10pm

Author: aden

Re: Claoking Addon

OK to answer your first question, in stock FL cloaking does not work for the player. Don't ask why, this subject has been fully discussed and researched, ALOT. There is however a way, if you play multiplayer, you can use FLHook to workaround the issues and give a working cloak. (Third party plugin software) You can find info here: <!-- m --><a class="postlink" href="http://the-starport.net/component/option,com_docman/task,cat_view/gid,23/Itemid,43/">http://the-starport.net/component/optio ... It...

Wednesday, August 20th 2008, 9:31am

Author: aden

Re: More Than Disabled Cruise

Ha, I knew it was a joke! So you combine your ini's hey, hmm. I split mine LOL, probably not the best idea but I have turrets in a seperate ini and explosive weapons also have their own (have you seen how much weapons are in the weapon_equip file!) it makes it easier to find stuff. I also rearanged st_equip and most equip files actually. @ Oblivion, the visual is almost there but I was under the impression you had achieved a sort of power damage but just weren't sure how?

Tuesday, August 19th 2008, 11:26pm

Author: aden

Re: More Than Disabled Cruise

You're welcome, glad I could be of value to your day, do come again. :lol: Oh, and don't call me a god. Its not cricket. @ Alfa, you're talkin bout editing the ale right? Not the goods and market entries?

Tuesday, August 19th 2008, 4:27pm

Author: aden

Re: More Than Disabled Cruise

Well, OK then, love me if you must but its really not necessary :? Alright Alfa, and anyone else really, as promised , heres the file that I have for now, its still not the way I would like it to be but it doesn't look phoney at least. I've realized that the way FL draws beams (or projectiles) for weapons means that a projectile from a weapon will never look OR draw like the tractor effect. It'll take too long to fully explain why. The screenshot sort of hides this but I don't have FRAPS install...

Monday, August 18th 2008, 10:54pm

Author: aden

Re: More Than Disabled Cruise

Man, if that is possible then we can also scrap makin an ion current ale and just make munitions recognise the tractor stuff. That would actually be really helpful. Don't remember where you heard it?

Monday, August 18th 2008, 10:43pm

Author: aden

Re: More Than Disabled Cruise

Oh, thats what I was trying to say, I tried the explosion_arch as well. All explosion blocks have an "effect =" entry. So you will only see the effect the explosion references but as you said, if its not a missile or CD, FL will ignore all the other parts of the explosion block. See, I am with you. Edit: I believe that only ships, missiles, CD's, mines, debris and a few other *objects* can only have an explosion_arch or seperation_explosion entry, not an effect. Not 100% sure tho.

Monday, August 18th 2008, 10:01pm

Author: aden

Re: More Than Disabled Cruise

@ Oblivion, it seems I was incorrect. I wrote that off the top of my head without even knowing if it worked (which I have been testing). Apologies. :? See, explosions.ini references explosion_arch entries, they can have damage and stuff, but they aren't actual effects and the effects they reference for the visual part cannot have damage. Sorry, but you'll have to stick with the missile so long, unless you found a way? I'm sure a munition can have some sort of radius damage. As for the effect, it...

Monday, August 18th 2008, 4:58pm

Author: aden

Re: More Than Disabled Cruise

When I first got LS's ale editor I thought "hmm a lightning gun would be cool..." but then I figured what purpose would it really serve? Just for show? Now its a different story, here's my first attempt at a really simple one for now.

Monday, August 18th 2008, 3:21pm

Author: aden

Re: More Than Disabled Cruise

@Alfa, I don't play a whole heck of alot o games but Dues Ex series rocks! Back to topic, well for the weapon problem just make a normal gun like you had first time and then create an explosion in explosion_effects.ini in data\fx folder (or borrow a pre-existing one, but Im thinking you don't wanna see the explosion, right?) Under the [Munition] section change this line; munition_hit_effect = ci_laser_03_impact to munition_hit_effect = *your explosion name* Now open up explosions.ini in data\fx ...