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Saturday, July 17th 2004, 2:47pm

Author: Gregstar2k

Keylist.ini and Keymap.ini

That is a good idea...but i like having separate mods for different things, too...like one for targeting, one for movement, one for other stuff, etc, etc, etc. Edited by - Gregstar2k on 7/17/2004 1:49:34 PM

Friday, July 16th 2004, 4:13pm

Author: Gregstar2k

Keylist.ini and Keymap.ini

Wow. I myself tested LEVEL_CAMERA by itself. What it apparently does is keeps the player´s chasecam camera aligned horizontally parallel with the ship. But I didn´t think to try combining banking with it. Oh, and I have done something else you might wanna try: Add in keys for subsystem targeting. I did this myself a few days ago. SUBSYSTEM TARGETING - NEVER CLICK THE DAMN BUTTONS IN YOUR TARGET VIEW BOX EVER AGAIN! Here´s the code: Keylist.ini: in group number 1, add the following after USER_...

Tuesday, July 13th 2004, 2:58pm

Author: Gregstar2k

Keylist.ini and Keymap.ini

*blush* ty Chips. I´ll be damned if i ever understand archetypes, fuses, and all that wonderful stuff that modmakers of your caliber can play with --- but I suppose I´ve made my own toybox in modding. In recent news with regards to diagonal sliding I tried using SHIFT_IGNORE to allow both SLIDE_UP and SLIDE_RIGHT to be done simultaneously but it did not work. I´ll be trying using a KEYDOWN, REPEAT method as well as some other ideas (like attempting multiple nicknames on the same key command.....

Monday, July 12th 2004, 3:49pm

Author: Gregstar2k

Gregstar's Freelancer Keylist.ini and Keymap.ini Editing Guide

Okay, now i will once again share my findings with that whole foray into sliding reenabling. The following is what i know thus far. NOTE: Most things which only have one [ starting bracket were supposed to have an end bracket but TLR´s forum seems to cut off all my closing brackets First up: KEYLIST.INI structure. Keylist.ini is separated into three distinct groups. They are Group Number 0 (SHIP CONTROLS), Group Number 1 (USER INTERFACE) and Group Number 2 (MULTIPLAYER). The commands represent ...

Monday, July 12th 2004, 2:30am

Author: Gregstar2k

Omega-13 Black Hole

someone already did i tink, but never released it AFAIK

Monday, July 12th 2004, 2:27am

Author: Gregstar2k

Keylist.ini and Keymap.ini

I tinkered with this idea a long time ago, about a year ago to be exact, and successfully developed a sliding up/down/left/right mod prototype which I submitted to Starfyre Studios. It is in their "TNG 1.8 Teaser pack" and might also be in the TNG 1.8 (beta?) itself. However although the version I created didn´t have diagonal sliding, I was informed by Starfyre Studios that they had made a diagonal version. But, they never got back to me in telling me how they did it =/ (got me a wee ...

Saturday, March 27th 2004, 8:08pm

Author: Gregstar2k

Beat Hovis in a Liberty Cruiser ^_^

Considering this post was already resurrected by a year, its not too bad to resurrect it by a month. Glad to see people care. Erm. Actually, i rarely check on my own posts---LOL...Um, to answer some questions, actually, Hovis WAS able to pass me, and I managed to get past him when he did that. one has to do...um...kinda "pre-emptive turning"... it WAS kinda hard. If you think about it like trying to guide a baseball bat through hoops, it gets pretty simple. as far as landing the cruise...

Saturday, March 6th 2004, 10:02am

Author: Gregstar2k

Recurring Overkill

OK, I just found out that servers are able to control AI spawning themselves. but still, the average server host won´t know how to do that...will they? just wondering. Incidentally...why ARE there Red hessians everywhere...LOL

Saturday, March 6th 2004, 9:49am

Author: Gregstar2k

*** SPOILER *** How to beat Hovis

LOL, I beat him with a Liberty Cruiser, no sweat. Forgot the mod I was using though.

Saturday, January 17th 2004, 5:37pm

Author: Gregstar2k

FLMM v1.21 beta 11

IGX, I had that problem as well, but on Beta 5. I don´t know if it´s present in Beta 9 or not, but... I had been experiencing a problem where adding a certain number of mods would cause FLMM to give an Illegal Operation windows error and quit before even getting to FLMM´s interface or anything. Currently I´ve been removing old mods before adding new to make sure tat doesnt happen to me again, but for your reference the number of mods I have installed right now in BETA 9, with no problems, is...

Wednesday, January 14th 2004, 1:11pm

Author: Gregstar2k

A Major Definition that DA got wrong.....

Originally posted by Mustang: ..." I remember on the the back of the US box Naval was spelt Navel and a couple of guys were wanting someone fired for it. I mean come on, is it really that important. "... OFF TOPIC: Someone should´ve been fired for not putting the "Chicago", "New Florida" & "Gunter" locations in the actual game. Edited by - Gregstar2k on 1/14/2004 1:13:17 PM

Sunday, October 26th 2003, 11:11pm

Author: Gregstar2k

warp weapon idea...

Uhm YES IT IS realistic because in FL storyline a CERTAIN BATTLESHIP is known and SAID to be going through a CERTAIN jump hole in a CERTAIN MISSION (im obviously avoiding causing this thread to be moved to spoilers, hehe) no really, we know they can use em. The solution IMHO: make the JUMP HOLES bigger instead.

Monday, October 6th 2003, 11:39pm

Author: Gregstar2k

Request to have 2 versions of TNG

OHHH YEAH REAL GREAT IDEA... what, do you think Starfyre Studios is stupid?! You just want a version without the cheat defeating parts so that you can replace ITS exe with the one from the TNG that DOES have cheat defeating parts so you can cheat on normal TNG servers NICE TRY, StarNova >.< And if you werent intending to use it to cheat, other people could. So...boom. Edited by - Gregstar2k on 06-10-2003 22:41:54

Monday, October 6th 2003, 11:37pm

Author: Gregstar2k

(INEXCUSABLE) BUG REPORT

God, this thread died a long time ago, give it up. I LOVE tng, i just was quick to anger in the beginning. I am quite familiar with the mod in of itself as of this point. (well..sort of, stil havent found where ALL the ship dealers sell ships yet....) This thread is OVER. kaput. I renounced what I said a long time ago.

Wednesday, September 24th 2003, 10:55pm

Author: Gregstar2k

Plz put rebalance mod´s upg. system in 2.0

Regarding ship sizes, again, the asking part. You can always ask politely for the modeler to scale it up or down for you. Maybe they´ll do it for you, maybe they wont, but there is no point in acting like "what you get is what you use." If you keep acting like that the TNG players are going to get really, really, really mad. I know a LOT of players who strongly agree the current Starship Enterprise is WAY too small and shouldn´t be designated a heavy fighter. A lot of people will be ...

Wednesday, September 24th 2003, 10:41pm

Author: Gregstar2k

Plz put rebalance mod´s upg. system in 2.0

Regarding the crashes, why not simply make all the cargo space usage an even number, as well as the cargo space on all the ships? Would that not fix it? Also, there are other ways to create tradeoff BESIDES cargo space. But what I´m really inspired by is the shield upgrades that affect power consumption featured in Rebalance...because what you have just said Reynen has given me a great idea. Instead of mounting equip upgrades in nano/shield panel...mount them in the weapons panel instead. Befor...

Wednesday, September 24th 2003, 10:19pm

Author: Gregstar2k

Plz put rebalance mod´s upg. system in 2.0

I will say this once and once only in this thread. <img src=smilies/icon_smile_angry.gif width=15 height=15 border=0 align=middle> <img src=smilies/icon_smile_angry.gif width=15 height=15 border=0 align=middle> <img src=smilies/icon_smile_angry.gif width=15 height=15 border=0 align=middle> DO NOT PUT WORDS IN MY MOUTH! <img src=smilies/icon_smile_angry.gif width=15 height=15 border=0 align=middle> <img src=smilies/icon_smile_angry.gif width=15 height=15 border=0 align=middle> <img src=smilies/ic...

Wednesday, September 24th 2003, 12:12am

Author: Gregstar2k

Plz put rebalance mod´s upg. system in 2.0

Side note: if starfyre studios adds more star trek ships plz make an effort to make the starships relative sizes correct i will scream if i see, say the NX-01 larger than voyager or something, or the defiant larger than an Enterprise-E. LOL and remember that there are two classes of Klingon Bird-of-Prey... a scout class and a cruiser class...in case u get confused as to what its size is if and when u implement such a thing