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Louva-Deus

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1

Thursday, April 7th 2005, 6:31pm

This also happens for one of the other SP systems. We will look into it. Check out the latest beta´s of the <A href=´http://eoa.seriouszone.com/?page=flsdk´ Target=_Blank>Freelancer S.D.K. 1.5</a> and <A href=´http://eoa.seriouszone.com/?page=flexp´ Target=_Blank>Freelancer Explorer v2.x</a>
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2

Wednesday, April 20th 2005, 3:58pm

Ok, here´s another, Patrol paths, some work some don´t. Tried to include a trade path for Universal shipping from one base to another. Loaded ok but when player ship encounters any ship on said path i get a CTD everytime. Thought you´d like to know
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3

Monday, April 25th 2005, 2:02am

Right, found something else now <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> When you create a base and use the copy all npc´s button, while it creates the files in mbases.ini for some reason they don´t show up at the new base when ur in the game. Only solution seems to be to find the base you used as a template and copy that manually from original FL then all seems fine.
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4

Friday, April 29th 2005, 10:03pm

Patrol paths crashing - one fairly common CTD with patrol paths is a missing edge_fraction parameter for any zones the patrol passes through. Npc´s not copying - I have noticed this myself and should be fixed in next beta, which should be coming pretty soon. Check out the latest beta´s of the <A href=´http://eoa.seriouszone.com/?page=flsdk´ Target=_Blank>Freelancer S.D.K. 1.5</a> and <A href=´http://eoa.seriouszone.com/?page=flexp´ Target=_Blank>Freelancer Explorer v2.x</a>
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5

Sunday, May 15th 2005, 4:37am

@ Louva Further to the Tohoku crash problem. One thing i´ve noticed with this system is once you define any sort of npc zone, save &amp; quit, when you reload FLE and try to click on show zones, it all works fine <img src=smilies/icon_smile.gif width=1
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6

Sunday, May 22nd 2005, 1:11am

Re : Patrol paths Is there any round getting these working using FLE or do i have to do it the old fashioned way? <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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7

Sunday, May 22nd 2005, 8:32pm

Hopefully that will be fixed in the next beta but it might have to wait for the following one. Part of the problem with the patrol implementation is the original author´s lack of understanding about how patrols work and what their limitations are. Will take a while to fix. Check out the latest beta´s of the <A href=´http://eoa.seriouszone.com/?page=flsdk´ Target=_Blank>Freelancer S.D.K. 1.5</a> and <A href=´http://eoa.seriouszone.com/?page=flexp´ Target=_Blank>Freelancer Explorer v2.x</a>
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8

Wednesday, June 1st 2005, 1:57am

Posted a tutorial about removing asteroids from tradelanes and around bases using FLE. Was annoying me no end till i worked it out so thought i´d pass on what i´ve figured out <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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9

Wednesday, June 1st 2005, 8:39am

I´m having a bug where I get a crash when I create a new docking ring, I started the universe over from scratch but kept NY.

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10

Thursday, June 2nd 2005, 7:58pm

What type of loadout are u giving your trade lane? If you´ve deleted all the other systems its possible your solararch.ini has been amended or more to the point the loadouts that refer to items in solararch. For instance if you´re trying to put a kusari tradelane loadout on your tradelane and you´ve already deleted the loadout for that then that would do it.
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11

Friday, June 3rd 2005, 10:33pm

@Gibbon - I responded to your tutorial. @reagan64 - How exactly did you ´start over´ ? Also where is your error log? Check out the latest beta´s of the <A href=´http://eoa.seriouszone.com/?page=flsdk´ Target=_Blank>Freelancer S.D.K. 1.5</a> and <A h
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12

Saturday, June 4th 2005, 6:33am

Thx Louva, just got into the habit of editing it myself but nice to see you can do the base exlcusion stuff from within FLE now! Improving all the time <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> You will be seing the benefits of using FLE soon in the upcoming GALACTICA-HELLGATE mod from Gizmo Studios Edited by - Gibbon on 6/4/2005 5:34:44 AM
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13

Saturday, June 4th 2005, 6:50am

That feature has been in FLE for over two years now. <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Check out the latest beta´s of the <A href=´http://eoa.seriouszone.com/?page=flsdk´ Target=_Blank>Freelancer S.D.K. 1.5</a> and <A href=´http://eoa.seriouszone.com/?page=flexp´ Target=_Blank>Freelancer Explorer v2.x</a>
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14

Sunday, June 5th 2005, 12:10am

Mmm, wondered what that button was for...
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15

Monday, June 27th 2005, 2:48am

@ Louva, if you havent fixed this already I can confirm that the problem entry in Tohoku is this entry: nickname = Zone_Ku07_Tekagi_arch_radiation pos = -38282, 0, 19725 shape = CYLINDER size = 700, 2200, 100 damage = 20 visit = 128 If you p

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16

Tuesday, June 28th 2005, 11:24am

Try changing the shape to &quot;ELLIPSOID&quot;,So far I´ve found only patrol paths us &quot;CYLINDER&quot; as a shape.

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17

Wednesday, July 13th 2005, 12:18am

Hi Louva, thx for sticking me int he credits lol, wasn´t expecting that <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Onto other matters, new version of FLE. Was it intentional in the new version that after you save and add any adjustments to custom mods, that you removed all spaces in the relevant .ini files? Previous version was great for that, an example of neatness. This is like a dogs dinner for manual editing as everything is compressed ie: no spaces between the different sections in the .ini files. Pelase put the spaces back in...<img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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18

Wednesday, July 13th 2005, 9:33am

Uh.. it isn´t doing that for me.. try using the Recompress and Decompress option to fix any files that are doing that and then try uninstalling and reinstalling the editor.
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19

Wednesday, July 13th 2005, 8:35pm

I admit i installed over the old version so possibly something went FUBAR! Here´s one for you lol. You remember a while back i made some giant suns, well these things show up ok in our mod and work fine, they even show up ok in FLE when i´m editing systems, but can i get them to show up proper size in the nav map in FL? A big NO on that. Some of them are real big and i´m baffled why they don´t show up on the nav map at full size. The big planets i got show up ok but not the suns, any ideas why that might be? Edited by - Gibbon on 7/13/2005 7:37:25 PM
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20

Friday, July 15th 2005, 11:24am

In FLE planets and suns are represented by an icon, there is no functionality to show their size. What you should do is go by the death zones around these objects to be aware of how much space they take up when placing other objects.
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