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    @Raikkonen thanks, that should work too

  • Vanilla Mod question?

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    Hi @GalaCeir, welcome to the Starport!

    Something to try that might fit the bill here is the last release of Shattered Worlds: War-Torn. Most mods that are still active are fairly focused on multiplayer, new single-player content for Freelancer is pretty rare unfortunately!

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    I finished beta 2.1: Download beta 2.1

    The focus was mainly rendering bugs / improvements.
    Changes are:

    Fixed rendering bugs with old lighting (affects also starspheres etc.) Made old lighting very similar to FL lighting (including cubemaps) Had a nice idea for nebula ambient lighting. It now is complete PBR lighting Added option to enable point lights for new lighting. Make sure to remove e.g fake planet reflection point lights from FL system inis before enabling it (will look weird, since planets are like suns then). To enable it, set EnablePointLights=1 in config.cfg.
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    0x00549BC0 Freelancer sub

    esp+4 =
    0x00678BA4 first person
    0x00678D48 third person

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    I appreciate the offer, if we’re up against the wall I’ll reach out.

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    Very odd design decision, and sadly doesn’t allow us to freely customize the range on per-model basis, but at least now we know. Much appreciated!

  • Freelancer on ROG Ally

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    Yepp, it’s working now. I used the HD edition, left most settings as they were, just used DirectX 11 and that works. So the wrapper alone would help to have a more vanilla experience, but for now this looks amazing! Thanks!

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    Here’s the source. No makefile or solution, I must have just built it straight from the command line: cl /nologo /W3 /O2 /MD /EHsc *.cpp /Fexml2utf.exe. I should integrate it with XMLUTF (via defines), but heaven knows when.

  • Green Glow?

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    @Thaddeus It’s in the downloads here. Its save72z5.

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  • Help on Intro wav

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    I noticed that in the intro of fp7setscene.utf there are some audio files that are not played, I am using Freellancer HD latest version, yet I checked the length of the audio files and they are the same as the original, what could it depend on?

    In particolar in the Freeport 7 scene, skips the “Incoming laser” and the final scream…
    I’ll check the audio again, but I think they are fine 😕

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    LAMENTAVEL

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    Many thanks to @Caconym & @WatercoolerWarrior for their donations!

  • Mission 13 not working

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    Funny things are good. They keep it interesting.

  • Just another Freelancer

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    @ta50gear said in Just another Freelancer:

    One last question, does anybody know where you can get any of the early weapons mods? I’ve got a couple installed but no Zip. file. One makes certain guns advanced beam weapons.

    Welcome aboard! You best bet for old mods is probably the Download Archive or ModDB. If you’re after anything really specific, you might want to just ask 🙂

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  • 1 Votes
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    UPDATED

    I’m going to have another project taking up some time for the next week or two. I’ve confirmed that six vanilla extended weapons work, and have basic infocards done. There are no bases selling at the moment.

    Added appropriate bases for weapons, with rep and level consistent with standard Freelancer. Since no level 10 weapons are sold in-game, I set those to 0.7 rep and level 34.
    The one thing I have misgivings about is that the level 10 Corsair weapons wind up being a bit uberish for unmodded enemies - damage is in code weapon range, but with 4 refire and high efficiency.

    Zipped script.xml version

    I’m a fan of Creative Commons type licenses, but rather than add a license that’s longer than the mod:
    Feel free to reuse, modify, fold, spindle, or mutilate the data to your heart’s content. It’s pretty basic. If anyone wants to do a vanilla feel overhaul, what’s most useful is the information it’s based on.

    Automating weapons generation was overkill for this. When I’m free again, per IrateRedKite’s suggestion, I may put together some code to automate creating complete vanilla-based weapons lines (and in Python, yes - I’ll leave my preferred PowerShell toys at home, even if they do work great for blowing through data streams :} ).

    A major caveat is that as-is, it may not be useful for many people since using the level-based hardpoints isn’t as much of a thing. Other issues:

    major overlap in weapons families means the effect is minor. there are max about 4 levels of effect for each family of weapon, which means, depending on weapon, 3-4 levels will share the same effect. (This could be mitigated by rearranging the weapon effects a bit, so every faction’s neutron weapon effects look alike, for example?). and the biggest impediment: the weapons should get reasonable in-game presence: names, infocards, possible rumors and wreck distribution, etc. That’s the real significant issue. Creating the weapons lines is pretty mechanical, but making them into interesting game elements is where the real effort is.

    EDIT EDIT: I’ve changed naming scheme to make names more rational for what may be a somewhat sparse matrix of new weapons: the names are simply family-name_ level_ nn where nn is 2-digit level number.

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    Yep, had the user who had the issue pop up very consistently confirm that 1.03 dll fixes the issue. Much appreciated.