Posts by SWAT_OP-R8R

    Update on the delay:

    The past weeks have been tough for me and my family. After 2+ years of terminal illness, my dad passed away today. A death that came as release (not just for him).

    I did not have time to work on CF in the way I wanted to, and I will need some further time to get RL stuff sorted out now.

    The situation was expected, but the timing unpredictable.

    I don't know how long I need a time-out, but I know after that, modding probably is the distraction I need.


    As usual, I will keep you informed about what's next.

    While not having tested it yet, I took a short look at the weapon animations and the weapons itself last night.

    A few things to mention or consider.


    1. Not all weapons have animations defined. Some vanilla weapons have missing ones. Custom weapons in CF clearly have no animations because why bother with animations when animations were not working in the past.
    2. If the defined weapon animations even work without errors need to be tested for every single weapon. If there are errors, potential issues might happen, even crashes.
    3. Almost no turrets have animations at all. If existing weapon animations can e used on turrets needs to be tested. Especially when there are multi-barrel turrets.
    4. It needs to be crosschecked if the defined "use_animation = Sc_fire" is used on 3d models with defined weapon animations. Without plugin, if that was not the case there were no consequences since the animation part was not used at all, but with plugin a "use_animation" entry which leads to a 3d model without anitmation potentially would lead to errors, even crashes.
    5. The fix for the particle flash and sound also needs to be checked on all multi-barrel weapons/turrets. For well over 20 years a workaround to attach the sound effect to the projectile was used. These workaround are still active, might cause conflicts and have to be reverted. This requires all multi-barrel weapons/turrets to be checked.
    6. The use of the _ parent option would need to best tested primarily on the liberty cruiser. I can imagine other use cases but that is more or less story related. In theory (and i am thinking way out of the box now) a special weapon class could be created to serve as a trigger for the liberty defender wing animation this way. But weapon classes are limited and I am not sure if it is worth the effort.

    The waypoint issues described would expain why sometimes mission triggers fail. Will need to check that next.

    Have seen it but requires a bit more than just copy/paste to make it fit.

    Taking a closer look at it is on my to-do list.


    To be honest, I am cautious with plugins that have a wide spectrum of fixes or features. If there is an error in one feature that causes problems the whole plugin with everything included is affected, once again leading to further problems when deactivating the plugin.

    Even Adoxas plugins are not always free of issues. I reported a few of such issues in the past and those were fixed but having a plugin which only changes one feature has less impact until a fix is provided.

    Dunno if the config file would be enough to enable/disable certain feature sets if issues appear.

    Also not sure if this conflicts with other plugins or custom flhook versions.

    Needs to be tested... and probably takes time to be tested.


    The described changes however sound promising.

    I thought it might be worth to drop a link to FL on the GOG dreamlist for those of you that never have heard about it before.

    Long story short, players can vote for games they would like to see covered on GOG in the future.


    It of course is no guarantee to work and hard to tell if it makes a difference but it is a low effort to vote and might increase the chances that one day FL will be available on GOG.


    Freelancer Dreamlist | GOG.COM

    Simple truth is that I still don't have a working solution for a reward system. I am not 100% sure what when wrong during the tests.

    Partly the tokens dropped. Most of them however did not.

    I am not sure if they were destroyed by something or despawned. I am also not sure persistent the test environment was (hard to tell after just one test).


    My biggest problem is that such tests involve lots of preparation, time to conduct and for me atm it is hard to plan ahead further than a few hours. RL has become a chaotic mess for me, where nothing is certain and the situation changes from hour to hour.

    In February I am planning to release another CF update.

    Just going to let you know that development is still in progress eventhough my time is limited.


    The update will contain a few feature upgrades, some UI tweaks, minor bug fixes and the discussed correction of the running lights and docking lights on some ships.