Posts by FLYBYU

    SP is about all I play. I sometimes go online but not often, as I don't like all the Lag that makes a huge difference between players, almost an unseen cheat.


    I have also found that many people that cannot finish the storyline jump online and are good online. Yet I find people that are really good in SP cannot play MP at all. Very weird IMO.


    I like SP in OpenSP and in storyline. I play past the storyline myself as I have modded the levels so that it takes longer to get to level 40 which I modded to 999 million so it takes awhile to beat the SP game that way.


    If you have cable or you are close to the server, I can see playing MP. However, even with DSL lag can be about as bad as dialup. In PvP, just a little on your side means dead or alive. I have a very good connection myself but PvP with someone that has a slow connection to me is really not much of a fight/win. So I mod SP to be very hard in-fact much harder then MP again IMO. In addition, I am a hermit most of all. :P

    I posted this at TLR but thought you all should know before you waste your money on Bioshock.


    BioShock uses SecureRom piracy prevention technology. This is a protection scheme that forces that player to not only have the DVD-ROM in the drive in order to play, but also to transmit an activation code over the Internet in order to play the game. There was a short period right after release when the verification servers went down, leaving gamers with legitimate copies of the game unable to activate it. The game also came with a two-install limit on each serial code, which places a cap on how many times gamers with legitimate copies can install the game. Even worse, the uninstall program does not reactivate the owner's code on the servers; for that, owners will have to download a "revocation application" that will reset their serial code in order to uninstall and re-install. Do not try calling the customer service number in the game's manual, either. Thanks to a misprint, the wrong number was put in.


    Until they fix everything that is wrong with this, I say boycott this game or be forced into accepting this kind of garbage in more games in the future.

    Well my first game was in 1989 and it was called: Conflict - The Middle East


    Very addictive I still have it it was a dos game on a 5" floppy. I finally got it to run on XP and on XP without sound but its still all right without sound.

    Is it possible to change the color of counter measures with the .ini files or is it totally different files?


    If so, what .ini file changes the color of CM's?

    To bad games like this cannot be made for SP with MP as well.


    If they had SP as well, I might have been interested. I am a hermit and I interact better with NPC's then real people :D

    What about changing the name in the cmp file to something like DPEngine11 then code it to require DPEngine11 for different engine types before the engine could be attached to the ship. Then change each type of ship class to something different. DPEngine11, DPEngine22, DPEngine33 etc....


    Hope this is making sense [7]

    Quote

    Originally posted by Kalisie
    OH OH OH, I have that game, and ive beaten it about 3 times, and that included the Bala Gi's missions, XDD. Where are you stuck at, I can probably help you out a bit


    Glad you are here Kalisie I just ordered X3 it should be delivered in a few days. Now I know who to go to for questions on X3.

    I remember on one mod (cannot remember if it was Phoenix RPG or Monkey U) where I made the turrets for cap ships to only be used by what they where supposed to be on. Such as, you could not put a Battleship turret on a cruiser or gunboat, which they had many problems with people doing just that.


    Now comes a question
    Could we do the same for engines by giving them classes for different types of ships? Say a light fighter has a class 1" engine heavy fighter has a "class 2" engine and so on all the way up to battleships.


    Something like hp_gun_type except it would be hp_engine_type = hp_engine_special_1


    Now this is just a thought I had. I have no idea if it will work or not but thought I would put it out for discussion.

    Just tested it. Huge problem with the UI. The problem was it was no-were to be seen.


    Also to get it to work you have to change the PerfOptions.ini as well.

    Quote

    Originally posted by SWAT_OP-R8R
    yes that is possible
    if i remember right you only need to edit the freelancer.ini


    but you might experience that the hud does not really fit to this resolution
    in that case it is possible to edit the interface cmps with utf in order to re-arrange the position of the hud elements (but thats alot of work and hard to do)


    Wow but I think that would bring FL to life more IMO.


    Just a thought but how tuff would it be for CF to come out with this?
    And would it make very much difference?


    *Going to play with the freelancer.ini*

    Is it possible to mod the resolution to 1680x1050?


    I would not know myself but I have seen other games that had lower a resolution and where someone has modded to a higher resolution.

    You want an NPC to shot more human like well try this.


    In the Data\Missions folder open pilots_story.ini look for [GunBlock looks like the one below.


    [GunBlock
    nickname = story_gun_fighter_a
    gun_fire_interval_time = 0
    gun_fire_interval_variance_percent = 0.500000
    gun_fire_burst_interval_time = 3
    gun_fire_burst_interval_variance_percent = 0.200000
    gun_fire_no_burst_interval_time = 2.000000
    gun_fire_accuracy_cone_angle = 3
    gun_fire_accuracy_power = 1.250000
    gun_fire_accuracy_power_npc = 4.000000
    gun_range_threshold = 1.100000
    gun_target_point_switch_time = 1.000000
    fire_style = multiple
    auto_turret_interval_time = 0
    auto_turret_burst_interval_time = 3
    auto_turret_no_burst_interval_time = 1.500000
    auto_turret_burst_interval_variance_percent = 0.400000
    gun_range_threshold_variance_percent = 0.150000


    Change to this For every [GunBlock nickname = story_gun xxxxxxxx



    gun_fire_interval_time = 0.000000
    gun_fire_interval_variance_percent = 0.500000
    gun_fire_burst_interval_time = 3.000000
    gun_fire_burst_interval_variance_percent = 0.200000
    gun_fire_no_burst_interval_time = 2.000000
    gun_fire_accuracy_cone_angle = 3.000000
    gun_fire_accuracy_power = 8.500000
    gun_fire_accuracy_power_npc = 8.500000
    gun_range_threshold = 1.100000
    gun_target_point_switch_time = 1.000000
    fire_style = multiple
    auto_turret_interval_time = 0.000000
    auto_turret_burst_interval_time = 1.000000
    auto_turret_no_burst_interval_time = 0.500000
    auto_turret_burst_interval_variance_percent = 0.200000
    gun_range_threshold_variance_percent = 0.100000


    Now if that is to hard just change these 2 entries to a lower number utill you have what you want.
    gun_fire_accuracy_power = 8.500000 <---lower to 7.5 or 6.5 etc
    gun_fire_accuracy_power_npc = 8.500000 <---lower to 7.5 or 6.5 etc

    Hello Freelancer's


    Here is a simple why of Changing Target Reticle Color. This will work for all your mouse icons.


    First open up DATA/mouse.ini


    Then scroll down to


    [Cursor
    nickname = hostile
    anim = neutral, 1, 0
    hotspot = 32, 32
    blend = 4
    spin = 0
    scale = 0.450000 <-------Change this number to get a different size. You will need to play with this to get the size you want. The lower you go the smaller.
    color = 191, 29, 29, 255 <-------Change this number to get a color. Now you see the first number well I have found you don't need it. So just delete it like so color = 29, 29, 255. Now the numbers are RED, GREEN, and BLUE. Now open up MS Paint and go to colors, edit colors, define custom colors and then choose a color of your choice look over at the RED, GREEN, BLUE numbers and just add them to both of these entries and you have changed the color of the Target Reticle.


    Just do the same here.


    [Cursor
    nickname = fire
    anim = hostile_fire, 1, 0
    hotspot = 32, 32
    blend = 4
    spin = 10
    color = 191, 29, 29, 255 <-------Change this number to get a color
    scale = 0.450000 <-------Change this number to get a different size