Posts by Gibbon

    Those shi[p packs are old now and some have issues. I've been talking to Kuze regularly recently and he's been updating a lot of models for me plus letting me use a number of his other designs and versions of old ships. I'll be using this one, the Büffel and the Warthog which I got Thaddeus to add working docking bays to. Discovery have it as well, but this is a Genesis exclusive with a new paintjob



    Noticed in the original Freelancer intro video that Coalition ships were using light blur coloured lasers while the Alliance were using orange lasers, especially the scene where the sleeper ships were escaping, so changed the colours of the weapons to match


    The Pukov has a double landing bay on top and two underneath at the back. I had to remove the doors and the partition in each docking to get it to display and work perfectly, happy with the results


    Yes, for the most part. So much coding it's making me grow old lol


    Here's some more stuff



    Turned what was the communications array beneath the Badanov at the back into a rotating turret, much more fun


    The mod does need an upgrade but the ship textures are already HD quality. as are the custom planet textures. The interface needs an upgrade but i'm busy with my Genesis mod right now

    The countermeasure dropper and turret models have animation on them, they are borked but a few of us have the fixed versions available. Some of the items with animation don't use sc_fire to activate the animation. I've been through all the files and come across this issue after checking everything in LancerEdit to trigger the animation. The Liberty cruiser weapon fix to get the animation working needs to be added to shiparch for some reason and then it works. Some original weapons don't have animation but most do, including torpedo launchers. I even activated working radar dish animation in my mod


    Apparently that's a request feature for the next version, where people can choose which fix they want to implement which is a good idea.


    I mean having the weapons showing their animation working is a huge boost, (although you might have to add the correct animation code on certain things like countermeasure droppers and oddly, the liberty cruiser to see the front gun working), the multi barrel illumination fix for multi barrel weapons and the tradelane lights coming back on after disruption are my three favourite features. Also made my mod a lot more stable when battleships are slugging it out due to a memory leak fix

    Has anyone used this? Because if you haven't you might consider it for your project. Made primarily by BC46 who also did the HDE mod for vanilla, the DLL fixes a number of issues in FL,


    • Fixed a bug that caused the lights of a trade lane to never turn back on after the trade lane got disrupted.
    • Fixed a bug that caused waypoints to be cleared when the player reaches the coordinates in a different system.
    • Fixed a bug that makes the player ship a selectable target for creating waypoints on the nav map.
    • Makes the weapon flash particle effect play on all barrels instead of only on the first barrel.
    • Fixed a bug for the one_shot_sound not playing when firing multi-barrel launchers.
    • Fixed a bug for the ammo count not decrementing correctly when firing multi-barrel launchers.
    • Fixed a bug that caused the use_animation entries in weapon_equip.ini to not work, i.e. enables weapon animations.
    • Allows a gun's use_animation entry to be played on the parent (e.g. ship) if the animation name has a leading underscore (_); this leading underscore should not be included in the cmp file's animation name.
    • Fixed a bug that caused the client to not send the correct engine state of the player's ship to the server.
    • When playing on a server, ensure the client sends an update:
      • at least every 2 seconds;
      • when engine kill has been toggled;
      • if after every 0.25 seconds the ship's orientation has been changed to some extent.
    • Sets the minimum time between client-server updates to 40 milliseconds (or 750 ms while in a trade lane) such that jitter is prevented when playing with a high or inconsistent framerate.
    • Allow ui_music_test to play when the current background music has finished playing.
    • Added support for playing the ui_interface_test and ui_ambiance_test sounds when adjusting the respective sliders in the options menu; these sounds should be defined in interface_sounds.ini.
    • Automatically prevent crashes while adjusting the interface and ambience volume sliders in the event that the test sounds are not defined.
    • While adjusting the ambience and music volume, mute other background sounds accordingly so that the volume can be fine-tuned more easily.
    • Allows up to 127 selectable resolutions in the general options menu; these are automatically determined based on the user's main monitor resolution.
    • Fixes the problem where the general options menu can't distinguish two different resolutions with the same width.
    • Makes the default resolution button in the general options menu select the user's main monitor resolution instead of 1024x768.
    • Prevent Freelancer from running with resolutions beyond the main display's capabilities in terms of horizontal and vertical resolution.
    • Sets the user's main monitor resolution as the default in-game resolution.
    • Instead of checking if the available resolutions are supported each time the option menu opens, do it only when needed (optimization).
    • Allows for the Ctrl + C hotkey to copy text from any Freelancer input box to the clipboard.
    • Allows for the Ctrl + V hotkey to paste text from the clipboard to any Freelancer input box.
    • Improved the slide-out animation for some UI buttons in the multiplayer menus.
    • When the "You must be on friendlier terms to purchase this." message is displayed in the Dealer menus, allow the exact reputation requirement to be printed too. Include %d in the IDS (S 1564, resources.dll) to make it work.
    • Fixed a bug that caused the Freelancer process to not always terminate after closing the game

    Always being updated with new features, it's a fine addon to any mod


    GitHub - BC46/FLSharp: A plugin for Freelancer that aims to apply game-related fixes and improvements to the game's code.

    Gibbon added a new file: