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I have created a system that features a large, lava asteroid field, but when I enter it, a strange thing happens. Above my ship, I see a stationary, burning and smoking effect just like the effect you see following dynamic lava asteroids around. Any idea why this is happening and how to get rid of it? -
OK, I commented out the lines for the Dust entry in the system's .ini file, but it's still happening. Any other possibilities? Another issue: I am using the Blackhole_Well object in this same system, and I have managed to get it to spin, however, it only spins for a short period of time and then stops. The slower I set the spin rate, the faster it seems to reach the point when it stops spinning. What is causing this, and is there a way to get it to spin slowly and continuously forever? Thanks f… -
Here is the related Zone info: (Quote) And here is the specific Asteroid.ini info: (Quote) Looking back at your post more closely, you said to edit the Zone entry, but the only "dust" entries there are both necessary to produce the dynamic asteroid effect, aren't they? I definitely want that effect for this field. -
Wow, now that's a mind blow. The way that particular entry is set up to be selected in FLE makes it look as though you won't get the dynamic asteroid effect without selecting it. If I hadn't selected that entry to begin with when I created the zone, would FLE still have set up the particular asteroid.ini file to include the Dynamic lava asteroid entries, or is this one of those "catch-22" situations where it was a necessary step, but it comes with unwanted baggage in the end? Speaking of which,… -
BTW, is there a particular Hex Editor you would seggest I use for Freelancer files? If so, where can I find it? -
Thanks SWAT, I appreciate you taking the time to respond. I'm not planning on spending any money on a Hex Editor, so I'll just pick a free one off the Internet. Are any of the "gf_<effect>" entries actually useful for anything then? I am also working on a Neutron Star in another system, and I noticed the, "gf_neutronstar" entry in the FLE zone creation tool. Can you tell me what the effect is when using this, and whether it makes sense to use it with only certain zone options or not? Again, I t… -
(Quote) Oy veh! Sorry to keep pestering you, but the Hex Editor I downloaded presented me with Offsets that didn't quite match up with the Offset you said to modify. The closest Offset Value I could find was, "000E6980". So, the first two #'s in the series of Offsets always starts with "00", and the last digit is also always a zero. At the top of the 16 columns of hex values are the hex column values, "00, 01, 02, ... 0E, 0F", etc. I tried cross referencing the Offest value above with Column 0E… -
I managed to use the Hex Editor's "Goto" Offset Search feature, but when I entered the value, "000E698E", or "0E698E", it takes me to the same slot mentioned above (with the value of D9 in it). Just FYI. -
I installed the 1.1 Patch and sure enough, 7C was right where you said it would be. And changing it to "EB" fixed the spin problem, thanks. Just out of curiosity, what did the change in value actually do, and why was a hex edit the only way to fix it? Now that I am running Patch 1.1, does that mean that I don't need to use the Quickfix 1.0c anymore? While I was at the Lancers Reactor website looking for 1.1, I also found other unofficial patches labelled as "1.4" (one was simply titled, "Unoffi… -
(Quote)Isn't that like swatting a fly with a sledge hammer? Will a lack of inertia affect other things I might add to my Mod later? (Quote)If I use the unofficial patch, will everyone who wants to play my Mod have to have that patch loaded as well? From your response, it sounds like the bug fixes are not worth the risk that the patch may pose to me in my efforts to build a Mod. Could you please confirm if this is your position on the matter? (Quote)I downloaded that SDK, but frankly, I didn't u… -
(Quote) OK, I tried commenting out the LODRanges entry in the SolarArch.ini file, but nothing changed. here is what the whole Solar entry looks like: (Quote) And here is the System.ini entry: (Quote) As far as I can tell, the only other file involved in producing the pulsar effect is the Solar\Loadout.ini file, but the applicable entry there just mounts the lighting effect to the bouy object, so I haven't fiddled with it. If there is more to it than this, I'm not aware of it. Would you be able … -
SWAT, May I infer that the lack of response is due to you being busy with more pressing matters at this time? If so, is there anyone else you know in the FL community who might understand these things that could review this thread and continue the conversation with me? Thanks. -
OK, I went and looked at your neutron star entries in the EW03.ini file, and the big differences were: 1) You have no planet_death Zone set up for your planet_neutron_800 (and neither does Vanilla FL). Apparently, FLE creates such zones automatically when placing Planet Objects in a System. As a result, I had assumed that such Zones were required. So I deleted the zone to see if doing that alone would allow my neutron star effect to render at greater distances. It did not. 2) Whereas my system.… -
I think we've been barking up the wrong tree with this problem, SWAT. I managed to find the reference to "rtc_mis5view_effectcf", and I included the files it was pointing to. But the same thing is still happening, which tells me the problem I'm facing has nothing to do with the how the effect itself is set up. Any idea what else could be causing this? Could it be the size of the star system (160,000) or some other system parameter? Just trying to think outside the box now. -
Dang. Oh, well, I guess this project is gonna have to be shelved for the time being. In case your still up for training a newb, can you tell me what the various values used with the "visit =" parameter means? I know that "0" = "Not visited yet, do not display on Navmap", and "1" = "been there, got the T-shirt, display on Navmap", but what does 32, 36, 128, etc. mean? Why does the game need more values beyond the obvious 0 & 1? If you've got the time, I'd love to learn more about how this game i… -
Cool, thanks SWAT. Would you happen to know why zones require their own codes, and what each code does for the zone? I'm also wondering why shipwrecks have their own code. -
Well, thanks for answering half of my question (sort of)... You do understand that I'm asking these questions in order to broaden my understanding of how the game engine works, right? Such a short and uninformative answer doesn't really help me with that quest for knowledge. I'm guessing at this point that you are either uninterested in providing a more thorough explanation, or that you are just very busy with other things, both of which I can respect. Is there anyone else you could recommend w… -
Hey SWAT, Sorry I was MIA there for a bit. Real World stuff. Anyway, I went and looked at the server.dll file you mentioned and found the "086AEC" Offset, but wasn't sure where to put the edit value you recommended (start of the line {00}?) This actually brings up another issue: I've been doing my mod testing in SP rather than MP, which Iknow I'm not supposed to do, but I have never been able to get FLServer to work right for some reason. It starts, and let's me specify a name/port for my serve…