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Search results 21-40 of 65.

  • Yes i do. To put that statement into perspective, i ripped out all the original ones and made my own for the whole of the game. Lost count how many i've made. What do you need help with?
  • Shouldn't be any difference between the two as they share the same code, unless you had different system ini files for each version. I do all my testing in MP so i know it all works in the OSP versions of my mods as the main system ini file doesn't change, therefore neither do the patrol paths
  • A random bit of info i discovered and why i've had no crashes on patrol paths in my new mod is how i've been adding them this time round. By no crashes i mean not because the patrol path was bad, if it did crash it was for the usual reasons, crap loadout, wrong ship defined in npcships or factionprop, no faction defined in mbase if it went to a base which are the most common reasons. So, for me at least, why i've had no issues assuming everything is ok with the ship or ships used in the patrol …
  • A small progress report. Took a few days off as the mod was stressing me out, or more to the point the f****** sur files were. They still are actually but not as much. Made a new batch with complete HPID sections plus adoxas fix for fuses and so far seems ok. See how it goes Thinking about it, there will be even more stress once the football starts on friday lol
  • LATEST NEWS FROM THE COLONY NEWS SERVICE************************************************** Only a few years have passed since the Nomad Wars, but the pirate situation in the border worlds has now reached epidemic proportions. Many of the larger factions now have larger craft to attack the unsuspecting trader or company transport. The war of words between the Corsairs and Red Hessians has now escalated to all out war, with Omega 5 declared a designated warzone. Enter at your peril. ----- >>>>> T…
  • Something new youtube.com/watch?v=VBYqeg9BSMs
  • Thanks. I've had that model a while now but struggled to sort out the interior lighting. I know it can be done with lights somehow, though uncertain how. Other option which i went for obviously is the lightmapping route, which for me gives the effect i was looking for. Onto the next thing...
  • Not out yet Duck, there will be an announcement when it is
  • You have any coding examples so i can see what you mean please?
  • Because i'm curious, i'll look into that OP as i just like to know how these things are done. The way i've done it is also perfectly acceptable as it gives a good result, but i'm just curious about options
  • Echoing what's been mentioned already, not after an effect, animation or other custom effect. What i'm talking about is illumination, or how to illuminate a model from within. OP's suggestion is the direction i'm looking at as that could work i think, already looking at the Nomad Lair code as this might provide the alternative solution i'm, looking for. The lightmapped route which is the only other way to do this i think, is clearly a way that works well, as i've already demonstrated. There are …
  • You all lost me now, now i'm off topic lol
  • Let's get back on topic. This isn't a noob question as i know the answer already but i'm just curious, how do you make weapons mountable on a ship that you don't want players to sell? By that i mean the weapons, not the ship. Also the small matter of selling the ship and not getting kicked for cheating. There's the old fashioned way of doing it, which can sometimes lead server software to flip out, about including it in the loadout but leaving the weapon entries off in shiparch. Another way to …
  • That's why i like adoxa's plugin as it's simple as anything. Define a ship loadout as normal, make sure you have a goods entry for the weapon, only set the price of the weapon to 0. The plugin checks for this and won't allow you to remove the mounted weapon, it's also ignored when selling the ship. Perfect solution, at least for me. No need to mess with any ini files really
  • Some more screenies, finishing off the last system now, my version of Omega 13 OMEGA 13 NORTH VIEW OMEGA 13 SOUTH VIEW MERKEL SHIPYARD - RED HESSIAN SHIPYARD
  • I really should do a video as it spins nicely as well, very much like Lonewolf's hypno wheel
  • Thanks, well that was the last system and ship added, a Nomad cruiser, that's gone into the mod. Now to tidy up a few things and go into beta test mode
  • Been messing with gunboats. There will be four house gunboats to fly, Liberty, Bretonia, Kusari, Rheinland. These will only dock at planets with mooring fixtures and larger bases, like Newark, Aomori station etc. These will all have 1000 cargo hold and handle like... gunboats. No weapons can be mounted as these are included when you buy the ship. There will also be three pirate gunboat vessels built by the Corsairs, Outcast and the Red Hessians. These are essentially the same ship but with diff…
  • Thanks. My new HD technique must be working. They are actually standard Liberty textures which i've worked my magic on to make much sharper and clearer. All the ships in Liberty use the same texture and look much better for it
  • I will be looking for a few people yes. I shall put the word out when i'm ready to let some of you loose for testing purposes. In the meantime, after a chat with OP about texture sizes, i managed to make some custom news images for the custom news items i have decided to add to my mod. As an example, a wanted poster for a known terrorist in my mod