Author SHA1 Message Date
NekuraMew d3125e56cf New REM client: REM-Client f09ed28 build (shorter data log list) 2026-10-20 19:50:51 +02:00
NekuraMew 5a3c91cf37 New REM client: REM-Client f09ed28 (base window tables, data check, undock crash guard) 2026-10-20 19:50:50 +02:00
NekuraMew 0db5cf0c83 New REM client: REM-Client 61933d8 (internet servers reachable, hide NPC bots option) 2026-10-20 19:50:50 +02:00
NekuraMew 05513784ec New REM client: the native client in EXE (REM-Client 47231ba)
freelancer.exe and the engine DLLs of the native REM client with RemGfx,
rem.ini / remgfx.ini, DACOM.INI with the REM effect pools; content.dll in
DLLS/BIN. The REM text and resource DLLs and the new-character files stay
the mod's. Removed: REM-Client.dll, FLAR, ReShade, dinput8 and the remaining
HUD / gameplay plugins (native now), ServerFramework.dll and CheatMessage.txt
(server). Material data: FLARDATA (RemGfx reads it). Updated with
REM-Client tools/rem/update_mod.py.
2026-10-20 19:50:50 +02:00
NekuraMew 88c6e0c2fe New REM client: drop the old plugins and hook leftovers, art sources to ART/UI
The native REM client replaces the dacom plugins (rem-essentials, jflp, numeric,
moors, ranks, shipclass, engclass, storyfactions, ...), the FLAR / ReShade /
DLSS renderer hooks and the Lua event scripts of the ClientHook (all empty or
unused); dacom.ini and dacomsrv.ini no longer load them. flserver.exe and
mysqlcppconn.dll belong to the server. The first-person camera zones are
deferred. The ClientHook's pictures move to ART/UI as the sources of the
generators in tools. REM/Audio and REM/Avatars stay.
2026-10-20 19:50:48 +02:00
418 changed files with 7824 additions and 23275 deletions
+1 -3
View File
@@ -22,9 +22,7 @@ EXE/rem-server*
EXE/flserver_rebuilt.* EXE/flserver_rebuilt.*
EXE/flbot.exe EXE/flbot.exe
EXE/LargeID.dat EXE/LargeID.dat
# ServerModule: the missions are the mod's (tracked); the server's run log and the local test missions are not EXE/REM/ServerModule/
EXE/REM/ServerModule/trade_log.txt
EXE/REM/ServerModule/missions/rem_demo*.ini
EXE/REM/npc_profiles.ini EXE/REM/npc_profiles.ini
EXE/REM/rem-server-*.txt EXE/REM/rem-server-*.txt
flserver-reconstruction/ flserver-reconstruction/
-6
View File
@@ -1,6 +0,0 @@
REM-Client test build (64-bit)
date: 2026-11-09 22:54
commit: 2e058e11 (main)
subject: Crew ships: the gunner sees the ship fly as the pilot flies it - the pilot's throttle, cruise and afterburner on the gunner's ship (engine flames, cruise charge, afterburner; the pilot's client reports its throttle, rem-server 123e97f), and its velocity from the net state (get_velocity of that one remote-controlled ship: the HUD's speed, contrails, trails - it read 0)
tree: clean
build: OK
-104
View File
@@ -4608,74 +4608,6 @@ LODranges = 0, 1500
lootable = true lootable = true
phantom_physics = true phantom_physics = true
;Jump Drive (rem-server [Native.JumpDrive]: to the last waypoint; module slot 1, so never with a cloak)
[ShieldGenerator]
nickname = jump_drive_module
ids_name = 476020
ids_info = 476021
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
HP_child = HpConnect
hit_pts = 8000
mass = 2000
explosion_resistance = 0.300000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
regeneration_rate = 0
max_capacity = 0
toughness = 0
hp_type = hp_rem_module01
offline_rebuild_time = 0
offline_threshold = 0.000000
constant_power_draw = 0
rebuild_power_draw = 0
shield_type = S_Graviton01
shield_collapse_sound = shield_offline
shield_rebuilt_sound = shield_rebuilt
shield_hit_effects = 0, gf_li_shield01
shield_hit_effects = 100, gf_li_shield02
shield_hit_effects = 500, gf_li_shield03
separation_explosion = sever_debris
LODranges = 0, 1500
lootable = false
phantom_physics = true
;Admin Jump Drive (rem-server [Native.JumpDrive] FreeDevices: no limits), not sold - /addcargo
[ShieldGenerator]
nickname = jump_drive_module_admin
ids_name = 476022
ids_info = 476023
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
HP_child = HpConnect
hit_pts = 8000
mass = 2000
explosion_resistance = 0.300000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
regeneration_rate = 0
max_capacity = 0
toughness = 0
hp_type = hp_rem_module01
offline_rebuild_time = 0
offline_threshold = 0.000000
constant_power_draw = 0
rebuild_power_draw = 0
shield_type = S_Graviton01
shield_collapse_sound = shield_offline
shield_rebuilt_sound = shield_rebuilt
shield_hit_effects = 0, gf_li_shield01
shield_hit_effects = 100, gf_li_shield02
shield_hit_effects = 500, gf_li_shield03
separation_explosion = sever_debris
LODranges = 0, 1500
lootable = false
phantom_physics = true
;Turbo Coolant Pump ;Turbo Coolant Pump
[ShieldGenerator] [ShieldGenerator]
nickname = turbo_coolant_pump nickname = turbo_coolant_pump
@@ -4980,40 +4912,4 @@ shield_hit_effects = 500, gf_li_shield03
separation_explosion = sever_debris separation_explosion = sever_debris
LODranges = 0, 1500 LODranges = 0, 1500
lootable = true lootable = true
phantom_physics = true
; Sublight-Modul
[ShieldGenerator]
;[JumpEngine]
nickname = jump_drive
ids_name = 265001
ids_info = 265002
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
HP_child = HpConnect
hit_pts = 8000
mass = 0
explosion_resistance = 0.300000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
regeneration_rate = 0
max_capacity = 0
toughness = 0
hp_type = hp_rem_module02
offline_rebuild_time = 0
offline_threshold = 0.000000
constant_power_draw = 0
rebuild_power_draw = 0
shield_type = S_Graviton01
shield_collapse_sound = shield_offline
shield_rebuilt_sound = shield_rebuilt
shield_hit_effects = 0, gf_li_shield01
shield_hit_effects = 100, gf_li_shield02
shield_hit_effects = 500, gf_li_shield03
separation_explosion = sever_debris
LODranges = 0, 1500
lootable = true
phantom_physics = true phantom_physics = true
-156
View File
@@ -1748,32 +1748,6 @@ ids_info = 263914
shop_archetype = equipment\models\st\ku_thruster.3db shop_archetype = equipment\models\st\ku_thruster.3db
material_library = equipment\models\ku_equip.mat material_library = equipment\models\ku_equip.mat
;Jump Drive
[Good]
nickname = jump_drive_module
equipment = jump_drive_module
category = equipment
price = 25000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_vector_coil.3db
combinable = false
ids_name = 476020
ids_info = 476021
shop_archetype = equipment\models\st\ku_thruster.3db
material_library = equipment\models\ku_equip.mat
;Admin Jump Drive
[Good]
nickname = jump_drive_module_admin
equipment = jump_drive_module_admin
category = equipment
price = 1
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_vector_coil.3db
combinable = false
ids_name = 476022
ids_info = 476023
shop_archetype = equipment\models\st\ku_thruster.3db
material_library = equipment\models\ku_equip.mat
;Turbo Coolant Pump ;Turbo Coolant Pump
[Good] [Good]
nickname = turbo_coolant_pump nickname = turbo_coolant_pump
@@ -1889,134 +1863,4 @@ combinable = false
ids_name = 263960 ids_name = 263960
ids_info = 263960 ids_info = 263960
shop_archetype = equipment\models\st\ku_thruster.3db shop_archetype = equipment\models\st\ku_thruster.3db
material_library = equipment\models\ku_equip.mat
; REM cloak module
[Good]
nickname = cloak_module
equipment = cloak_module
category = equipment
price = 50000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_vector_coil.3db
combinable = false
ids_name = 476000
ids_info = 476001
shop_archetype = equipment\models\st\ku_thruster.3db
material_library = equipment\models\ku_equip.mat
; REM admin cloak module
[Good]
nickname = cloak_module_admin
equipment = cloak_module_admin
category = equipment
price = 1
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_vector_coil.3db
combinable = false
ids_name = 476002
ids_info = 476003
shop_archetype = equipment\models\st\ku_thruster.3db
material_library = equipment\models\ku_equip.mat
; REM Nomad Cloak Module
[Good]
nickname = cloak_module_nomad
equipment = cloak_module_nomad
category = equipment
price = 50000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_vector_coil.3db
combinable = false
ids_name = 476004
ids_info = 476005
shop_archetype = equipment\models\st\ku_thruster.3db
material_library = equipment\models\ku_equip.mat
; REM Osiris Cloak Module
[Good]
nickname = cloak_module_osiris
equipment = cloak_module_osiris
category = equipment
price = 50000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_vector_coil.3db
combinable = false
ids_name = 476006
ids_info = 476007
shop_archetype = equipment\models\st\ku_thruster.3db
material_library = equipment\models\ku_equip.mat
; REM Gunboat Cloak Module
[Good]
nickname = cloak_module_gunboat
equipment = cloak_module_gunboat
category = equipment
price = 50000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_vector_coil.3db
combinable = false
ids_name = 476008
ids_info = 476009
shop_archetype = equipment\models\st\ku_thruster.3db
material_library = equipment\models\ku_equip.mat
; REM Cruiser Cloak Module
[Good]
nickname = cloak_module_cruiser
equipment = cloak_module_cruiser
category = equipment
price = 50000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_vector_coil.3db
combinable = false
ids_name = 476010
ids_info = 476011
shop_archetype = equipment\models\st\ku_thruster.3db
material_library = equipment\models\ku_equip.mat
; REM Battleship Cloak Module
[Good]
nickname = cloak_module_battleship
equipment = cloak_module_battleship
category = equipment
price = 50000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_vector_coil.3db
combinable = false
ids_name = 476012
ids_info = 476013
shop_archetype = equipment\models\st\ku_thruster.3db
material_library = equipment\models\ku_equip.mat
; REM Nomad Gunboat Cloak Module
[Good]
nickname = cloak_module_nomad_gunboat
equipment = cloak_module_nomad_gunboat
category = equipment
price = 50000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_vector_coil.3db
combinable = false
ids_name = 476014
ids_info = 476015
shop_archetype = equipment\models\st\ku_thruster.3db
material_library = equipment\models\ku_equip.mat
; REM Nomad Battleship Cloak Module
[Good]
nickname = cloak_module_nomad_battleship
equipment = cloak_module_nomad_battleship
category = equipment
price = 50000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_vector_coil.3db
combinable = false
ids_name = 476016
ids_info = 476017
shop_archetype = equipment\models\st\ku_thruster.3db
material_library = equipment\models\ku_equip.mat
; Sublight-Modul
[Good]
nickname = jump_drive
equipment = jump_drive
category = equipment
price = 75000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_thruster.3db
combinable = false
ids_name = 265001
ids_info = 265002
shop_archetype = equipment\models\st\ku_thruster.3db
material_library = equipment\models\ku_equip.mat material_library = equipment\models\ku_equip.mat
-180
View File
@@ -24,186 +24,6 @@ cloakin_fx = no_cloakeffect01
cloakout_fx = no_cloakeffect01 cloakout_fx = no_cloakeffect01
debris_type = debris_normal debris_type = debris_normal
; REM cloak module (players: module slot 1, hp_cloak on HpVelocity in shiparch.ini)
[CloakingDevice]
nickname = cloak_module
ids_name = 476000
ids_info = 476001
hit_pts = 8000
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
material_library = Ships\nomad\nomad_fx.txm
HP_child = HpConnect
mass = 2000
volume = 0
power_usage = 0
cloakin_time = 4
cloakout_time = 4
cloakin_fx = no_cloakeffect01
cloakout_fx = no_cloakeffect01
debris_type = debris_normal
lootable = false
; REM admin cloak: no rules (rem-server [Native.Cloak] FreeDevices), not sold - /addcargo
[CloakingDevice]
nickname = cloak_module_admin
ids_name = 476002
ids_info = 476003
hit_pts = 8000
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
material_library = Ships\nomad\nomad_fx.txm
HP_child = HpConnect
mass = 2000
volume = 0
power_usage = 0
cloakin_time = 1
cloakout_time = 1
cloakin_fx = no_cloakeffect01
cloakout_fx = no_cloakeffect01
debris_type = debris_normal
lootable = false
; REM cloak module: Nomad Cloak Module
[CloakingDevice]
nickname = cloak_module_nomad
ids_name = 476004
ids_info = 476005
hit_pts = 8000
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
material_library = Ships\nomad\nomad_fx.txm
HP_child = HpConnect
mass = 2000
volume = 0
power_usage = 0
cloakin_time = 4
cloakout_time = 4
cloakin_fx = no_cloakeffect05
cloakout_fx = no_cloakeffect05
debris_type = debris_normal
lootable = false
; REM cloak module: Osiris Cloak Module
[CloakingDevice]
nickname = cloak_module_osiris
ids_name = 476006
ids_info = 476007
hit_pts = 8000
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
material_library = Ships\nomad\nomad_fx.txm
HP_child = HpConnect
mass = 2000
volume = 0
power_usage = 0
cloakin_time = 5
cloakout_time = 5
cloakin_fx = no_cloakeffect06
cloakout_fx = no_cloakeffect06
debris_type = debris_normal
lootable = false
; REM cloak module: Gunboat Cloak Module
[CloakingDevice]
nickname = cloak_module_gunboat
ids_name = 476008
ids_info = 476009
hit_pts = 8000
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
material_library = Ships\nomad\nomad_fx.txm
HP_child = HpConnect
mass = 2000
volume = 0
power_usage = 0
cloakin_time = 10
cloakout_time = 10
cloakin_fx = no_cloakeffect02
cloakout_fx = no_cloakeffect02
debris_type = debris_normal
lootable = false
; REM cloak module: Cruiser Cloak Module
[CloakingDevice]
nickname = cloak_module_cruiser
ids_name = 476010
ids_info = 476011
hit_pts = 8000
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
material_library = Ships\nomad\nomad_fx.txm
HP_child = HpConnect
mass = 2000
volume = 0
power_usage = 0
cloakin_time = 10
cloakout_time = 10
cloakin_fx = no_cloakeffect03
cloakout_fx = no_cloakeffect03
debris_type = debris_normal
lootable = false
; REM cloak module: Battleship Cloak Module
[CloakingDevice]
nickname = cloak_module_battleship
ids_name = 476012
ids_info = 476013
hit_pts = 8000
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
material_library = Ships\nomad\nomad_fx.txm
HP_child = HpConnect
mass = 2000
volume = 0
power_usage = 0
cloakin_time = 10
cloakout_time = 10
cloakin_fx = no_cloakeffect04
cloakout_fx = no_cloakeffect04
debris_type = debris_normal
lootable = false
; REM cloak module: Nomad Gunboat Cloak Module
[CloakingDevice]
nickname = cloak_module_nomad_gunboat
ids_name = 476014
ids_info = 476015
hit_pts = 8000
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
material_library = Ships\nomad\nomad_fx.txm
HP_child = HpConnect
mass = 2000
volume = 0
power_usage = 0
cloakin_time = 10
cloakout_time = 10
cloakin_fx = no_cloakeffect_gunboat
cloakout_fx = no_cloakeffect_gunboat
debris_type = debris_normal
lootable = false
; REM cloak module: Nomad Battleship Cloak Module
[CloakingDevice]
nickname = cloak_module_nomad_battleship
ids_name = 476016
ids_info = 476017
hit_pts = 8000
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
material_library = Ships\nomad\nomad_fx.txm
HP_child = HpConnect
mass = 2000
volume = 0
power_usage = 0
cloakin_time = 10
cloakout_time = 10
cloakin_fx = no_cloakeffect_battleship
cloakout_fx = no_cloakeffect_battleship
debris_type = debris_normal
lootable = false
[CloakingDevice] [CloakingDevice]
nickname = cloak_nomad nickname = cloak_nomad
ids_name = 1 ids_name = 1
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+9 -15
View File
@@ -549,17 +549,16 @@ effect_crc = 116864929
[VisEffect] [VisEffect]
nickname = gf_tradeinnerring nickname = gf_tradeinnerring
alchemy = fx\misc\gf_tradeinnerring.tale alchemy = fx\misc\gf_tradeinnerring.ale
effect_crc = -141786875 effect_crc = -141786875
textures = fx\sarma.txm textures = fx\sarma.txm
textures = fx\beam.txm textures = fx\beam.txm
textures = fx\newglows.txm
[VisEffect] [VisEffect]
nickname = gf_tradelaneendsplash nickname = gf_tradelaneendsplash
alchemy = fx\misc\gf_tradelaneendsplash.tale alchemy = fx\misc\gf_tradelaneendsplash.ale
effect_crc = 272986435 effect_crc = 272986435
textures = fx\newglows.txm textures = fx\planetflare.txm
[VisEffect] [VisEffect]
nickname = gf_tradelaneflash nickname = gf_tradelaneflash
@@ -569,13 +568,11 @@ textures = fx\sarma.txm
[VisEffect] [VisEffect]
nickname = tradelaneinship01 nickname = tradelaneinship01
alchemy = fx\misc\gf_tradelaneinship01.tale alchemy = fx\misc\gf_tradelaneinship01.ale
effect_crc = -422626017 effect_crc = -422626017
textures = fx\sarma.txm textures = fx\sarma.txm
textures = fx\flwt.txm textures = fx\planetflare.txm
textures = fx\efx.txm textures = fx\kioncannon.txm
textures = FX\smoke.txm
textures = fx\newglows.txm
[VisEffect] [VisEffect]
nickname = tradelaneship01donut nickname = tradelaneship01donut
@@ -608,13 +605,10 @@ textures = fx\planetflare.txm
[VisEffect] [VisEffect]
nickname = tradelaneshipdebris01 nickname = tradelaneshipdebris01
alchemy = fx\misc\gf_tradelaneship01.tale alchemy = fx\misc\gf_tradelaneship01.ale
effect_crc = 383368615 effect_crc = 383368615
textures = fx\sarma.txm textures = fx\beam.txm
textures = fx\flwt.txm textures = fx\planetflare.txm
textures = fx\efx.txm
textures = FX\smoke.txm
textures = fx\newglows.txm
[VisEffect] [VisEffect]
nickname = tradelaneshipdebris03 nickname = tradelaneshipdebris03
-12
View File
@@ -3372,18 +3372,6 @@ nickname = gf_TLR_powerout
effect_type = EFT_DAMAGE_LARGE_SHIELD effect_type = EFT_DAMAGE_LARGE_SHIELD
vis_effect = gf_TLR_powerout vis_effect = gf_TLR_powerout
; REM jump drive: its activation sound when it starts to charge (REM client, rem-server [Native.JumpDrive])
[Effect]
nickname = jumpdrive_charge
effect_type = EFT_LANE_SHIP
snd_effect = engine_no_cruise_start
; REM jump drive: its hum while it charges, on the ship until the jump (a travel effect: it runs until stopped)
[Effect]
nickname = jumpdrive_charge_loop
effect_type = EFT_LANE_SHIP_TRAVEL
snd_effect = engine_no_cruise_loop
[Effect] [Effect]
nickname = basic_tl_ship_enter nickname = basic_tl_ship_enter
effect_type = EFT_LANE_SHIP effect_type = EFT_LANE_SHIP
BIN
View File
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+23 -73
View File
@@ -24,8 +24,8 @@ max_rgb = 0, 0, 100
[layer] [layer]
texture = jumptube texture = jumptube
color = 0, 0, 200 color = 0, 0, 200
near_alpha = 0.8 near_alpha_factor = 0.8
far_alpha = 0 far_alpha_factor = 0
radius_factor = 1.5 radius_factor = 1.5
u_offset = 0 u_offset = 0
v_offset = 0 v_offset = 0
@@ -36,8 +36,8 @@ v_scale = 10
[layer] [layer]
texture = jumptube5 texture = jumptube5
color = 100, 200, 255 color = 100, 200, 255
near_alpha = 1 near_alpha_factor = 1
far_alpha = 0 far_alpha_factor = 0
radius_factor = 1 radius_factor = 1
u_offset = 0.5 u_offset = 0.5
v_offset = 0.33 v_offset = 0.33
@@ -71,8 +71,8 @@ max_rgb = 255, 255, 255
[layer] [layer]
texture = jumptube texture = jumptube
color = 0, 0, 200 color = 0, 0, 200
near_alpha = 0.8 near_alpha_factor = 0.8
far_alpha = 0 far_alpha_factor = 0
radius_factor = 1.5 radius_factor = 1.5
u_offset = 0 u_offset = 0
v_offset = 0 v_offset = 0
@@ -83,8 +83,8 @@ v_scale = 10
[layer] [layer]
texture = jumptube5 texture = jumptube5
color = 255, 255, 255 color = 255, 255, 255
near_alpha = 1 near_alpha_factor = 1
far_alpha = 0 far_alpha_factor = 0
radius_factor = 1 radius_factor = 1
u_offset = 0.5 u_offset = 0.5
v_offset = 0.33 v_offset = 0.33
@@ -110,34 +110,34 @@ near_alpha = 1
far_alpha = 1 far_alpha = 1
num_t_steps = 200 num_t_steps = 200
num_s_steps = 12 num_s_steps = 12
min_rotation = -0.35 min_rotation = 3
max_rotation = 0.35 max_rotation = -3
min_rgb = 0, 0, 30 min_rgb = 0, 0, 30
max_rgb = 16, 30, 65 max_rgb = 0, 0, 100
[layer] [layer]
texture = jumptube texture = jumptube
color = 0, 0, 200 color = 0, 0, 200
near_alpha = 0.8 near_alpha_factor = 0.8
far_alpha = 0 far_alpha_factor = 0
radius_factor = 1.5 radius_factor = 1.5
u_offset = 0 u_offset = 0
v_offset = 0 v_offset = 0
du = 0.055 du = 0.1
dv = 0.07 dv = 0.07
v_scale = 10 v_scale = 10
[layer] [layer]
texture = jumptube5 texture = jumptube5
color = 100, 200, 255 color = 100, 200, 255
near_alpha = 1 near_alpha_factor = 1
far_alpha = 0 far_alpha_factor = 0
radius_factor = 1 radius_factor = 1
u_offset = 0.5 u_offset = 0.5
v_offset = 0.33 v_offset = 0.33
du = -0.095 du = -0.2
dv = 0.16 dv = 0.1
v_scale = 13.7 v_scale = 15
[gate_tunnel] [gate_tunnel]
nickname = gate_tunnel_liberty nickname = gate_tunnel_liberty
@@ -165,8 +165,8 @@ max_rgb = 100, 100, 255
[layer] [layer]
texture = jumptube texture = jumptube
color = 50, 50, 200 color = 50, 50, 200
near_alpha = 1 near_alpha_factor = 1
far_alpha = 0 far_alpha_factor = 0
radius_factor = 1 radius_factor = 1
u_offset = 0 u_offset = 0
v_offset = 0 v_offset = 0
@@ -177,8 +177,8 @@ v_scale = 10
[layer] [layer]
texture = jumptube5 texture = jumptube5
color = 0, 50, 255 color = 0, 50, 255
near_alpha = 0.5 near_alpha_factor = 0.5
far_alpha = 0.3 far_alpha_factor = 0.3
radius_factor = 1 radius_factor = 1
u_offset = 0.5 u_offset = 0.5
v_offset = 0.33 v_offset = 0.33
@@ -186,53 +186,3 @@ du = -0.05
dv = 0.7 dv = 0.7
v_scale = 10 v_scale = 10
; REM: irregular jump-hole presentation; no route/protocol changes.
[gate_tunnel]
nickname = rem_tunnel_hole
warp_chaos = 1 ; REM warp: 0 calm (gates), 1 chaotic (swirl, jolts, suns)
write_depth_buffer = 0
num_spline_control_points = 9
x_range = 850
y_range = 700
z_range = 20000
min_radius = 50
max_radius = 100
far_radius_factor = 0
min_speed = 0.003
max_speed = 0.08
time_to_max_speed = 5
fade_distance = 0.1
near_alpha = 1
far_alpha = 1
num_t_steps = 200
num_s_steps = 12
min_rotation = -0.85
max_rotation = 0.85
min_rgb = 0, 0, 30
max_rgb = 16, 30, 65
[layer]
texture = jumptube
color = 55, 25, 140
near_alpha = 0.8
far_alpha = 0
radius_factor = 1.5
u_offset = 0
v_offset = 0
du = 0.055
dv = 0.07
v_scale = 10
[layer]
texture = jumptube5
color = 130, 145, 255
near_alpha = 1
far_alpha = 0
radius_factor = 1
u_offset = 0.5
v_offset = 0.33
du = -0.16
dv = 0.16
v_scale = 11.3
+8 -8
View File
@@ -15,7 +15,7 @@ kill_time_before_done = 0.65
jump_tunnel_effect = jump_tunnel_interior_player jump_tunnel_effect = jump_tunnel_interior_player
jump_tunnel = gate_tunnel_bretonia jump_tunnel = gate_tunnel_bretonia
jump_ambient = 25, 25, 50 jump_ambient = 25, 25, 50
jump_background_color = 8, 12, 28 jump_background_color = 255, 255, 255
[JumpGateEffect] [JumpGateEffect]
nickname = jump_effect_asteroid_belt nickname = jump_effect_asteroid_belt
@@ -30,7 +30,7 @@ kill_time_before_done = 0.65
jump_tunnel_effect = jump_tunnel_interior_player jump_tunnel_effect = jump_tunnel_interior_player
jump_tunnel = gate_tunnel_bretonia jump_tunnel = gate_tunnel_bretonia
jump_ambient = 25, 25, 50 jump_ambient = 25, 25, 50
jump_background_color = 8, 12, 28 jump_background_color = 255, 255, 255
[JumpGateEffect] [JumpGateEffect]
nickname = jump_effect_liberty nickname = jump_effect_liberty
@@ -45,7 +45,7 @@ kill_time_before_done = 0.65
jump_tunnel_effect = jump_tunnel_interior_player jump_tunnel_effect = jump_tunnel_interior_player
jump_tunnel = gate_tunnel_bretonia jump_tunnel = gate_tunnel_bretonia
jump_ambient = 25, 25, 50 jump_ambient = 25, 25, 50
jump_background_color = 8, 12, 28 jump_background_color = 255, 255, 255
[JumpGateEffect] [JumpGateEffect]
nickname = jump_effect_bretonia nickname = jump_effect_bretonia
@@ -53,14 +53,14 @@ glow_ring_effect = jumpgate_tunnel, jumpgate_rings, jumpgate_rings, jumpgate_end
glow_ring_hp = HpFX2, HpFX3, HpFX4, HpFX5, HpFX5 glow_ring_hp = HpFX2, HpFX3, HpFX4, HpFX5, HpFX5
glow_create_time = 1, 3, 5, 7, 9 glow_create_time = 1, 3, 5, 7, 9
jump_out_time = 1.5 jump_out_time = 1.5
jump_out_tunnel_time = 6 jump_out_tunnel_time = 3.5
jump_in_tunnel_time = 2.5 jump_in_tunnel_time = 1.5
jump_in_time = 1 jump_in_time = 1
kill_time_before_done = 0.6 kill_time_before_done = 0.6
jump_tunnel_effect = jump_tunnel_interior_player jump_tunnel_effect = jump_tunnel_interior_player
jump_tunnel = gate_tunnel_bretonia jump_tunnel = gate_tunnel_bretonia
jump_ambient = 25, 25, 50 jump_ambient = 25, 25, 50
jump_background_color = 8, 12, 28 jump_background_color = 255, 255, 255
[JumpGateEffect] [JumpGateEffect]
nickname = jump_effect_hole nickname = jump_effect_hole
@@ -73,7 +73,7 @@ jump_in_tunnel_time = 1.5
jump_in_time = 1 jump_in_time = 1
kill_time_before_done = 0.6 kill_time_before_done = 0.6
jump_tunnel_effect = jump_tunnel_interior_player jump_tunnel_effect = jump_tunnel_interior_player
jump_tunnel = rem_tunnel_hole jump_tunnel = gate_tunnel_bretonia
jump_ambient = 25, 25, 50 jump_ambient = 25, 25, 50
jump_background_color = 14, 8, 26 jump_background_color = 255, 255, 255
-53
View File
@@ -1,53 +0,0 @@
; REM: the colours of a jump gate's warp tunnel by the region of the system it leads to (jump holes keep
; their own look, see warp_chaos in gate_tunnel.ini). Read once by the client.
; cloud_color = the near and the far cloud layer, r, g, b each (0..255; brighter = more glow)
; dark = 0..1, how much the clouds hide the stars and darken the tunnel (black smoke)
; system = the systems of the region (several per line, as many lines as needed)
; A system in no list takes the section named "default".
[WarpRegion]
nickname = default
cloud_color = 36, 71, 204, 26, 87, 180
dark = 0
[WarpRegion]
nickname = blue ; Kusari
cloud_color = 36, 71, 204, 26, 87, 180
dark = 0
system = Ku01, Ku02, Ku03, Ku04, Ku05, Ku06, Ku07
system = Iw05, Iw06, Hi01, Ew02
[WarpRegion]
nickname = green ; the Sigmas and Omicrons in the east
cloud_color = 26, 158, 77, 46, 178, 140
dark = 0
system = Bw05, Bw06, Bw07, Bw11
system = St01, St02, St03, St03b, St02c, ST04, St05, FP7_system
system = Ew04, Ew05, Ew06, Hi02
[WarpRegion]
nickname = brown ; Rheinland and the Omegas south of it
cloud_color = 178, 97, 31, 140, 71, 26
dark = 0
system = Rh01, Rh02, Rh03, Rh04, Rh05
system = Bw03, Bw04, Ew03, Iw02
[WarpRegion]
nickname = white ; the Tau band
cloud_color = 153, 153, 158, 191, 184, 173
dark = 0
system = Bw08, Bw09, Bw10, Ew01, LI07
[WarpRegion]
nickname = red ; Bretonia
cloud_color = 191, 38, 31, 140, 26, 46
dark = 0
system = Br01, Br02, Br03, Br04, Br05, Br06
system = Bw01, Bw02
[WarpRegion]
nickname = black ; Liberty
cloud_color = 15, 18, 28, 25, 25, 35
dark = 0.85
system = Li01, Li02, Li03, Li04, Li05, LI06
system = Iw01, Iw03, Iw04
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-23
View File
@@ -1,23 +0,0 @@
; REM: the main menu's black hole scene (one of the intro scenes picked at random at start-up).
; The renderer traces it through the Schwarzschild metric onto the room scene's empty sky; where it
; cannot (HDR off, MSAA, an older renderer), the menu shows one of the other scenes instead.
[BlackHole]
base = Intro5_Base
; the hole in the scene (Scripts\Intro\intro_blackhole.thn), m
pos = 4300, 500, -24000
; its event horizon (Schwarzschild radius), m -- the camera is 24 of them away
schwarzschild_radius = 1000
; the accretion disk: its normal and a reference axis in its plane; inner (the innermost stable
; orbit is 3) and outer radius in Schwarzschild radii
disk_normal = 0.10, 0.985, 0.14
disk_axis = 1, 0, 0
disk_radii = 3, 15
; emission scale, peak temperature (K), relativistic beaming (0 off .. 1 physical)
disk_brightness = 1.0
disk_temperature = 6500
doppler = 1.0
; the lensed star field and galaxy band behind it
sky_brightness = 1.0
galaxy = 0.3, 0.8
; the disk's angular speed at its inner edge, rad/s (outwards it slows as r^-1.5)
disk_spin = 0.35
-47
View File
@@ -1,47 +0,0 @@
; REM: volumetric clouds in main menu scenes (one of the intro scenes picked at random at start-up).
; The renderer draws each [Nebula] as a lit volume over its base's room scene; without volumetric
; nebulae (NebulaVolume off, HDR off) the scene shows without them. Positions are in the scene's
; THN coordinates (m; the camera at the origin looks down -z).
; the crystal graveyard (Scripts\Intro\intro_crystals.thn): a cloud bank behind and round the spires
[Nebula]
base = Intro6_Base
pos = 1700, 300, -6500
; yaw, pitch, roll (degrees) and the ellipsoid's radii (m)
rotate = 0, 0, 18
size = 2600, 900, 1400
; fog colour (0..1) and how far one sees inside (m: less is denser)
fog_color = 0.02, 0.04, 0.1
fog_distance = 6000
; cloud puffs: radius (m), drift, colour a / b, ambient light, the star's light through them, opacity
puff_radius = 380
drift = 1
puff_color_a = 0.16, 0.26, 0.55
puff_color_b = 0.04, 0.08, 0.22
ambient = 0.02, 0.04, 0.1
burn_through = 0.45
max_alpha = 0.4
; lightning: seconds between flashes, flash length (s), intensity, and its hue
lightning = 12, 0.4, 1
lightning_color = 0.6, 0.8, 1
; the star it is lit from (Sun_1 in the THN) and its reach (m)
sun = 3791, 766, -9000, 60000
; a thinner bank drifting in front, lower left
[Nebula]
base = Intro6_Base
pos = -500, -700, -3400
rotate = 30, 0, -10
size = 1200, 400, 700
fog_color = 0.02, 0.035, 0.08
fog_distance = 7000
puff_radius = 260
drift = 1.5
puff_color_a = 0.14, 0.22, 0.48
puff_color_b = 0.03, 0.07, 0.2
ambient = 0.02, 0.03, 0.08
burn_through = 0.5
max_alpha = 0.3
lightning = 30, 0.3, 0.6
lightning_color = 0.6, 0.8, 1
sun = 3791, 766, -9000, 60000
-9
View File
@@ -331,15 +331,6 @@ id = USER_REM_WAYPOINT_BOT
[key] [key]
id = USER_REM_SECTOR_SCANNER id = USER_REM_SECTOR_SCANNER
[key]
id = USER_CLOAK
[key]
id = USER_REM_JUMPDRIVE
[key]
id = USER_REM_HUDLESS
[key] [key]
id = USER_REM_WAYPOINTS id = USER_REM_WAYPOINTS
-25
View File
@@ -1073,28 +1073,6 @@ ids_name = 524526
ids_info = 524527 ids_info = 524527
state = keydown state = keydown
[KeyCmd]
nickname = USER_REM_HUDLESS
ids_name = 524528
ids_info = 524529
state = keydown
; REM: the player cloak (cloaking device in a module slot, rem-server [Native.Cloak])
[KeyCmd]
nickname = USER_CLOAK
ids_name = 524530
ids_info = 524531
state = keydown
key = "C", SHIFT
; REM: the jump drive (module slot 1, rem-server [Native.JumpDrive]) to the last waypoint
[KeyCmd]
nickname = USER_REM_JUMPDRIVE
ids_name = 524532
ids_info = 524533
state = keydown
key = "K"
[KeyMap] [KeyMap]
nickname = IDR_ALWAYS_PRESENT nickname = IDR_ALWAYS_PRESENT
key = USER_REM_WAYPOINTS key = USER_REM_WAYPOINTS
@@ -1102,7 +1080,6 @@ key = USER_REM_BASE
key = USER_REM_MISSIONS key = USER_REM_MISSIONS
key = USER_REM_CONTRACTS key = USER_REM_CONTRACTS
key = USER_REM_PLAYER key = USER_REM_PLAYER
key = USER_REM_HUDLESS
key = USER_YES key = USER_YES
key = USER_NO key = USER_NO
key = USER_CANCEL key = USER_CANCEL
@@ -1139,8 +1116,6 @@ nickname = IDR_GAMEFLOW
[KeyMap] [KeyMap]
nickname = IDR_SPACE nickname = IDR_SPACE
key = USER_REM_SECTOR_SCANNER key = USER_REM_SECTOR_SCANNER
key = USER_CLOAK
key = USER_REM_JUMPDRIVE
key = USER_REM_WAYPOINT_BOT key = USER_REM_WAYPOINT_BOT
key = USER_REM_SENSOR_PROBE key = USER_REM_SENSOR_PROBE
key = USER_REM_ACTIVATE_PROBE key = USER_REM_ACTIVATE_PROBE
@@ -1,10 +0,0 @@
[CharacterEncounter]
Location = Li01_01_base, Cityscape
start_room = Cityscape
action = scripts\rem_arcs\manhattan_story_arc01_start.thn
autoplay
[Char]
npc = Trent
actor = trent
fidget = scripts\extras\fidget_stand_male_NULL.thn
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+1 -27
View File
@@ -10806,30 +10806,4 @@ cargo = commodity_ship_hull_panels, 25
[Loadout] [Loadout]
nickname = SECRET_transport_large_anomalie01 nickname = SECRET_transport_large_anomalie01
archetype = suprise_transport_large archetype = suprise_transport_large
cargo = commodity_shield_schematic, 1 cargo = commodity_shield_schematic, 1
; Drone
[Loadout]
nickname = ge_drone_loadout01
archetype = ge_drone
equip = ge_gf6_engine_01, HpDrive01
equip = shield01_mark07_hf, HpShield01
equip = ge_fighter6_power01, HpPower01
equip = ge_s_scanner_01
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = rem_gun05_mark05, HpWeapon01
equip = rem_gun05_mark05, HpWeapon02
equip = rem_gun05_mark05, HpWeapon03
equip = rem_gun05_mark05, HpWeapon04
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 50
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallBlue, HpRunningLight01
equip = SlowSmallBlue, HpRunningLight02
equip = SlowSmallBlue, HpRunningLight03
equip = SlowSmallBlue, HpRunningLight04
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
-50
View File
@@ -81,7 +81,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_fighter_power_special_10, HpPower01 hp_type = hp_fighter_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = port fin_lod1 obj = port fin_lod1
@@ -218,7 +217,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = Li_star_wing_lod1 obj = Li_star_wing_lod1
@@ -496,7 +494,6 @@ hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, H
hp_type = hp_fighter_engine_special_10, HpDrive01 hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_freighter_power_special_10, HpPower01 hp_type = hp_freighter_power_special_10, HpPower01
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
steering_torque = 54000, 54000, 104000 steering_torque = 54000, 54000, 104000
angular_drag = 60000, 60000, 60000 angular_drag = 60000, 60000, 60000
rotation_inertia = 16800, 16800, 16800 rotation_inertia = 16800, 16800, 16800
@@ -1112,7 +1109,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_fighter_power_special_10, HpPower01 hp_type = hp_fighter_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = br_fighter_tail_lod1 obj = br_fighter_tail_lod1
@@ -1213,7 +1209,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = br_port_wing_lod1 obj = br_port_wing_lod1
@@ -1358,7 +1353,6 @@ hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, H
hp_type = hp_fighter_engine_special_10, HpDrive01 hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_freighter_power_special_10, HpPower01 hp_type = hp_freighter_power_special_10, HpPower01
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = br_freighter_port_wing_lod1 obj = br_freighter_port_wing_lod1
@@ -1995,7 +1989,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_fighter_power_special_10, HpPower01 hp_type = hp_fighter_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = wing_starboard_lod1 obj = wing_starboard_lod1
@@ -2294,7 +2287,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = starboard_wing_lod1 obj = starboard_wing_lod1
@@ -2437,7 +2429,6 @@ hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, H
hp_type = hp_fighter_engine_special_10, HpDrive01 hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_freighter_power_special_10, HpPower01 hp_type = hp_freighter_power_special_10, HpPower01
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
HP_tractor_source = HpTractor_Source HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2 num_exhaust_nozzles = 2
@@ -3137,7 +3128,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_fighter_power_special_10, HpPower01 hp_type = hp_fighter_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = port_wing_lod1 obj = port_wing_lod1
@@ -3267,7 +3257,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = Rh_port_wing_lod1 obj = Rh_port_wing_lod1
@@ -3410,7 +3399,6 @@ hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, H
hp_type = hp_fighter_engine_special_10, HpDrive01 hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_freighter_power_special_10, HpPower01 hp_type = hp_freighter_power_special_10, HpPower01
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
HP_tractor_source = HpTractor_Source HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2 num_exhaust_nozzles = 2
@@ -3948,7 +3936,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_fighter_power_special_10, HpPower01 hp_type = hp_fighter_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = bh_topfin_lod1 obj = bh_topfin_lod1
@@ -4084,7 +4071,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = bh_topfin_lod1 obj = bh_topfin_lod1
@@ -4229,7 +4215,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = bh_topfin_lod1 obj = bh_topfin_lod1
@@ -4367,7 +4352,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_fighter_power_special_10, HpPower01 hp_type = hp_fighter_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
HP_tractor_source = HpTractor_Source HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2 num_exhaust_nozzles = 2
@@ -4481,7 +4465,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = fins_top_lod1 obj = fins_top_lod1
@@ -4609,7 +4592,6 @@ hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04
hp_type = hp_fighter_engine_special_10, HpDrive01 hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_freighter_power_special_10, HpPower01 hp_type = hp_freighter_power_special_10, HpPower01
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
HP_tractor_source = HpTractor_Source HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2 num_exhaust_nozzles = 2
@@ -4724,7 +4706,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_fighter_power_special_10, HpPower01 hp_type = hp_fighter_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
@@ -4891,7 +4872,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = wing_port_lod1 obj = wing_port_lod1
@@ -5040,8 +5020,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
hp_type = hp_rem_module02, HpJump
[CollisionGroup] [CollisionGroup]
obj = wing_port_lod1 obj = wing_port_lod1
@@ -5187,7 +5165,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_fighter_power_special_10, HpPower01 hp_type = hp_fighter_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
hp_type = hp_elite_shield_special_2, HpCloak01 hp_type = hp_elite_shield_special_2, HpCloak01
[CollisionGroup] [CollisionGroup]
@@ -5288,7 +5265,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_fighter_power_special_10, HpPower01 hp_type = hp_fighter_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = port_wing_lod1 obj = port_wing_lod1
@@ -5405,7 +5381,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_fighter_power_special_10, HpPower01 hp_type = hp_fighter_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = cv_port_wing_lod1 obj = cv_port_wing_lod1
@@ -5549,7 +5524,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = cv_port_wing_lod1 obj = cv_port_wing_lod1
@@ -5683,8 +5657,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
hp_type = hp_rem_module02, HpJump
hp_type = hp_elite_shield_special_2, HpCloak01 hp_type = hp_elite_shield_special_2, HpCloak01
[CollisionGroup] [CollisionGroup]
@@ -5835,7 +5807,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = cv_port_wing_g_lod1 obj = cv_port_wing_g_lod1
@@ -5985,7 +5956,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = cv_port_wing_b_lod1 obj = cv_port_wing_b_lod1
@@ -6125,7 +6095,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_fighter_power_special_10, HpPower01 hp_type = hp_fighter_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = bw_port_wing01_lod1 obj = bw_port_wing01_lod1
@@ -6236,7 +6205,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = bw_port_wing01_lod1 obj = bw_port_wing01_lod1
@@ -6427,8 +6395,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
hp_type = hp_rem_module02, HpJump
[CollisionGroup] [CollisionGroup]
obj = bw_port_wing01_lod1 obj = bw_port_wing01_lod1
@@ -6563,7 +6529,6 @@ hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, H
hp_type = hp_fighter_engine_special_10, HpDrive01 hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_freighter_power_special_10, HpPower01 hp_type = hp_freighter_power_special_10, HpPower01
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
steering_torque = 54000, 54000, 54000 steering_torque = 54000, 54000, 54000
angular_drag = 60000, 60000, 60000 angular_drag = 60000, 60000, 60000
rotation_inertia = 16800, 16800, 16800 rotation_inertia = 16800, 16800, 16800
@@ -6699,7 +6664,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = Or_star_wing_lod1 obj = Or_star_wing_lod1
@@ -8722,7 +8686,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
@@ -8894,7 +8857,6 @@ hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_fighter_engine_special_10, HpDrive01 hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_freighter_power_special_10, HpPower01 hp_type = hp_freighter_power_special_10, HpPower01
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03 surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03 surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
@@ -9002,7 +8964,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = starboard_wing_lod1 obj = starboard_wing_lod1
@@ -9138,7 +9099,6 @@ hp_type = hp_countermeasure_dropper, HpEngine02
hp_type = hp_fighter_engine_special_10, HpDrive01 hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_freighter_power_special_10, HpPower01 hp_type = hp_freighter_power_special_10, HpPower01
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
@@ -9185,7 +9145,6 @@ hp_type = hp_freighter_shield_special_1, HpCargo01, HpCargo02
hp_type = hp_fighter_engine_special_10, HpDrive01 hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_freighter_power_special_10, HpPower01 hp_type = hp_freighter_power_special_10, HpPower01
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
steering_torque = 22405000, 22405000, 22405000 steering_torque = 22405000, 22405000, 22405000
angular_drag = 64000000, 64000000, 64000000 angular_drag = 64000000, 64000000, 64000000
rotation_inertia = 2000000, 18000000, 18000000 rotation_inertia = 2000000, 18000000, 18000000
@@ -9260,7 +9219,6 @@ cockpit = cockpits\hc_transport.ini
hp_type = hp_fighter_engine_special_10, HpDrive01 hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_freighter_power_special_10, HpPower01 hp_type = hp_freighter_power_special_10, HpPower01
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
; Alpaca ; Alpaca
@@ -9340,7 +9298,6 @@ hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, H
hp_type = hp_fighter_engine_special_10, HpDrive01 hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_freighter_power_special_10, HpPower01 hp_type = hp_freighter_power_special_10, HpPower01
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
steering_torque = 54000, 54000, 104000 steering_torque = 54000, 54000, 104000
angular_drag = 60000, 60000, 60000 angular_drag = 60000, 60000, 60000
rotation_inertia = 16800, 16800, 16800 rotation_inertia = 16800, 16800, 16800
@@ -9437,7 +9394,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = Or_star_wing_s_lod1 obj = Or_star_wing_s_lod1
@@ -9531,7 +9487,6 @@ hp_type = hp_turret_special_1, HpTurret_U1_01, HpTurret_U1_02, HpTurret_U1_03, H
hp_type = hp_fighter_engine_special_10, HpDrive01 hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_freighter_power_special_10, HpPower01 hp_type = hp_freighter_power_special_10, HpPower01
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = lifter_clamp01_lod1 obj = lifter_clamp01_lod1
@@ -9617,7 +9572,6 @@ hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_fighter_engine_special_10, HpDrive01 hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_freighter_power_special_10, HpPower01 hp_type = hp_freighter_power_special_10, HpPower01
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
[CollisionGroup] [CollisionGroup]
@@ -10166,7 +10120,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
; HALLOWEEN JACK O LANTERN NPC ; HALLOWEEN JACK O LANTERN NPC
@@ -10286,8 +10239,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_fighter_power_special_1, HpPower02 hp_type = hp_fighter_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
hp_type = hp_rem_module02, HpJump
[CollisionGroup] [CollisionGroup]
obj = cv02_port_wing_lod1 obj = cv02_port_wing_lod1
@@ -10562,7 +10513,6 @@ hp_type = hp_fighter_engine_special_10, HpDrive01
hp_type = hp_elite_power_special_10, HpPower01 hp_type = hp_elite_power_special_10, HpPower01
hp_type = hp_elite_power_special_1, HpPower02 hp_type = hp_elite_power_special_1, HpPower02
hp_type = hp_rem_module01, HpVelocity hp_type = hp_rem_module01, HpVelocity
hp_type = hp_cloak, HpVelocity
[CollisionGroup] [CollisionGroup]
obj = drone_port_wing01_lod1 obj = drone_port_wing01_lod1
Binary file not shown.
Binary file not shown.
-12
View File
@@ -9848,16 +9848,4 @@ hit_pts = 1e36
nomad = true nomad = true
loadout = neb_debris_load loadout = neb_debris_load
solar_radius = 3000 solar_radius = 3000
shape_name = NNM_SM_COMMUNICATIONS
; Construction Site
[Solar]
nickname = construction_site
type = NON_TARGETABLE
DA_archetype = solar\rem_misc\construction_site.3db
material_library = solar\rem_misc\construction_site.3db
LODranges = 0, 999999
mass = 10000
hit_pts = 1e36
solar_radius = 3000
shape_name = NNM_SM_COMMUNICATIONS shape_name = NNM_SM_COMMUNICATIONS
@@ -1,5 +0,0 @@
[Room_Info]
scene = ambient, Scripts\Intro\intro_blackhole.thn
[Room_Sound]
music = music_sigma_space
@@ -1,5 +0,0 @@
[Room_Info]
scene = ambient, Scripts\Intro\intro_crystals.thn
[Room_Sound]
music = music_iw_space
@@ -1,7 +0,0 @@
[BaseInfo]
nickname = intro5_base
start_room = Cityscape
[Room]
nickname = Cityscape
file = Universe\Systems\Intro\Bases\Rooms\intro5_blackhole.ini
@@ -1,7 +0,0 @@
[BaseInfo]
nickname = intro6_base
start_room = Cityscape
[Room]
nickname = Cityscape
file = Universe\Systems\Intro\Bases\Rooms\intro6_crystals.ini
-14
View File
@@ -1665,20 +1665,6 @@ strid_name = 196766
file = Universe\Systems\Intro\Bases\Intro4_Base.ini file = Universe\Systems\Intro\Bases\Intro4_Base.ini
BGCS_base_run_by = W02bF35 BGCS_base_run_by = W02bF35
[Base]
nickname = Intro5_Base
system = Li01
strid_name = 196766
file = Universe\Systems\Intro\Bases\Intro5_Base.ini
BGCS_base_run_by = W02bF35
[Base]
nickname = Intro6_Base
system = Li01
strid_name = 196766
file = Universe\Systems\Intro\Bases\Intro6_Base.ini
BGCS_base_run_by = W02bF35
[Base] [Base]
nickname = Ew06_01_Base nickname = Ew06_01_Base
system = Ew06 system = Ew06
-2
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@@ -24,8 +24,6 @@ MATERIAL_FRICTION = 0.1
MATERIAL_ELASTICITY = 0.9 MATERIAL_ELASTICITY = 0.9
DEFAULT_LINEAR_DAMPING = 0.5 DEFAULT_LINEAR_DAMPING = 0.5
DEFAULT_ANGULAR_DAMPING = 0.2, 0.2, 0.2 DEFAULT_ANGULAR_DAMPING = 0.2, 0.2, 0.2
; REM: the jump drive flies ships faster than the default 1000 m/s (rem-server [Native.JumpDrive] WarpSpeed)
ANOM_LIMITS_MAX_VELOCITY = 3000
[CommConsts] [CommConsts]
COMM_PLAYER_FAR_DIST = 6000 COMM_PLAYER_FAR_DIST = 6000
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@@ -41,12 +41,6 @@ rem.AddInfoCard(524524, "MODULE SLOT 9")
rem.AddInfoCard(524525, "MODULE SLOT 10") rem.AddInfoCard(524525, "MODULE SLOT 10")
rem.AddInfoCard(524526, "SECTOR SCANNER") rem.AddInfoCard(524526, "SECTOR SCANNER")
rem.AddInfoCard(524527, "Shows / hides the 3D sector scanner (contacts within 7.5 km).") rem.AddInfoCard(524527, "Shows / hides the 3D sector scanner (contacts within 7.5 km).")
rem.AddInfoCard(524528, "HUDLESS")
rem.AddInfoCard(524529, "Hides the HUD, then also the mouse cursor, then shows both again (screenshots).")
rem.AddInfoCard(524530, "CLOAK")
rem.AddInfoCard(524531, "Switches the cloaking device on or off.")
rem.AddInfoCard(524532, "JUMP DRIVE")
rem.AddInfoCard(524533, "In cruise: charges the jump drive to the last waypoint (again: stops the charge or the flight).")
-- RACE INFOCARDS -- RACE INFOCARDS
rem.AddInfoCard(9001, "1") rem.AddInfoCard(9001, "1")
@@ -58,32 +52,6 @@ rem.AddInfoCard(9006, "START")
-- Equipment Infocard Overrides -- Equipment Infocard Overrides
-- Cloak Module Info
rem.AddInfoCard(476000, "Cloak Module")
rem.AddInfoCard(476001, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="c"/><TRA bold="true"/><TEXT>Cloak Module</TEXT><TRA bold="false"/><PARA/><JUST loc="l"/><PARA/><TEXT>A cloaking device that fits module slot 1. Once active, it hides the ship from sensors, scanners and targeting systems. Built after the cloaking fields of the Rheinland fighters.</TEXT><PARA/><PARA/><TEXT>Cloak time: 4 s. Effect: no_cloakeffect01.</TEXT><PARA/><PARA/><POP/></RDL>]])
rem.AddInfoCard(476002, "Admin Cloak Module")
rem.AddInfoCard(476003, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="c"/><TRA bold="true"/><TEXT>Admin Cloak Module</TEXT><TRA bold="false"/><PARA/><JUST loc="l"/><PARA/><TEXT>The cloak module without limits: firing, cruise, docking and the other rules of the server do not switch it off. Not for sale.</TEXT><PARA/><PARA/><POP/></RDL>]])
rem.AddInfoCard(476004, "Nomad Cloak Module")
rem.AddInfoCard(476005, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="c"/><TRA bold="true"/><TEXT>Nomad Cloak Module</TEXT><TRA bold="false"/><PARA/><JUST loc="l"/><PARA/><TEXT>A cloaking device that fits module slot 1. Once active, it hides the ship from sensors, scanners and targeting systems. Built after the cloaking fields of the Nomad fighters. The ship fades out in the shimmer of a Nomad field.</TEXT><PARA/><PARA/><TEXT>Cloak time: 4 s. Effect: no_cloakeffect05.</TEXT><PARA/><PARA/><POP/></RDL>]])
rem.AddInfoCard(476006, "Osiris Cloak Module")
rem.AddInfoCard(476007, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="c"/><TRA bold="true"/><TEXT>Osiris Cloak Module</TEXT><TRA bold="false"/><PARA/><JUST loc="l"/><PARA/><TEXT>A cloaking device that fits module slot 1. Once active, it hides the ship from sensors, scanners and targeting systems. A copy of the cloaking device of the Osiris, scaled down for smaller hulls.</TEXT><PARA/><PARA/><TEXT>Cloak time: 5 s. Effect: no_cloakeffect06.</TEXT><PARA/><PARA/><POP/></RDL>]])
rem.AddInfoCard(476008, "Gunboat Cloak Module")
rem.AddInfoCard(476009, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="c"/><TRA bold="true"/><TEXT>Gunboat Cloak Module</TEXT><TRA bold="false"/><PARA/><JUST loc="l"/><PARA/><TEXT>A cloaking device that fits module slot 1. Once active, it hides the ship from sensors, scanners and targeting systems. The cloaking field of a Rheinland gunboat. Its effect is larger and takes longer to build up.</TEXT><PARA/><PARA/><TEXT>Cloak time: 10 s. Effect: no_cloakeffect02.</TEXT><PARA/><PARA/><POP/></RDL>]])
rem.AddInfoCard(476010, "Cruiser Cloak Module")
rem.AddInfoCard(476011, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="c"/><TRA bold="true"/><TEXT>Cruiser Cloak Module</TEXT><TRA bold="false"/><PARA/><JUST loc="l"/><PARA/><TEXT>A cloaking device that fits module slot 1. Once active, it hides the ship from sensors, scanners and targeting systems. The cloaking field of a Rheinland cruiser. A large effect that takes long to build up.</TEXT><PARA/><PARA/><TEXT>Cloak time: 10 s. Effect: no_cloakeffect03.</TEXT><PARA/><PARA/><POP/></RDL>]])
rem.AddInfoCard(476012, "Battleship Cloak Module")
rem.AddInfoCard(476013, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="c"/><TRA bold="true"/><TEXT>Battleship Cloak Module</TEXT><TRA bold="false"/><PARA/><JUST loc="l"/><PARA/><TEXT>A cloaking device that fits module slot 1. Once active, it hides the ship from sensors, scanners and targeting systems. The cloaking field of a Rheinland battleship. The largest Rheinland effect, slow to build up.</TEXT><PARA/><PARA/><TEXT>Cloak time: 10 s. Effect: no_cloakeffect04.</TEXT><PARA/><PARA/><POP/></RDL>]])
rem.AddInfoCard(476014, "Nomad Gunboat Cloak Module")
rem.AddInfoCard(476015, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="c"/><TRA bold="true"/><TEXT>Nomad Gunboat Cloak Module</TEXT><TRA bold="false"/><PARA/><JUST loc="l"/><PARA/><TEXT>A cloaking device that fits module slot 1. Once active, it hides the ship from sensors, scanners and targeting systems. The cloaking field of a Nomad gunboat. A large Nomad effect that takes longer to build up.</TEXT><PARA/><PARA/><TEXT>Cloak time: 10 s. Effect: no_cloakeffect_gunboat.</TEXT><PARA/><PARA/><POP/></RDL>]])
rem.AddInfoCard(476016, "Nomad Battleship Cloak Module")
rem.AddInfoCard(476017, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="c"/><TRA bold="true"/><TEXT>Nomad Battleship Cloak Module</TEXT><TRA bold="false"/><PARA/><JUST loc="l"/><PARA/><TEXT>A cloaking device that fits module slot 1. Once active, it hides the ship from sensors, scanners and targeting systems. The cloaking field of a Nomad battleship. The largest Nomad effect, slow to build up.</TEXT><PARA/><PARA/><TEXT>Cloak time: 10 s. Effect: no_cloakeffect_battleship.</TEXT><PARA/><PARA/><POP/></RDL>]])
rem.AddInfoCard(476020, "Jump Drive")
rem.AddInfoCard(476021, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="c"/><TRA bold="true"/><TEXT>Jump Drive</TEXT><TRA bold="false"/><PARA/><JUST loc="l"/><PARA/><TEXT>A jump drive that fits module slot 1 (not together with a cloaking device). It takes the ship to the last waypoint set in the nav map: within the system as a warp, to a system nearby through a jump hole of its own.</TEXT><PARA/><PARA/><TEXT>Fly to the waypoint first (Goto): the drive works out of cruise only. It burns H-Fuel from the hold, charges for a while before the jump with the shield down, and has to cool down afterwards. Range, fuel, charge and cooldown are the server's.</TEXT><PARA/><PARA/><POP/></RDL>]])
rem.AddInfoCard(476022, "Admin Jump Drive")
rem.AddInfoCard(476023, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="c"/><TRA bold="true"/><TEXT>Admin Jump Drive</TEXT><TRA bold="false"/><PARA/><JUST loc="l"/><PARA/><TEXT>The jump drive without limits: no fuel, no range limit, no cooldown, the shield stays up, a short charge. Not for sale.</TEXT><PARA/><PARA/><POP/></RDL>]])
-- Sensor Probe Info -- Sensor Probe Info
rem.AddInfoCard(264756, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="c"/><TRA bold="true"/><TEXT>Sensor Probe</TEXT><TRA bold="false"/><PARA/><JUST loc="l"/><PARA/><TEXT>The sensor probe is a small, versatile device designed to scan the immediate surroundings for anomalies. Its compact size allows for easy deployment in various environments, making it ideal for scientific research, security applications, and environmental monitoring. The probe is equipped with advanced sensors capable of detecting a wide range of physical, chemical, and biological parameters, providing real-time data and analysis. Its robust design ensures reliable performance in challenging conditions, while its intuitive interface allows for straightforward operation and data interpretation.</TEXT><PARA/><PARA/><TEXT></TEXT><PARA/><PARA/><POP/></RDL>]]) rem.AddInfoCard(264756, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="c"/><TRA bold="true"/><TEXT>Sensor Probe</TEXT><TRA bold="false"/><PARA/><JUST loc="l"/><PARA/><TEXT>The sensor probe is a small, versatile device designed to scan the immediate surroundings for anomalies. Its compact size allows for easy deployment in various environments, making it ideal for scientific research, security applications, and environmental monitoring. The probe is equipped with advanced sensors capable of detecting a wide range of physical, chemical, and biological parameters, providing real-time data and analysis. Its robust design ensures reliable performance in challenging conditions, while its intuitive interface allows for straightforward operation and data interpretation.</TEXT><PARA/><PARA/><TEXT></TEXT><PARA/><PARA/><POP/></RDL>]])
@@ -116,50 +84,24 @@ rem.AddInfoCard(455100, "Cygnus-Cluster")
-- Mission Infocards -- Mission Infocards
rem.AddInfoCard(458600, "Story Arc I - Liberty | Zero Point ")
rem.AddInfoCard(458601, "Story Arc I - Liberty | Tour of Duty")
rem.AddInfoCard(458602, "Story Arc II - Liberty | Inner Corruption")
rem.AddInfoCard(458603, "Story Arc II - Liberty | Phantom Breach")
rem.AddInfoCard(458604, "Story Arc II - Liberty | Subversive Operation")
rem.AddInfoCard(458605, "Story Arc II - Liberty | Silent Deception")
rem.AddInfoCard(458606, "Story Arc II - Liberty | Data Fragment")
rem.AddInfoCard(458607, "Story Arc III - Liberty | The Reunion")
rem.AddInfoCard(458608, "Story Arc III - Liberty | Walker's Remembrence")
-- Mission Text Introducing Story Arc I - Liberty | Zero Point (Planet Manhattan - Li01_01_Base)
rem.AddInfoCard(458650, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Tormeted by unsettling visions and daily unconsciousness another journey starting to find ancient artifacts to reveal the truth about an impending threat.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>While the Nomads disappeared with the Hypergate their impact and influence is still recognizable. By following the traces they left behind, the path toward uncovering the answers slowly begins to reveal itself.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Sean Ashcroft have been seen near the Pittsburgh Debris Field. As a key figure in Sirius' smuggling ring and a Liberty Rogues operative, he may be the best lead. Starting the next mission on the job-board will lead to the meeting on the Manhattan Landing Pads.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
-- Mission Text Introducing Story Arc I - Liberty | Tour of Cuty (Planet Manhattan - Li01_01_Base)
rem.AddInfoCard(458651, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Harrison contacted through an open channel, requesting a meeting on Planet Manhattan. Deeply concerned about Liberty's inner politics, the common afairs and the growing instability reaching to an unpreventable turmoil. Nevertheless he also has his duties and need some assistance.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Despite his concerns about the broader political situation, Harrison cannot afford to neglect his own responsibilities. There are matters requiring his immediate attention, obligations that cannot simply be postponed, and developments that demand action before they escalate further.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Harrison's the first choice by President Jacobi to blot out the Nomad corruption. Starting the next mission on the job-board will lead to the meeting on the Manhattan Landing Pads.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
-- Mission Text Introducing Story Arc II - Liberty | Inner Corruption (Buffalo Base - Li12_01_Base)
rem.AddInfoCard(458652, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Receiving a cryptic message from an unknown contact for a rendezvous on Buffalo Station. The message contains also the specific location data for the meeting.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>The sender provides little to no explanation regarding their identity, intentions, or the purpose of the meeting, leaving behind more questions than answers.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>There could be a trap, but at least giving it a chance and risk a look. Starting the next mission on the job-board will lead to the meeting on the Buffalo Base Deck.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
-- Mission Text Introducing Story Arc II - Liberty | Phantom Breach (Mactan Base - Iw03_02_Base)
rem.AddInfoCard(458653, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>The Lane Hackers need some assistance with one of their patrols in the Magellan System. Recent reports indicate that Ageira Technologies' armed forces have increased their presence in the area and are actively searching for Lane Hacker patrols.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Ageira Technologies has significantly increased its armed forces' presence throughout the region. Their patrols have become more frequent, and their forces appear to be conducting coordinated search operations targeting known Lane Hacker activity.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>The entire Universal Ship Identification software system to track ships and their contents throughout the entire Trade Lane network in the Sirius Sector were designed by the Lane Hackers. Starting the next mission on the job-board will lead to the meeting on the Mactan Base Deck.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
-- Mission Text Introducing Story Arc II - Liberty | Subversive Operation (Buffalo Base - Li12_01_Base)
rem.AddInfoCard(458654, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>A Liberty Cruiser command post, accompanied by its undercover Strike Force, is testing experimental weapons in the Detroit Debris Field. This ineligible military black ops strike force trains for one reason - to crush the Rebus.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Hidden from public record and operating under strict secrecy, the Strike Force is not an ordinary military detachment. Every operation, every training exercise, and every experimental weapons test serves a single, uncompromising objective: preparing for the inevitable confrontation with the Rebus.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Be prepared for this mission against that special forces. Starting the next mission on the job-board will lead to the meeting on the Buffalo Base Deck.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
-- Mission Text Introducing Story Arc II - Liberty | Silent Deception (Alcatraz Base - Li02_06_Base)
rem.AddInfoCard(458655, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Meet the Liberty Rogues courier on Alcatraz Base to get information about their next coup about an high-tech item.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Your task is to locate the courier, establish contact, and gather intelligence about the target, the planned heist, and the faction’s intentions.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>This mission will change the balance of powers against Liberty once and for all. Starting the next mission on the job-board will lead to the meeting on the Mactan Base Deck.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
-- Mission Text Introducing Story Arc II - Liberty | Data Fragment (Buffalo Base - Li12_01_Base)
rem.AddInfoCard(458656, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>The Rebus presents its passport in this precarious situation, offering a reflection on its purpose, identity, and significance within an uncertain environment.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Through a network of connections established by pirate transmitters, it communicates its intentions and explores the possibilities of alternative forms of communication, exchange, and belonging.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>This is our final stand against Liberty. Failure is not an option, pilot. Starting the next mission on the job-board will lead to the meeting on the Buffalo Base Deck.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(458700, "Launch your Ship")
-- Story Arc I - Liberty | Zero Point (Planet Manhattan - Li01_01_Base) -- Story Arc I - Liberty | Zero Point (Planet Manhattan - Li01_01_Base)
rem.AddInfoCard(458751, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 01: Zero Point</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Today, there was another disturbing unconsciousness and daydreaming. Something strange, like seeing the past and the future at the same time. It felt like a warning — a vision of a threat and artifacts. But there was something more... something that remained difficult to understand.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>By contacting Jun'ko Zane talking about ancient alien artifacts, she sent some information that Sean Ashcroft has been spotted near the Pittsburgh Debris Field. Ashcroft would be a good lead, as he has the best insight into the smuggling ring in Sirius, and after his former interrogation, he is still working for the Liberty Rogues on criminal activites.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Finding Sean Ashcroft and talk to him on planet Pittsburgh will be a good start.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>Objectives:</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Destroy Ashcroft's Ship</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Tractor in Ashcroft's Lifepod</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Land on Planet Pittsburgh</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]]) rem.AddInfoCard(458751, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 01: Zero Point</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Today, there was another disturbing unconsciousness and daydreaming. Something strange, like seeing the past and the future at the same time. It felt like a warning — a vision of a threat and artifacts. But there was something more... something that remained difficult to understand.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>By contacting Jun'ko Zane talking about ancient alien artifacts, she sent some information that Sean Ashcroft has been spotted near the Pittsburgh Debris Field. Ashcroft would be a good lead, as he has the best insight into the smuggling ring in Sirius, and after his former interrogation, he is still working for the Liberty Rogues on criminal activites.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Finding Sean Ashcroft and talk to him on planet Pittsburgh will be a good start.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>Objectives:</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Destroy Ashcroft's Ship</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Tractor in Ashcroft's Lifepod</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Land on Planet Pittsburgh</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(458752, "Find Ashcroft in the Pittsburgh Debris Field") rem.AddInfoCard(458752, "Find Ashcroft in the Pittsburgh Debris Field")
rem.AddInfoCard(458753, "Destroy Ashcroft's Ship") rem.AddInfoCard(458753, "Destroy Ashcroft's Ship")
rem.AddInfoCard(458754, "Tractor in Ashcroft's Lifepod") rem.AddInfoCard(458754, "Tractor in Ashcroft's Lifepod")
rem.AddInfoCard(458755, "Land on Planet Pittsburgh") rem.AddInfoCard(458755, "Land on Planet Pittsburgh")
rem.AddInfoCard(458756, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 01: Zero Point</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Status: Mission accomplished</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>Excellent! Through his smuggling connections, Ashcroft had obtained an ancient artifact: the Athena Orb.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>This could be the beginning to a journey finding more Daam-K'vosh artifacts by its ability to locate other artifacts, potentially makes it a tracking device for the entire collection. Meanwhile there's another mission on Planet Manhattan.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Launch your ship to continue for the mission interlude. Diplomat Harrison will contact you in space.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]]) rem.AddInfoCard(458756, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 02: Zero Point</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Status: Mission accomplished</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>Excellent! Through his smuggling connections, Ashcroft had obtained an ancient artifact: the Athena Orb.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>This could be the beginning to a journey finding more Daam-K'vosh artifacts by its ability to locate other artifacts, potentially makes it a tracking device for the entire collection. Meanwhile there's another mission on Planet Manhattan.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Launch your ship to continue the next mission. Diplomat Harrison will contact you in space.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(458757, "Launch your Ship")
rem.AddInfoCard(458758, "Fly to Planet Manhattan")
rem.AddInfoCard(458757, "Fly to Planet Manhattan") -- Mission Text Introducing Story Arc I - Tour of Duty
rem.AddInfoCard(458758, "Land on Planet Manhattan") rem.AddInfoCard(458759, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Juni introduced Harrison to me in the Manhattan Bar. We talked a lot of Liberty's inner politics and its common afairs. Harrison's the first choice by the President of Liberty to blot out the Nomad corruption.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>I should come later to get more informations about the current politic situation.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
-- Story Arc I - Liberty | Tour of Duty (Planet Manhattan - Li01_01_Base) -- Story Arc I - Liberty | Tour of Duty (Planet Manhattan - Li01_01_Base)
rem.AddInfoCard(458760, "Story Arc I - Liberty") rem.AddInfoCard(458760, "Story Arc I - Liberty")
rem.AddInfoCard(458761, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 02: Tour of Duty</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Diplomat Harrison explained that the nomad incident changed the initial situations of the colonies. Political and military permissions are in transition, but also new conflicts arise. Only the highest government authorities know more about the reasons for these structural changes.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Liberty's government was considering a new taxation scheme aimed at the Junkers, that would impos tariffs on their scrap businesses in exchange for protection and infrastructure support. Many in the Junker community saw this as another attempt to restrict their hard fought independence.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Harrison is asking to give him an escort to Rochester Base in sector D3 in the New York System. For his new diplomat role he needs to arrange an agreement between Liberty and the Junkers.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]]) rem.AddInfoCard(458761, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 02: Tour of Duty</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Diplomat Harrison explained that the nomad incident changed the initial situations of the colonies. Political and military permissions are in transition, but also new conflicts arise. Only the highest government authorities know more about the reasons for these structural changes.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Liberty's government was considering a new taxation scheme aimed at the Junkers, that would impos tariffs on their scrap businesses in exchange for protection and infrastructure support. Many in the Junker community saw this as another attempt to restrict their hard fought independence.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Harrison is asking to give him an escort to Rochester Base in sector D3 in the New York System. For his new diplomat role he needs to arrange an agreement between Liberty and the Junkers.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(458762, "Fly to Rochester Base") rem.AddInfoCard(458762, "Negotiate an agreement with the Junkers")
rem.AddInfoCard(458763, "Negotiate an agreement with the Junkers") rem.AddInfoCard(458763, "Fly to Rochester Base")
rem.AddInfoCard(458764, "Kill all Xenos") rem.AddInfoCard(458764, "Kill all Xenos")
rem.AddInfoCard(458765, "Land on Rochester Base") rem.AddInfoCard(458765, "Land on Rochester Base")
rem.AddInfoCard(458766, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 02: Tour of Duty</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>While we arrived sector D3 in the New York System a few Xenos attacked Rochester Base. After joining the fight to support the Junkers, we managed to push back the attackers and help secure the base. Landing at Rochester Base, we prepared to begin negotiations with the Junkers.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Harrison seems to have a good knack for it. The negotiations seems to went well. On top, the Junkers gave us some outlaw connections calling The Rebus. Flying to Buffalo Base will be the next destination.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]]) rem.AddInfoCard(458766, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 02: Tour of Duty</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>While we arrived sector D3 in the New York System a few Xenos attacked Rochester Base. After joining the fight to support the Junkers, we managed to push back the attackers and help secure the base. Landing at Rochester Base, we prepared to begin negotiations with the Junkers.</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Harrison seems to have a good knack for it. The negotiations seems to went well. On top, the Junkers gave us some outlaw connections calling The Rebus. Flying to Buffalo Base will be the next destination.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
@@ -169,26 +111,29 @@ rem.AddInfoCard(458769, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JU
-- Story Arc II - Liberty | Inner Corruption (Buffalo Station - Li01_12_Base) -- Story Arc II - Liberty | Inner Corruption (Buffalo Station - Li01_12_Base)
-- Mission Text Introducing Story Arc I - Inner Corruption
rem.AddInfoCard(458999, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Receiving a cryptic message from an unknown contact for a rendezvous on Buffalo Station. The message contains also the specific location data for the meeting.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>There could be a trap, but at least giving it a chance and risk a look.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(459000, "Story Arc II - Liberty") rem.AddInfoCard(459000, "Story Arc II - Liberty")
rem.AddInfoCard(459001, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 01: Inner Corruption</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>After arriving at Buffalo Station, a female artificial intelligence unit linked with an underground news channel called the Rebus has been introduced: Revealing the truth about Liberty's intention, it's inner corruption and the lie to cover-up of the impacts of the nomad incident.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Through the complex security communication structure of the Rebus, independent freelancers are always required to gain information. Liberty transmitted their planned emergency action documents to their intel Navy Satellite near Maine. Based on our intelligence, this Navy Satellite near the icy moon Maine functions as a connection hub for communication networks used in covert operations and discreet messaging. Getting these documents will certainly have an impact to the further political events and the revelation of Liberty's political agendas.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Objectives:</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Destroy the Navy Satellite</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Obtain the latest emergency action documents from Liberty</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Deliver the files to the Rebus on Buffalo Base</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]]) rem.AddInfoCard(459001, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 01: Inner Corruption</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>After arriving at Buffalo Station, a female artificial intelligence unit linked with an underground news channel called the Rebus has been introduced: Revealing the truth about Liberty's intention, it's inner corruption and the lie to cover-up of the impacts of the nomad incident.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Through the complex security communication structure of the Rebus, independent freelancers are always required to gain information. Liberty transmitted their planned emergency action documents to their intel Navy Satellite near Maine. Based on our intelligence, this Navy Satellite near the icy moon Maine functions as a connection hub for communication networks used in covert operations and discreet messaging. Getting these documents will certainly have an impact to the further political events and the revelation of Liberty's political agendas.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Objectives:</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Destroy the Navy Satellite</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Obtain the latest emergency action documents from Liberty</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Deliver the files to the Rebus on Buffalo Base</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(459002, "Fly to the Destination") rem.AddInfoCard(459002, "Fly to the Destination")
rem.AddInfoCard(459003, "Destroy the Navy Satellite") rem.AddInfoCard(459003, "Destroy the Navy Satellite")
rem.AddInfoCard(459004, "Tractor in the Emergency Action Documents") rem.AddInfoCard(459004, "Tractor in the Emergency Action Documents")
rem.AddInfoCard(459007, "Deliver the Documents to Buffalo") rem.AddInfoCard(459005, "Deliver the Documents to Buffalo")
rem.AddInfoCard(459008, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>>Mission 01: Inner Corruption</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Status: Mission accomplished</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>The Rebus was right. By obtaining the latest emergency action documents, there are some delicate information what Liberty authorities have planned as a reaction for the destruction of Freeport 7 and the Nomad incident.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>These actions are primarely focussing to restrict the scope in what the The Rebus is acting. The political pressure is forcing President Jacobi to take action accordingly.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>It will take some time to evalute all captured documents. In the meantime the Lane Hackers are requesting some assistance with one of their patrols. Fly to Mactan Base in the Magellan System to start the mission.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]]) rem.AddInfoCard(459006, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>>Mission 01: Inner Corruption</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Status: Mission accomplished</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>The Rebus was right. By obtaining the latest emergency action documents, there are some delicate information what Liberty authorities have planned as a reaction for the destruction of Freeport 7 and the Nomad incident.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>These actions are primarely focussing to restrict the scope in what the The Rebus is acting. The political pressure is forcing President Jacobi to take action accordingly.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>It will take some time to evalute all captured documents. In the meantime the Lane Hackers are requesting some assistance with one of their patrols. Fly to Mactan Base in the Magellan System to start the mission.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(459009, "Fly to Mactan Base") rem.AddInfoCard(459009, "Fly to Mactan Base")
rem.AddInfoCard(459010, "Land on Mactan Base") rem.AddInfoCard(459010, "Land on Mactan Base")
-- Story Arc II - Liberty | Phantom Breach (Mactan Base - Li01_12_Base) -- Story Arc II - Liberty | Phantom Breach (Mactan Base - Li01_12_Base)
rem.AddInfoCard(459012, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 02: Phantom Breach</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>The Lane Hackers were intercepted by Ageira Technologies armed forces during their attempt to inject their cracked firmware codes to the Tradelanes near Freeport 4. Despite their efforts, the hackers managed to crack the Tradelane's firmware, gaining access to sensitive navigation and control systems. However, the security forces of Ageira Technologies quickly responded, leading to a fierce confrontation.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Your mission is to destroy all Ageira Technologies vessels and salvage the cracked firmware codes so they don't get their hands on them and bring them back to Mactan Base.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Objectives:</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Destroy all Ageira Vessels</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Salvage the cracked firmware codes</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Deliver the cracked firmware codes to Mactan Base</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]]) rem.AddInfoCard(459010, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>Mission 02: Phantom Breach</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>The Lane Hackers were intercepted by Ageira Technologies armed forces during their attempt to inject their cracked firmware codes to the Tradelanes near Freeport 4. Despite their efforts, the hackers managed to crack the Tradelane's firmware, gaining access to sensitive navigation and control systems. However, the security forces of Ageira Technologies quickly responded, leading to a fierce confrontation.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Your mission is to destroy all Ageira Technologies vessels and salvage the cracked firmware codes so they don't get their hands on them and bring them back to Mactan Base.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Objectives:</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Destroy all Ageira Vessels</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Salvage the cracked firmware codes</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>- Deliver the cracked firmware codes to Mactan Base</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(459013, "Salvage the Cracked Firmware Codes") rem.AddInfoCard(459011, "Salvage the Cracked Firmware Codes")
rem.AddInfoCard(459014, "Destroy all Ageira Vessels") rem.AddInfoCard(459012, "Destroy all Ageira Vessels")
rem.AddInfoCard(459015, "Tractor in Cracked Firmware Codes") rem.AddInfoCard(459013, "Tractor in Cracked Firmware Codes")
rem.AddInfoCard(459016, "Deliver the Codes to Mactan Base") rem.AddInfoCard(459014, "Deliver the Codes to Mactan Base")
rem.AddInfoCard(459017, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>>Mission 02: Phantom Breach</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Status: Mission accomplished</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>This was a harsh battle against Ageira Technologies security forces. Thankfully, the Lane Hackers have regained access to the cracked firmware codes. However, Ageira Technologies will definitely monitor their actions more closely than usual.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>The Rebus sent a message to your Neural Net, instructing to meet her at Buffalo Base. It is highly alarming about the sitatuion and Liberty's upcoming plans.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>To foil or at least delay these measures, The Rebus awaits my response to continue countering their political agendas.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]]) rem.AddInfoCard(459015, [[<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><JUST loc="left"/><TEXT>>Mission 02: Phantom Breach</TEXT><PARA/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>Status: Mission accomplished</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><TEXT>This was a harsh battle against Ageira Technologies security forces. Thankfully, the Lane Hackers have regained access to the cracked firmware codes. However, Ageira Technologies will definitely monitor their actions more closely than usual.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>The Rebus sent a message to your Neural Net, instructing to meet her at Buffalo Base. It is highly alarming about the sitatuion and Liberty's upcoming plans.</TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT></TEXT><PARA/><JUST loc="left"/><JUST loc="left"/><TEXT>To foil or at least delay these measures, The Rebus awaits my response to continue countering their political agendas.</TEXT><PARA/><JUST loc="left"/><POP/></RDL>]])
rem.AddInfoCard(459018, "Fly to Buffalo Base") rem.AddInfoCard(459016, "Fly to Buffalo Base")
rem.AddInfoCard(459019, "Land on Buffalo Base") rem.AddInfoCard(459017, "Land on Buffalo Base")
-- Story Arc II - Liberty | Subversive Operation (Buffalo Station - Li01_12_Base) -- Story Arc II - Liberty | Subversive Operation (Buffalo Station - Li01_12_Base)
@@ -1,238 +0,0 @@
; >>> MISSION SECTION <<<
[Mission]
nickname = li_arc_chapter_1_m01
story_name = li_arc01_m01 ; progress key, lowercase
story_autostart = li_arc_chapter_1_m02
offer_type = CapturePrisoner
offer_reward = 500000
offer_target_system = Li01
offer_faction = li_n_grp
offer_title_id = 458600
offer_description_id = 458650
offer_bases = Li01_01_Base
; reoffer defaults to OnFail for story missions
; >>> NPC SECTION <<<
[NpcShipArch]
nickname = MSN14_Ashcroft
archetype = pi_elite ; shiparch nickname from your mod data
loadout = MSN02_Ashcroft ; loadout nickname from your mod data
state_graph = fighter
pilot = MSN02_Ashcroft ; pilot nickname from pilots.ini
level = 5
[MsnNpc]
nickname = Ashcroft
npc_ship = MSN14_Ashcroft
string_id = 216206
faction = fc_lr_grp
system = Li01
position = 32234, 0, -82297
label = lr_ashcroft
[NpcShipArch]
nickname = MSN14_Ashcroft_Escort
archetype = pi_fighter ; shiparch nickname from your mod data
loadout = MSN02_Ashcroft_Escort ; loadout nickname from your mod data
state_graph = fighter
pilot = MSN02_Ashcroft_Escort ; pilot nickname from pilots.ini
level = 5
[MsnNpc]
nickname = Ashcroft_Escort_1
npc_ship = MSN14_Ashcroft_Escort
string_id = 196888
faction = fc_lr_grp
system = Li01
position = 32254, 0, -82297
label = lr_pirates
[MsnNpc]
nickname = Ashcroft_Escort_2
npc_ship = MSN14_Ashcroft_Escort
string_id = 196888
faction = fc_lr_grp
system = Li01
position = 32234, 0, -82297
label = lr_pirates
[MsnNpc]
nickname = Ashcroft_Escort_3
npc_ship = MSN14_Ashcroft_Escort
string_id = 196888
faction = fc_lr_grp
system = Li01
position = 32224, 0, -82297
label = lr_pirates
[MsnNpc]
nickname = Ashcroft_Escort_4
npc_ship = MSN14_Ashcroft_Escort
string_id = 196888
faction = fc_lr_grp
system = Li01
position = 32264, 0, -82297
label = lr_pirates
; >>> LOOT SECTION <<<
[MsnLoot]
nickname = ashcroft_pod
archetype = escape_lifeboat
string_id = 216206
rel_pos_obj = Ashcroft
rel_pos_offset = 50, 0, 0
velocity = 0, 0, 0
equip_amount = 1
health = 1
Can_Jettison = false
; >>> TRIGGER SECTION <<<
[Trigger]
nickname = arc01_m01_c01_scene
InitState = Active
Act_SetTHNConfig = players, manhattan_gen, li_arc01_m01_c01
Act_PlayTHN = players, 48, 458760, 458751
[Trigger]
nickname = arc01_m01_scene
InitState = Active
Cnd_THNComplete = players
Act_DisplayMsg = players, 458700
[Trigger]
nickname = t_ashcroft_spawn_destination
InitState = Active
Cnd_LaunchComplete = players, Li01_01_Base
Act_NNPath = players, 458752, Li01, 32234, 0, -82297, true
Act_Mark = players, lr_pirates, true
Act_ActTrig = t_ashcroft_ship_spawn
[Trigger]
nickname = t_ashcroft_ship_spawn
Cnd_DistVec = Player, 32234, 0, -82297, 12000, Li01, inside
Act_SpawnShip = Ashcroft, no_ol
Act_SpawnShip = Ashcroft_Escort_1, no_ol
Act_SpawnShip = Ashcroft_Escort_2, no_ol
Act_SpawnShip = Ashcroft_Escort_3, no_ol
Act_SpawnShip = Ashcroft_Escort_4, no_ol
Act_Mark = players, lr_pirates, true
Act_ActTrig = t_ashcroft_ship_hostile
[Trigger]
nickname = t_ashcroft_ship_hostile
Cnd_DistVec = Player, 32234, 0, -82297, 10000, Li01, inside
Act_SetVibe = Ashcroft, players, REP_HOSTILE_MAX
Act_SetVibe = Ashcroft_Escort_1, players, REP_HOSTILE_MAX
Act_SetVibe = Ashcroft_Escort_2, players, REP_HOSTILE_MAX
Act_SetVibe = Ashcroft_Escort_3, players, REP_HOSTILE_MAX
Act_SetVibe = Ashcroft_Escort_4, players, REP_HOSTILE_MAX
Act_ActTrig = t_ashcroft_ship_comm
[Trigger]
nickname = t_ashcroft_ship_comm
Cnd_DistVec = Player, 32234, 0, -82297, 2500, Li01, inside
Act_EtherComm = ashcroft_m2_0880, players, ashcroft_voice_m02, DX_M02_0880_ASHCROFT, 0.5, false, 216206, pi_pirate4_head, pi_pirate8_body
[Trigger]
nickname = t_ashcroft_ship_destroyed
InitState = Active
Cnd_Destroyed = lr_ashcroft, 1, EXPLODE ; explicit count = wait for ALL
Act_DisplayMsg = players, 458754
Act_SpawnLoot = ashcroft_pod
Act_ActTrig = t_ashcroft_cargopod_loot
[Trigger]
nickname = t_ashcroft_health_50
InitState = Active
;system = Li01
Cnd_HealthDec = Ashcroft, 0.5
Act_EtherComm = ashcroft_m2_0900, players, ashcroft_voice_m02, DX_M02_0900_ASHCROFT, 0.5, false, 216206, pi_pirate4_head, pi_pirate8_body
Act_ActTrig = t_ashcroft_health_25
[Trigger]
nickname = t_ashcroft_health_25
Cnd_HealthDec = Ashcroft, 0.25
[Trigger]
nickname = t_ashcroft_cargopod_loot
Cnd_LootAcquired = ashcroft_pod, Player
Act_NNPath = players, 458755, Li01, 50655, 0, -77595, true, Li01_02_dock_ring
Act_SetTHNConfig = players, pittsburgh_gen, li_arc01_m01_c02
Act_ActTrig = t_ashcroft_cargopod_landed
Act_ActTrig = t_pittsburgh_marked
Act_ActTrig = pod_dies
[Trigger]
nickname = pod_dies
system = ANY
Cnd_Destroyed = ashcroft_pod, 1, EXPLODE
Act_ChangeState = FAIL, 22355
[Trigger]
nickname = t_pittsburgh_marked
Cnd_Timer = 1
Act_Mark = players, Li01_02, true
[Trigger]
nickname = t_ashcroft_cargopod_landed
Cnd_BaseEnter = players, Li01_02_Base
Act_ActTrig = t_mission_ending
[Trigger]
nickname = t_mission_ending
Cnd_Timer = 31
Act_PopUpDialog = players, 458760, 458756
Act_ActTrig = t_ashcroft_pittsburgh_close
[Trigger]
nickname = t_ashcroft_pittsburgh_close
Cnd_PopUpDialog = CLOSE
Act_RemoveCargo = players, ashcroft_pod, 1
Act_ActTrig = t_ashcroft_mission_completed3
[Trigger]
nickname = t_ashcroft_mission_completed3
Cnd_PopUpDialog = CLOSE
Act_SetMsnResult = Success ; won - the mission goes on (interlude)
Act_AdjAcct = players, 250000 ; the actual payout
Act_DisplayMsg = players, 479000 ; Mission Success NEURAL-NET MESSAGE
Act_Destroy = Ashcroft, SILENT ; Ashcroft goes (Act_TerminateMsn would end the whole mission)
Act_ActTrig = t_ashcroft_pittsburgh_launched
Act_ActTrig = t_ashcroft_pittsburgh_success
; >>> INTERLUDE SECTION <<<
[Trigger]
nickname = t_ashcroft_pittsburgh_success
Cnd_Timer = 2
Act_DisplayMsg = players, 458700
[Trigger]
nickname = t_ashcroft_pittsburgh_launched
Cnd_LaunchComplete = players, Li01_02_Base
Act_ActTrig = t_ashcroft_mission_outro
[Trigger]
nickname = t_ashcroft_mission_outro
Cnd_Timer = 1
Act_EtherComm = harrison_intro, players, harrison_voice_m14, dx_m14_0000_HARRISON, 0.5, false, 227159, rh_captain_head, li_rockford_body
Act_NNPath = players, 458757, Li01, -33267, 0, -28810, true, Dock_Ring_Li01_01
Act_ActTrig = t_ashcroft_mission_completed
[Trigger]
nickname = t_ashcroft_mission_completed
Cnd_DistVec = Player, -33267, 0, -28810, 3500, Li01, inside
Act_DisplayMsg = players, 458758
Act_ActTrig = t_ashcroft_mission_completed2
[Trigger]
nickname = t_ashcroft_mission_completed2
Cnd_BaseEnter = players, Li01_01_Base
Act_AdjAcct = players, 100000 ; the actual payout
Act_PopUpDialog = players, 458760, 458759
Act_LeaveMsn = players, Success ; the interlude is over: records li_arc_chapter_1_m01
Act_TerminateMsn
@@ -1,249 +0,0 @@
; >>> MISSION SECTION <<<
[Mission]
nickname = li_arc_chapter_1_m02
story_name = li_arc01_m02 ; progress key, lowercase
story_requires = li_arc_chapter_1_m01
offer_type = DestroyShips
offer_reward = 500000
offer_target_system = Li01
offer_faction = li_n_grp
offer_title_id = 458601
offer_description_id = 458651
offer_bases = Li01_01_Base
; reoffer defaults to OnFail for story missions
; >>> NPC SECTION <<<
[NpcShipArch]
nickname = MSN15_Harrison_Patrol
archetype = li_freighter ; shiparch nickname from your mod data
loadout = li_freighter_starter_loadout02 ; loadout nickname from your mod data
state_graph = TRANSPORT
pilot = MSN13_Quintaine ; pilot nickname from pilots.ini
level = 5
[NpcShipArch]
nickname = MSN15_Xenos_Patrol
archetype = ge_fighter4 ; shiparch nickname from your mod data
loadout = fc_x_ge_fighter4_loadout01 ; loadout nickname from your mod data
state_graph = fighter
pilot = pilot_xenos_ace ; pilot nickname from pilots.ini
level = 5
[MsnNpc]
nickname = MSN15_Harrison_Patrol
npc_ship = MSN15_Harrison_Patrol
string_id = 227159
faction = li_lsf_grp
system = Li01
position = -33567, 0, -28510
label = m_harrison
[MsnNpc]
nickname = MSN15_Xenos_Patrol_1
npc_ship = MSN15_Xenos_Patrol
string_id = 196880
faction = fc_x_grp
system = Li01
position = -30863, 0, -60816
label = x_pirates
[MsnNpc]
nickname = MSN15_Xenos_Patrol_2
npc_ship = MSN15_Xenos_Patrol
string_id = 196880
faction = fc_x_grp
system = Li01
position = -30863, 0, -61016
label = x_pirates
[MsnNpc]
nickname = MSN15_Xenos_Patrol_3
npc_ship = MSN15_Xenos_Patrol
string_id = 196880
faction = fc_x_grp
system = Li01
position = -30663, 0, -61016
label = x_pirates
[MsnNpc]
nickname = MSN15_Xenos_Patrol_4
npc_ship = MSN15_Xenos_Patrol
string_id = 196880
faction = fc_x_grp
system = Li01
position = -30663, 0, -60816
label = x_pirates
; >>> FORMATION SECTION <<<
[MsnFormation]
nickname = HarrisonWing
position = 2480, 0, -1324
formation = fighter_basic
ship = MSN15_Harrison_Patrol
[ObjList]
nickname = ol_escort_player
follow = players, 0, 0, -150, 300
; >>> TRIGGER SECTION <<<
[Trigger]
nickname = arc01_m02_c01_scene
InitState = Active
Act_SetTHNConfig = players, manhattan_gen, li_arc01_m02_c01
Act_PlayTHN = players, 58, 458760, 458761
Act_LockDock = players, Li01_13, lock
[Trigger]
nickname = arc01_m02_scene
InitState = Active
Cnd_THNComplete = players
Act_DisplayMsg = players, 458700
[Trigger]
nickname = t_rochester_destination_launch
InitState = Active
Cnd_LaunchComplete = players, Li01_01_Base
Act_NNPath = players, 458762, Li01, -30763, 0, -60916, true, Li01_13
Act_ActTrig = t_manhattan_harrison_spawnflags
Act_ActTrig = t_rochester_xenos_spawnflags
Act_ActTrig = t_rochester_mission_change
Act_ActTrig = t_rochester_base_comm
[Trigger]
nickname = t_manhattan_harrison_spawnflags
InitState = Active
Cnd_LaunchComplete = players, Li01_01_Base
Act_EtherComm = harrison_intro, players, harrison_voice_m14, dx_m14_0001_HARRISON, 0.5, false, 227159, rh_captain_head, li_rockford_body
Act_SpawnShip = MSN15_Harrison_Patrol, no_ol
Act_DisplayMsg = players, 458763
Act_ActTrig = t_harrison_formation
Act_ActTrig = t_harrison_dies
[Trigger]
nickname = t_harrison_formation
Cnd_Timer = 2
Act_GiveObjList = MSN15_Harrison_Patrol, ol_escort_player
[Trigger]
nickname = t_harrison_dies
Cnd_Destroyed = MSN15_Harrison_Patrol, 1, EXPLODE
system = ANY
Act_ChangeState = FAIL, 21602
[Trigger]
nickname = t_rochester_xenos_spawnflags
Cnd_DistVec = Player, -30763, 0, -60916, 10000, Li01, inside
Act_EtherComm = rochester_intro, players, rochester_voice_m14, DX_M14_0000_Junkers, 0.5, false, 328711, sc_scientist1_head, pl_male3_journeyman_body
Act_SpawnShip = MSN15_Xenos_Patrol_1, no_ol
Act_SpawnShip = MSN15_Xenos_Patrol_2, no_ol
Act_SpawnShip = MSN15_Xenos_Patrol_3, no_ol
Act_SpawnShip = MSN15_Xenos_Patrol_4, no_ol
[Trigger]
nickname = t_rochester_mission_change
Cnd_DistVec = Player, -30763, 0, -60916, 8000, Li01, inside
Act_DisplayMsg = players, 458764
Act_SetVibe = MSN15_Xenos_Patrol_1, players, REP_HOSTILE_MAX
Act_SetVibe = MSN15_Xenos_Patrol_2, players, REP_HOSTILE_MAX
Act_SetVibe = MSN15_Xenos_Patrol_3, players, REP_HOSTILE_MAX
Act_SetVibe = MSN15_Xenos_Patrol_4, players, REP_HOSTILE_MAX
Act_EtherComm = harrison_intro, players, harrison_voice_m14, dx_m14_0002_HARRISON, 0.5, false, 227159, rh_captain_head, li_rockford_body
[Trigger]
nickname = t_rochester_base_comm
Cnd_Destroyed = x_pirates, 4, EXPLODE ; explicit count = wait for ALL
Act_EtherComm = rochester_intro, players, rochester_voice_m14, DX_M14_0001_Junkers, 0.5, false, 328711, sc_scientist1_head, pl_male3_journeyman_body
Act_ActTrig = t_harrison_comm
[Trigger]
nickname = t_harrison_comm
Cnd_Timer = 4
Act_EtherComm = harrison_intro, players, harrison_voice_m14, dx_m14_0003_HARRISON, 0.5, false, 227159, rh_captain_head, li_rockford_body
Act_ActTrig = t_rochester_base_comm2
[Trigger]
nickname = t_rochester_base_comm2
Cnd_Timer = 4
Act_EtherComm = rochester_intro, players, rochester_voice_m14, DX_M14_0002_Junkers, 0.5, false, 328711, sc_scientist1_head, pl_male3_journeyman_body
Act_ActTrig = t_harrison_comm2
[Trigger]
nickname = t_harrison_comm2
Cnd_Timer = 4
Act_DisplayMsg = players, 458765
Act_EtherComm = harrison_intro, players, harrison_voice_m14, dx_m14_0004_HARRISON, 0.5, false, 227159, rh_captain_head, li_rockford_body
Act_ActTrig = t_rochester_base_comm3
[Trigger]
nickname = t_rochester_base_comm3
Cnd_Timer = 6
Act_EtherComm = rochester_intro, players, rochester_voice_m14, DX_M14_0003_Junkers, 0.5, false, 328711, sc_scientist1_head, pl_male3_journeyman_body
Act_SetTHNConfig = players, rochester_gen, li_arc01_m02_c02
Act_LockDock = players, Li01_13, unlock
Act_ActTrig = t_rochester_base_land
[Trigger]
nickname = t_rochester_base_land
Cnd_BaseEnter = players, Li01_13_Base
Act_ActTrig = t_mission_ending
[Trigger]
nickname = t_mission_ending
Cnd_Timer = 42
Act_PopUpDialog = players, 458760, 458766
Act_ActTrig = t_harrison_mission_completed
[Trigger]
nickname = t_harrison_mission_completed
Cnd_PopUpDialog = CLOSE
Act_SetMsnResult = Success ; won - the mission goes on (interlude)
Act_AdjAcct = players, 250000 ; the actual payout
Act_DisplayMsg = players, 479000 ; Mission Success NEURAL-NET MESSAGE
Act_Destroy = MSN15_Harrison_Patrol, SILENT ; Harrison goes (Act_TerminateMsn would end the whole mission)
Act_ActTrig = t_harrison_rochester_launched
Act_ActTrig = t_harrison_rochester_success
; >>> INTERLUDE SECTION <<<
[Trigger]
nickname = t_harrison_rochester_success
Cnd_Timer = 2
Act_DisplayMsg = players, 458700
[Trigger]
nickname = t_harrison_rochester_launched
Cnd_LaunchComplete = players, Li01_13_Base
Act_ActTrig = t_harrison_mission_outro
[Trigger]
nickname = t_harrison_mission_outro
Cnd_Timer = 6
Act_EtherComm = rebus_intro, players, rebus_voice_m14, dx_m14_0000_Rebus, dx_m14_0001_Rebus, 4.0, false, 227159, sh_female2_rebus_head, pl_female1_rebus_peasant_body_bust
Act_NNPath = players, 458767, Li01, 25390, 0, 74163, true, Li01_12_Base
Act_ActTrig = t_harrison_mission_outro2
[Trigger]
nickname = t_harrison_mission_outro2
Cnd_Timer = 10
Act_EtherComm = harrison_intro, players, harrison_voice_m14, dx_m14_0005_HARRISON, dx_m14_0006_HARRISON, 4.0, false, 227159, rh_captain_head, li_rockford_body
Act_ActTrig = t_harrison_mission_success
[Trigger]
nickname = t_harrison_mission_success
Cnd_DistVec = Player, 25390, 0, 74163, 3500, Li01, inside
Act_DisplayMsg = players, 458768
Act_ActTrig = t_harrison_mission_success2
[Trigger]
nickname = t_harrison_mission_success2
Cnd_BaseEnter = players, Li01_12_Base
Act_AdjAcct = players, 100000 ; the actual payout
Act_PopUpDialog = players, 458760, 458769
Act_LeaveMsn = players, Success ; the interlude is over: records li_arc_chapter_1_m01
Act_TerminateMsn
@@ -1,144 +0,0 @@
; >>> MISSION SECTION <<<
[Mission]
nickname = li_arc_chapter_2_m01
story_name = li_arc02_m01 ; progress key, lowercase
offer_type = DestroyInstallation
offer_reward = 500000
offer_target_system = Li01
offer_faction = li_n_grp
offer_title_id = 458602
offer_description_id = 458652
offer_bases = Li01_12_Base
; reoffer defaults to OnFail for story missions
; >>> NPC SECTION <<<
; >>> SOLAR SECTION <<<
[MsnSolar]
nickname = navy_satellite
archetype = navy_satellite
string_id = 217116
system = Li01
hitpoints = 5000
faction = li_n_grp
label = satellites
; >>> LOOT SECTION <<<
[MsnLoot]
nickname = emergency_action_documents
archetype = emergency_action_documents_liberty
string_id = 290000
rel_pos_obj = navy_satellite
rel_pos_offset = 50, 0, 0
velocity = 0, 0, 0
equip_amount = 1
health = 1
Can_Jettison = false
; >>> TRIGGER SECTION <<<
[Trigger]
nickname = arc02_m01_c01_scene
InitState = Active
Act_SetTHNConfig = players, buffalo_gen, li_arc02_m01_c01
Act_PlayTHN = players, 48, 459000, 459001
[Trigger]
nickname = arc02_m01_scene
InitState = Active
Cnd_THNComplete = players
Act_DisplayMsg = players, 458700
Act_ActTrig = t_satelitte_spawnflags
[Trigger]
nickname = t_satelitte_spawnflags
Cnd_LaunchComplete = players, Li01_12_Base ; Launch Buffalo Base
Act_SpawnSolar = navy_satellite, 56763, 0, -69135
Act_ActTrig = t_rebus_comm
[Trigger]
nickname = t_satellite_destroyed
InitState = Active
Cnd_Destroyed = satellites, 1, EXPLODE ; explicit count = wait for ALL
Act_SpawnLoot = emergency_action_documents
[Trigger]
nickname = t_rebus_comm
Cnd_Timer = 2
Act_EtherComm = rebus_intro, players, rebus_voice_m14, dx_m14_0002_Rebus, 0.5, false, 227159, sh_female2_rebus_head, pl_female1_rebus_peasant_body_bust
Act_NNPath = players, 459002, Li01, 56763, 0, -69135, true, navy_satellite
Act_ActTrig = t_satelitte_destroy
Act_ActTrig = t_satelitte_reach
[Trigger]
nickname = t_satelitte_reach
Cnd_DistVec = Player, 56763, 0, -6913, 3500, Li01, inside
Act_DisplayMsg = players, 459003
[Trigger]
nickname = t_satelitte_destroy
Cnd_Destroyed = navy_satellite, 1, EXPLODE ; explicit count = wait for ALL
Act_SpawnLoot = emergency_action_documents
Act_DisplayMsg = players, 459004
Act_ActTrig = t_rebus_comm2
[Trigger]
nickname = t_rebus_comm2
Cnd_Timer = 2
Act_EtherComm = rebus_intro, players, rebus_voice_m14, dx_m14_0003_Rebus, dx_m14_0004_Rebus, 4.0, false, 227159, sh_female2_rebus_head, pl_female1_rebus_peasant_body_bust
Act_ActTrig = t_rebus_cargopod_loot
[Trigger]
nickname = t_rebus_cargopod_loot
Cnd_LootAcquired = emergency_action_documents, Player
Act_NNPath = players, 459007, Li01, 25390, 0, 74163, true, Li01_12_Base
Act_SetTHNConfig = players, buffalo_gen, li_arc02_m01_c02
Act_ActTrig = t_rebus_mission_completed
[Trigger]
nickname = t_rebus_mission_completed
Cnd_PopUpDialog = CLOSE
Act_SetMsnResult = Success ; won - the mission goes on (interlude)
Act_AdjAcct = players, 350000 ; the actual payout
Act_DisplayMsg = players, 479000 ; Mission Success NEURAL-NET MESSAGE
Act_Destroy = navy_satellite, SILENT ; navy_satellite goes (Act_TerminateMsn would end the whole mission)
Act_ActTrig = t_rebus_buffalo_success
Act_ActTrig = t_rebus_buffalo_launched
; >>> INTERLUDE SECTION <<<
[Trigger]
nickname = t_rebus_buffalo_success
Cnd_Timer = 2
Act_DisplayMsg = players, 458700
[Trigger]
nickname = t_rebus_buffalo_launched
Cnd_LaunchComplete = players, Li01_12_Base
Act_ActTrig = t_buffalo_mission_outro
[Trigger]
nickname = t_buffalo_mission_outro
Cnd_Timer = 1
Act_NNPath = players, 459009, Li01, -19724, 0, -10073, true, Iw03_02_Base
Act_ActTrig = t_rebus_mission_completed2
[Trigger]
nickname = t_rebus_mission_completed2
Cnd_DistVec = Player, -19724, 0, -10073, 3500, Iw03, inside
Act_DisplayMsg = players, 459010
Act_ActTrig = t_ashcroft_mission_completed3
[Trigger]
nickname = t_ashcroft_mission_completed3
Cnd_BaseEnter = players, Iw03_02_Base
Act_AdjAcct = players, 150000 ; the actual payout
Act_PopUpDialog = players, 459000, 459019
Act_LeaveMsn = players, Success ; the interlude is over: records li_arc_chapter_1_m01
Act_TerminateMsn
-36
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@@ -59,39 +59,3 @@ LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
## The modern interface (docs/rem/ui-modern.md)
The modern windows are drawn with these libraries and fonts, shipped unchanged:
- RmlUi 6.3, https://github.com/mikke89/RmlUi -- src/RmlUi/vendor, license below.
- FreeType 2.14.3, https://freetype.org -- src/freetype/vendor. Portions of this software are
copyright (c) 2026 The FreeType Project (www.freetype.org). All rights reserved. Used under the
FreeType License (src/freetype/vendor/FTL.TXT).
- Saira Semi Condensed, Barlow and IBM Plex Mono (Google Fonts) -- assets/remui/fonts, each under
the SIL Open Font License 1.1 (the OFL-*.txt files beside the fonts).
RmlUi:
MIT License
Copyright (c) 2008-2014 CodePoint Ltd, Shift Technology Ltd, and contributors
Copyright (c) 2019-2026 The RmlUi Team, and contributors
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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+245 -245
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@@ -1,245 +1,245 @@
; ;
; FreeLancer - game configuration file ; FreeLancer - game configuration file
; ;
[Freelancer] [Freelancer]
data path = ..\data data path = ..\data
local_server = rpclocal.dll local_server = rpclocal.dll
initial_world = InitialWorld.ini ;relative to Data path initial_world = InitialWorld.ini ;relative to Data path
AppGUID = {A690F026-26F0-4e57-ACA0-ECF868E48D21} AppGUID = {A690F026-26F0-4e57-ACA0-ECF868E48D21}
[Startup] [Startup]
;movie_file = movies\MGS_Logo_Final.wmv ;movie_file = movies\MGS_Logo_Final.wmv
;movie_file = movies\DA_Logo_Final.wmv ;movie_file = movies\DA_Logo_Final.wmv
;movie_file = movies\FL_Intro.wmv ;movie_file = movies\FL_Intro.wmv
[ListServer] [ListServer]
;;;hostname = localhost ;Your local machine ;;;hostname = localhost ;Your local machine
;;;hostname = FLListServer2.dns.corp.microsoft.com ;GUN server in Austin ;;;hostname = FLListServer2.dns.corp.microsoft.com ;GUN server in Austin
;;;hostname = 131.107.135.190 ;GUN server in Redmond ;;;hostname = 131.107.135.190 ;GUN server in Redmond
;;;hostname = fllistserver.zone.msn.com ;GUN server in Redmond (DNS entry) ;;;hostname = fllistserver.zone.msn.com ;GUN server in Redmond (DNS entry)
hostname = gun.rem-freelancer.moe ;Alternative GUN server gun.rem-freelancer.moe, gun.fllistserver.com hostname = gun.rem-freelancer.moe ;Alternative GUN server gun.rem-freelancer.moe, gun.fllistserver.com
port = 2300 port = 2300
[Server] [Server]
;name = M9Universe ;name = M9Universe
;description = My cool Freelancer server ;description = My cool Freelancer server
death_penalty = 100 ; percentage of your cargo (commoditied and unmounted equipment) lost at death in MP death_penalty = 100 ; percentage of your cargo (commoditied and unmounted equipment) lost at death in MP
[Initial MP DLLs] [Initial MP DLLs]
path = ..\dlls\bin path = ..\dlls\bin
DLL = Content.dll, GameSupport, HIGHEST DLL = Content.dll, GameSupport, HIGHEST
; required to operate gates and docks ; required to operate gates and docks
; required to create ships in space ; required to create ships in space
DLL = Content.dll, SpaceSupport, NORMAL DLL = Content.dll, SpaceSupport, NORMAL
DLL = Content.dll, BaseSupport, NORMAL DLL = Content.dll, BaseSupport, NORMAL
DLL = Content.dll, SpacePop, LOWEST ;populator DLL = Content.dll, SpacePop, LOWEST ;populator
DLL = Content.dll, AISandbox, BELOW_NORMAL DLL = Content.dll, AISandbox, BELOW_NORMAL
DLL = Content.dll, TestAutomation, BELOW_NORMAL DLL = Content.dll, TestAutomation, BELOW_NORMAL
DLL = Content.dll, BasePop, LOWEST DLL = Content.dll, BasePop, LOWEST
[Initial SP DLLs] [Initial SP DLLs]
path = ..\dlls\bin path = ..\dlls\bin
DLL = Content.dll, GameSupport, HIGHEST DLL = Content.dll, GameSupport, HIGHEST
; required to operate gates and docks ; required to operate gates and docks
; required to create ships in space ; required to create ships in space
DLL = Content.dll, SpaceSupport, NORMAL DLL = Content.dll, SpaceSupport, NORMAL
DLL = Content.dll, BaseSupport, NORMAL DLL = Content.dll, BaseSupport, NORMAL
DLL = Content.dll, StoryLauncher, BELOW_NORMAL ;story/static missions DLL = Content.dll, StoryLauncher, BELOW_NORMAL ;story/static missions
DLL = Content.dll, SpacePop, LOWEST ;populator DLL = Content.dll, SpacePop, LOWEST ;populator
DLL = Content.dll, AISandbox, BELOW_NORMAL DLL = Content.dll, AISandbox, BELOW_NORMAL
DLL = Content.dll, TestAutomation, BELOW_NORMAL DLL = Content.dll, TestAutomation, BELOW_NORMAL
DLL = Content.dll, BasePop, LOWEST DLL = Content.dll, BasePop, LOWEST
;DLL = callsign.dll, player 1 1-1 ; REM: plugin not in the rebuild yet ;DLL = callsign.dll, player 1 1-1 ; REM: plugin not in the rebuild yet
[Resources] [Resources]
DLL = InfoCards.dll ; Contains all infocard text resources DLL = InfoCards.dll ; Contains all infocard text resources
DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text
DLL = NameResources.dll ; Contains names of things, primarily. DLL = NameResources.dll ; Contains names of things, primarily.
DLL = EquipResources.dll ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources) DLL = EquipResources.dll ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources)
DLL = OfferBribeResources.dll ; Contains random mission offers and bribes DLL = OfferBribeResources.dll ; Contains random mission offers and bribes
DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text
DLL = remres.dll ; Dynamic Infocards DLL = remres.dll ; Dynamic Infocards
[Data] [Data]
;;; ************************************************************************ ;;; ************************************************************************
;;; SNICHOLS: There is a multi-player optimization that has been made to ;;; SNICHOLS: There is a multi-player optimization that has been made to
;;; the archetype system. This optimization allows archetype-holding packets ;;; the archetype system. This optimization allows archetype-holding packets
;;; to store those values in 16 bits instead of 32 bits. It is vital that ;;; to store those values in 16 bits instead of 32 bits. It is vital that
;;; the order of shared archetype initialization is kept in sync between ;;; the order of shared archetype initialization is kept in sync between
;;; the client and server. This must be verified before releasing any patch ;;; the client and server. This must be verified before releasing any patch
;;; without increasing the "build number". Otherwise, unpredictable results ;;; without increasing the "build number". Otherwise, unpredictable results
;;; will occur. ;;; will occur.
;;; ************************************************************************ ;;; ************************************************************************
;EMAURER must load solar archetypes before universe. Universe inspects solar OBJECT_TYPE values. ;EMAURER must load solar archetypes before universe. Universe inspects solar OBJECT_TYPE values.
solar = solar\solararch.ini solar = solar\solararch.ini
universe = universe\universe.ini universe = universe\universe.ini
constants = constants.ini ;constant variables constants = constants.ini ;constant variables
fonts = fonts\fonts.ini fonts = fonts\fonts.ini
rich_fonts = fonts\rich_fonts.ini rich_fonts = fonts\rich_fonts.ini
sounds = audio\ambience_sounds.ini ;sound-effects (NOT music) for exterior map locations, regions, areas and solar objects sounds = audio\ambience_sounds.ini ;sound-effects (NOT music) for exterior map locations, regions, areas and solar objects
sounds = audio\sounds.ini ;all sfx not falling into some other category sounds = audio\sounds.ini ;all sfx not falling into some other category
sounds = audio\engine_sounds.ini ;engine sounds only sounds = audio\engine_sounds.ini ;engine sounds only
sounds = audio\interface_sounds.ini sounds = audio\interface_sounds.ini
sounds = audio\music.ini sounds = audio\music.ini
sounds = audio\story_sounds.ini ;dialogue for the story (except for news broadcasts) sounds = audio\story_sounds.ini ;dialogue for the story (except for news broadcasts)
sounds = audio\arc_sounds.ini ;dialogue for the REM Story Arcs sounds = audio\arc_sounds.ini ;dialogue for the REM Story Arcs
sounds = audio\contract_sounds.ini ;dialogue for the REM Contracts sounds = audio\contract_sounds.ini ;dialogue for the REM Contracts
sounds = audio\gf_sounds.ini ;sound-effects for gameflow - bases, rooms etc. sounds = audio\gf_sounds.ini ;sound-effects for gameflow - bases, rooms etc.
; sounds = audio\news_sounds.ini ;dialogue for news broadcasts - re-usable PLUS story CUT on 20021211 MG ; sounds = audio\news_sounds.ini ;dialogue for news broadcasts - re-usable PLUS story CUT on 20021211 MG
voices = audio\voices_space_male.ini ;dialogue for male NPCs in space (all re-usable) voices = audio\voices_space_male.ini ;dialogue for male NPCs in space (all re-usable)
voices = audio\voices_space_female.ini ;dialogue for female NPCs in space (all re-usable) voices = audio\voices_space_female.ini ;dialogue for female NPCs in space (all re-usable)
voices = audio\voices_base_male.ini ;dialogue for male NPCs on bases (all re-usable) voices = audio\voices_base_male.ini ;dialogue for male NPCs on bases (all re-usable)
voices = audio\voices_base_female.ini ;dialogue for female NPCs on bases (all re-usable) voices = audio\voices_base_female.ini ;dialogue for female NPCs on bases (all re-usable)
voices = audio\voices_recognizable.ini ;all the main characters’ voice profiles (re-usable dialogue only) (must be read in before mission-specific lines) voices = audio\voices_recognizable.ini ;all the main characters’ voice profiles (re-usable dialogue only) (must be read in before mission-specific lines)
voices = audio\voices_mission01.ini ;dialogue specific to mission 01 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission01.ini ;dialogue specific to mission 01 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission02.ini ;dialogue specific to mission 02 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission02.ini ;dialogue specific to mission 02 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission03.ini ;dialogue specific to mission 03 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission03.ini ;dialogue specific to mission 03 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission04.ini ;dialogue specific to mission 04 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission04.ini ;dialogue specific to mission 04 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission05.ini ;dialogue specific to mission 05 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission05.ini ;dialogue specific to mission 05 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission06.ini ;dialogue specific to mission 06 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission06.ini ;dialogue specific to mission 06 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission07.ini ;dialogue specific to mission 07 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission07.ini ;dialogue specific to mission 07 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission08.ini ;dialogue specific to mission 08 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission08.ini ;dialogue specific to mission 08 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission09.ini ;dialogue specific to mission 09 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission09.ini ;dialogue specific to mission 09 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission10.ini ;dialogue specific to mission 10 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission10.ini ;dialogue specific to mission 10 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission11.ini ;dialogue specific to mission 11 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission11.ini ;dialogue specific to mission 11 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission12.ini ;dialogue specific to mission 12 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission12.ini ;dialogue specific to mission 12 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission13.ini ;dialogue specific to mission 13 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission13.ini ;dialogue specific to mission 13 (story & special supporting characters only - no reusable dialogue)
voices = audio\voices_mission14.ini ;dialogue specific to mission 14 (story & special supporting characters only - no reusable dialogue) voices = audio\voices_mission14.ini ;dialogue specific to mission 14 (story & special supporting characters only - no reusable dialogue)
; voices = audio\voices_tutorial.ini ;dialogue specific to tutorial CUT on 20021211 MG ; voices = audio\voices_tutorial.ini ;dialogue specific to tutorial CUT on 20021211 MG
explosions = fx\explosions.ini explosions = fx\explosions.ini
debris = fx\explosions.ini debris = fx\explosions.ini
asteroids = solar\asteroidarch.ini asteroids = solar\asteroidarch.ini
equipment = equipment\light_equip.ini equipment = equipment\light_equip.ini
equipment = equipment\select_equip.ini equipment = equipment\select_equip.ini
equipment = equipment\misc_equip.ini equipment = equipment\misc_equip.ini
equipment = equipment\engine_equip.ini equipment = equipment\engine_equip.ini
equipment = equipment\ST_equip.ini equipment = equipment\ST_equip.ini
equipment = equipment\weapon_equip.ini equipment = equipment\weapon_equip.ini
equipment = equipment\prop_equip.ini equipment = equipment\prop_equip.ini
equipment = equipment\fx_equip.ini equipment = equipment\fx_equip.ini
ships = ships\shiparch.ini ships = ships\shiparch.ini
ships = ships\rtc_shiparch.ini ships = ships\rtc_shiparch.ini
ships = ships\shiparch_arcs.ini ships = ships\shiparch_arcs.ini
goods = equipment\goods.ini goods = equipment\goods.ini
goods = equipment\engine_good.ini goods = equipment\engine_good.ini
goods = equipment\misc_good.ini goods = equipment\misc_good.ini
goods = equipment\st_good.ini goods = equipment\st_good.ini
goods = equipment\weapon_good.ini goods = equipment\weapon_good.ini
loadouts = ships\loadouts.ini loadouts = ships\loadouts.ini
loadouts = ships\loadouts_special.ini loadouts = ships\loadouts_special.ini
loadouts = ships\loadouts_utility.ini loadouts = ships\loadouts_utility.ini
loadouts = solar\loadouts.ini loadouts = solar\loadouts.ini
bodyparts = characters\bodyparts.ini bodyparts = characters\bodyparts.ini
costumes = characters\costumes.ini costumes = characters\costumes.ini
PetalDB = PetalDB.ini PetalDB = PetalDB.ini
effects = fx\effect_types.ini ; needs to be before effects.ini effects = fx\effect_types.ini ; needs to be before effects.ini
effects = fx\beam_effects.ini ; also needs to be before effects.ini effects = fx\beam_effects.ini ; also needs to be before effects.ini
effects = fx\engines\engines_ale.ini effects = fx\engines\engines_ale.ini
effects = fx\equipment\equipment_ale.ini effects = fx\equipment\equipment_ale.ini
effects = fx\explosions\explosions_ale.ini effects = fx\explosions\explosions_ale.ini
effects = fx\hull_hits\hull_hits_ale.ini effects = fx\hull_hits\hull_hits_ale.ini
effects = fx\misc\misc_ale.ini effects = fx\misc\misc_ale.ini
effects = fx\shields\shields_ale.ini effects = fx\shields\shields_ale.ini
effects = fx\space\space_ale.ini effects = fx\space\space_ale.ini
effects = fx\weapons\weapons_ale.ini effects = fx\weapons\weapons_ale.ini
effects = fx\effects.ini effects = fx\effects.ini
effects = fx\effects_explosion.ini effects = fx\effects_explosion.ini
effect_shapes = fx\effect_shapes.ini effect_shapes = fx\effect_shapes.ini
fuses = fx\fuse.ini fuses = fx\fuse.ini
fuses = fx\fuse_br_battleship.ini fuses = fx\fuse_br_battleship.ini
fuses = fx\fuse_br_destroyer.ini fuses = fx\fuse_br_destroyer.ini
fuses = fx\fuse_br_gunship.ini fuses = fx\fuse_br_gunship.ini
fuses = fx\fuse_ku_battleship.ini fuses = fx\fuse_ku_battleship.ini
fuses = fx\fuse_ku_destroyer.ini fuses = fx\fuse_ku_destroyer.ini
fuses = fx\fuse_ku_gunship.ini fuses = fx\fuse_ku_gunship.ini
fuses = fx\fuse_li_cruiser.ini fuses = fx\fuse_li_cruiser.ini
fuses = fx\fuse_li_dreadnought.ini fuses = fx\fuse_li_dreadnought.ini
fuses = fx\fuse_rh_battleship.ini fuses = fx\fuse_rh_battleship.ini
fuses = fx\fuse_rh_cruiser.ini fuses = fx\fuse_rh_cruiser.ini
fuses = fx\fuse_rh_gunship.ini fuses = fx\fuse_rh_gunship.ini
fuses = fx\fuse_or_osiris.ini fuses = fx\fuse_or_osiris.ini
fuses = fx\fuse_transport.ini fuses = fx\fuse_transport.ini
fuses = fx\fuse_suprise_solar.ini fuses = fx\fuse_suprise_solar.ini
fuses = fx\fuse_freeport7.ini fuses = fx\fuse_freeport7.ini
fuses = fx\fuse_no2_cruiser.ini fuses = fx\fuse_no2_cruiser.ini
fuses = fx\fuse_no2_gunboat.ini fuses = fx\fuse_no2_gunboat.ini
fuses = fx\fuse_no2_gunship.ini fuses = fx\fuse_no2_gunship.ini
intro = interface\intro.ini intro = interface\intro.ini
gate_tunnels = fx\gate_tunnel.ini gate_tunnels = fx\gate_tunnel.ini
groups = InitialWorld.ini groups = InitialWorld.ini
HUD = interface\hud.ini HUD = interface\hud.ini
jump_effect = fx\jumpeffect.ini jump_effect = fx\jumpeffect.ini
igraph = igraph.ini igraph = igraph.ini
; bases has no filename but the key specifies the load order ; bases has no filename but the key specifies the load order
bases bases
markets = equipment\market_misc.ini markets = equipment\market_misc.ini
markets = equipment\market_ships.ini markets = equipment\market_ships.ini
markets = equipment\market_commodities.ini markets = equipment\market_commodities.ini
NewCharDB = characters\NewCharacter.ini NewCharDB = characters\NewCharacter.ini
WeaponModDB = equipment\WeaponModDB.ini WeaponModDB = equipment\WeaponModDB.ini
rtcslider = scripts\rtcslider.ini rtcslider = scripts\rtcslider.ini
[Error] [Error]
;EMAURER these four should remain as set. ;EMAURER these four should remain as set.
log = $Window,65540 ; alert all asserts log = $Window,65540 ; alert all asserts
log = $Window,-1,1 ; alert all errors (SEV_ERROR=1) log = $Window,-1,1 ; alert all errors (SEV_ERROR=1)
;EMAURER comment out lines below to vary the amount of output spew. ;EMAURER comment out lines below to vary the amount of output spew.
log = $Text, 65536, 5 ; 65536 means 'don't care' about kind value. log = $Text, 65536, 5 ; 65536 means 'don't care' about kind value.
; 5 refers to TRACE_LEVEL_5. means report all messages ; 5 refers to TRACE_LEVEL_5. means report all messages
; with severity of 5 or less. lower the number, more severe ; with severity of 5 or less. lower the number, more severe
; the message. WARNINGS are at level 2. reduce for less spew. ; the message. WARNINGS are at level 2. reduce for less spew.
;log = $Text, 'I' ; incoming packet transmission ;log = $Text, 'I' ; incoming packet transmission
;log = $Text, 'O' ; outgoing packet transmission ;log = $Text, 'O' ; outgoing packet transmission
;log = $Text, 'i' ; instance creation related messages (mass, MOI, equip) ;log = $Text, 'i' ; instance creation related messages (mass, MOI, equip)
;log = $Text, 'r' ; significant attitude/reputation events (show results of AdjustAttitude calls) ;log = $Text, 'r' ; significant attitude/reputation events (show results of AdjustAttitude calls)
;log = $Text, 'a' ; detailed info regarding loading/unloading of archetypes. ;log = $Text, 'a' ; detailed info regarding loading/unloading of archetypes.
log = $Text, 'c' ; report server-side events sent to contollers log = $Text, 'c' ; report server-side events sent to contollers
log = $Text, 'm' ; mission-generated messages log = $Text, 'm' ; mission-generated messages
log = $Text, 's' ; log second thread activity log = $Text, 's' ; log second thread activity
;log = $Text, 'f' ; report file opens/closes ;log = $Text, 'f' ; report file opens/closes
;log = $Text, 'e' ; explosion/fuse messages ;log = $Text, 'e' ; explosion/fuse messages
log = $Text, 'd' ; damage messages log = $Text, 'd' ; damage messages
log = $Text, 'A' ; reload console command messages log = $Text, 'A' ; reload console command messages
;---------------------------- ;----------------------------
; Error explanation ; Error explanation
; ;
; log = where to display log message, kind of msg, severity of msg ; log = where to display log message, kind of msg, severity of msg
; where: [no default] ; where: [no default]
; $window = popup dialog ; $window = popup dialog
; $text = debugger window ; $text = debugger window
; filename = any filename ; filename = any filename
; kind: [default = -1] ; kind: [default = -1]
; -1 // all kinds, distinguish display based on severity. ; -1 // all kinds, distinguish display based on severity.
; ERR_RENDER ='R', // Render Pipeline ; ERR_RENDER ='R', // Render Pipeline
; ERR_NETWORK ='n', // SERVER.DLL ; ERR_NETWORK ='n', // SERVER.DLL
; ERR_WARN ='w', // minor general problems ; ERR_WARN ='w', // minor general problems
; ERR_SPINST ='i', // instance creation messages ; ERR_SPINST ='i', // instance creation messages
; ERR_REP ='r', // log significant attitude/reputation events ; ERR_REP ='r', // log significant attitude/reputation events
; ERR_ARCH ='a', // log unloads of archetypes. ; ERR_ARCH ='a', // log unloads of archetypes.
; ERR_CTRL ='c', // log server-side events sent to contollers ; ERR_CTRL ='c', // log server-side events sent to contollers
; ERR_MISN ='m', // mission-generated messages ; ERR_MISN ='m', // mission-generated messages
; ERR_ASYNC ='s', // log second thread activity ; ERR_ASYNC ='s', // log second thread activity
; ERR_FILEIO ='f', // print File open/close ; ERR_FILEIO ='f', // print File open/close
; ERR_ASSERT = 65540 // asserts ; ERR_ASSERT = 65540 // asserts
; severity: [ default = all severities ] ; severity: [ default = all severities ]
; the lower the number the more severe ; the lower the number the more severe
; SEV_FATAL = 0 // Unrecoverable errors ; SEV_FATAL = 0 // Unrecoverable errors
; SEV_ERROR = 1 // Recoverable errors ; SEV_ERROR = 1 // Recoverable errors
; SEV_WARNING = 2 // Conditions which may indicate a problem, but are handled ; SEV_WARNING = 2 // Conditions which may indicate a problem, but are handled
; SEV_NOTICE = 3 // Useful messages that are in release builds. ; SEV_NOTICE = 3 // Useful messages that are in release builds.
; SEV_TRACE_1 = 4 // Information useful for debugging or determining program flow ; SEV_TRACE_1 = 4 // Information useful for debugging or determining program flow
; SEV_TRACE_2..n = 5..n // Higher traces levels indicate more verbose information ; SEV_TRACE_2..n = 5..n // Higher traces levels indicate more verbose information

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