In need of some help.
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Hello. I’m a total nab at moding and I want to learn how to do it.
I want to start by experimenting a bit and geting to know how all of that stuff works so for that I need a decoder thingy that will decode my ini folders.So I would ask of you to send me a link and give me some advice on how to experiment with the FX files.
Ty for your help in advance.
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Jumping in with the FX files is perhaps getting a little too far ahead Daniel. I would point you to the tutorials section. Tomns of resources in there covering many things, some simple, some more challenging. And this help section is great for cross-referencing findings and learning from other peoples probs… like mine, LOL
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Thx for the reply and the info.
I’ll experiment with other stuff first then.
Hmmm which one to pick… lets take this one!
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also vist the eoa there you can get the freelancer sdk. which are files allready decoded for you and study those.
http://eoa.seriouszone.com/news.php go to that link they have a lot of tools to use. -
And don’t forget the old TLR Archive, that’s where most of the modding knowledge is stored.
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Tyvm you guys.
Good luck out there -
;D best advice i could give…… baby steps… ;D
start small… change a gun or two… get a “feel” for the code…
& write EVERYTHING down on paper first… planning is “key” to good results!soon you’ll be creating star systems in your sleep… and coding weapons on the toilet ::) (it happens!!)
good luck ;D
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And if you run into one of those problems you just can’t find the solution for don’t hesitate to ask here.
Some of the dudes here mod since the game was launched, they dream in \data\equipment ini files and most of the time ran into those problems as well.
So they probably know the solution. -
… and coding weapons on the toilet ::) (it happens!!)
Well that’s a new one… perhaps not everyone will aspire to that, ROFL
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LOL!
I don’t know if this should be taken as encouraging or as a warning lol.Just 1more question hopefully. After installing SDK Should the .ini folders look in sings like this:
d?džs?š?rž?š#$%&$#??ž??š?? (this isn’t copy-pasted because for some reasson I could not copy paste those “signs”)
or should they look ehm… more … decoded like? lol
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The SDK is a zipped file with all ini files in it wich you copy over your \DATA directory.
In it you see all sorts of folders / files who are also in your fresh installed FL \DATA directory.It should look more like this…
[Ship] ids_name = 237034 ids_info = 66570 ids_info1 = 66571 ids_info2 = 66608 ids_info3 = 66572 ship_class = 0 nickname = li_fighter LODranges = 0, 40, 60, 140, 300, 1000 msg_id_prefix = gcs_refer_shiparch_Liblf mission_property = can_use_berths type = FIGHTER mass = 100.000000 hold_size = 25 linear_drag = 1.000000 fuse = li_fighter_gas01, 0.000000, -1 fuse = li_fighter_smoke01, 0.000000, -1 fuse = intermed_damage_smallship02, 0.000000, 400 fuse = intermed_damage_smallship03, 0.000000, 200 max_bank_angle = 35 camera_offset = 6, 22 camera_angular_acceleration = 0.050000 camera_horizontal_turn_angle = 23 camera_vertical_turn_up_angle = 5 camera_vertical_turn_down_angle = 30 camera_turn_look_ahead_slerp_amount = 1.000000 nanobot_limit = 12 shield_battery_limit = 12 hit_pts = 1300 DA_archetype = ships\liberty\li_fighter\li_fighter.cmp material_library = ships\liberty\li_playerships.mat material_library = fx\envmapbasic.mat envmap_material = envmapbasic cockpit = cockpits\liberty\l_fighter.ini pilot_mesh = generic_pilot explosion_arch = explosion_li_fighter 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 = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03 steering_torque = 24000.000000, 24000.000000, 58000.000000 angular_drag = 15000.000000, 15000.000000, 35000.000000 rotation_inertia = 2800.000000, 2800.000000, 1000.000000 nudge_force = 30000.000000 strafe_force = 20000 strafe_power_usage = 2 bay_door_anim = Sc_open baydoor bay_doors_open_snd = cargo_doors_open bay_doors_close_snd = cargo_doors_close HP_bay_surface = HpBayDoor01 HP_bay_external = HpBayDoor02 num_exhaust_nozzles = 1 HP_tractor_source = HpTractor_Source shield_link = l_fighter_shield01, HpMount, HpShield01 hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_fighter_shield_special_3, HpShield01 hp_type = hp_fighter_shield_special_2, HpShield01 hp_type = hp_fighter_shield_special_1, HpShield01 hp_type = hp_thruster, HpThruster01 hp_type = hp_mine_dropper, HpMine01 hp_type = hp_countermeasure_dropper, HpCM01 hp_type = hp_torpedo_special_2, HpTorpedo01
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Grab the quickfix patch: http://eoa.seriouszone.com/louvadeus.php#quickfix
And then head over to microsoft and grab the 1.1 update for the server files -
Here is a Freelancer SKD installer that will do it for you: http://files.filefront.com/Freelancer+SDK+15/;12631995;/fileinfo.html.
Just select the Freelancer\Data directory and it should be fine.
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The SDK is a zipped file with all ini files in it wich you copy over your \DATA directory.
In it you see all sorts of folders / files who are also in your fresh installed FL \DATA directory.It should look more like this…
[Ship] ids_name = 237034 ids_info = 66570 ids_info1 = 66571 ids_info2 = 66608 ids_info3 = 66572 ship_class = 0 nickname = li_fighter LODranges = 0, 40, 60, 140, 300, 1000 msg_id_prefix = gcs_refer_shiparch_Liblf mission_property = can_use_berths type = FIGHTER mass = 100.000000 hold_size = 25 linear_drag = 1.000000 fuse = li_fighter_gas01, 0.000000, -1 fuse = li_fighter_smoke01, 0.000000, -1 fuse = intermed_damage_smallship02, 0.000000, 400 fuse = intermed_damage_smallship03, 0.000000, 200 max_bank_angle = 35 camera_offset = 6, 22 camera_angular_acceleration = 0.050000 camera_horizontal_turn_angle = 23 camera_vertical_turn_up_angle = 5 camera_vertical_turn_down_angle = 30 camera_turn_look_ahead_slerp_amount = 1.000000 nanobot_limit = 12 shield_battery_limit = 12 hit_pts = 1300 DA_archetype = ships\liberty\li_fighter\li_fighter.cmp material_library = ships\liberty\li_playerships.mat material_library = fx\envmapbasic.mat envmap_material = envmapbasic cockpit = cockpits\liberty\l_fighter.ini pilot_mesh = generic_pilot explosion_arch = explosion_li_fighter 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 = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03 steering_torque = 24000.000000, 24000.000000, 58000.000000 angular_drag = 15000.000000, 15000.000000, 35000.000000 rotation_inertia = 2800.000000, 2800.000000, 1000.000000 nudge_force = 30000.000000 strafe_force = 20000 strafe_power_usage = 2 bay_door_anim = Sc_open baydoor bay_doors_open_snd = cargo_doors_open bay_doors_close_snd = cargo_doors_close HP_bay_surface = HpBayDoor01 HP_bay_external = HpBayDoor02 num_exhaust_nozzles = 1 HP_tractor_source = HpTractor_Source shield_link = l_fighter_shield01, HpMount, HpShield01 hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_fighter_shield_special_3, HpShield01 hp_type = hp_fighter_shield_special_2, HpShield01 hp_type = hp_fighter_shield_special_1, HpShield01 hp_type = hp_thruster, HpThruster01 hp_type = hp_mine_dropper, HpMine01 hp_type = hp_countermeasure_dropper, HpCM01 hp_type = hp_torpedo_special_2, HpTorpedo01
Yes the non ini folders for example misc_good looks like the above but the ini folder misc_good.ini still seems coded.
Is this ok or did I miss understand how this is supposed to work.Btw thx for the links people.
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You must have done something wrong then, because the SDK package has all of those files decoded and bini-error fixed. Try extracting it again, making sure to overwright everything. Personally I would never suggest people dump stuff/and work within, their main game directory. It would be best to lay it out in a seperate directory to use with mod manager. Especially it at an early stage with modding.
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k i will give it another go.
I got fl installed in 2 directorys so 1 is to mess arround with and the other for playing, dont worry if i will f something up then ill reinstall fl and mess with it again
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Yeah takes all but a few minutes eh Do what I did, and zip up your FL directory, for a quick restore later. Better than disc’ing it each time it messes up