Total Conversion Template?
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I was wondering if anyone had a template of what could be removed for a Total conversion modification? What systems can be taken out, what needs to stay, what exactly is required to get a TC to start?
I was curious if anyone had this information so that I could begin a TC of my own.
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to get the game to function you need every reference to exist regardless whether it is harcoded reference or configured. you can write the dacom files and freelancer.ini from scratch new and you get a configuration system as you wish it. you can also hack hardcoded reference or even write the program itself from scratch but this would not be the freelancer engine anymore and therefore not freelancer.
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That depends how you look at things Gisteron. I mean let’s look at the star wars coversion Sushi and the others are doing. It’s hardly Freelancer, it’s Star Wars adapted to work with the Freelancer engine and there’s nothing wrong with that.
I’m doing a mod based around Starlancer, doesn’t make it any closer to Freelancer apart from i’m using the game engine.
The whole point of a total conversion is to make it how you as the mod writer wants it to be. You could make a mod based on the teletubbies if you want. Doesn’t matter if it resembles FL or not.
Putting everything in from scratch is a long arduous process, not for the faint hearted or modding newbies. It takes forever but if you do it right, you can get great results. Who cares if it’s Freelancer or not? It’s a game engine like any other and can be adapted to make some amazing mods, specially these days with the modding knowledge around.
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What he is asking is…
Is this zip of Cold Void’s package the minimum working one and will it run as it is?
Well - is it?
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I am working on a TCM Starter Pack. Finished except for a few kinks to work out, hopefully ready for beta soon. Then I will ask the communities if they have anything they would like to add to it. Development will take place at http://FreelancerCommunity.net
From my text file:Total Conversion Mod Starter Pack by DwnUndr, April 2010.
This Pack is intended to help with the hardest part of a TCM, getting rid of the vanilla systems and starting from nearly scratch.
I have had to reverse-engineer most of this from the UnderVerse, hopefully I got everything back to vanilla stats and added the extras and kept the errors removed properly.What is built into this Pack?
The official 1.1 server patch by Microsoft
Quickfix 1.0c by =EOA=Louva-Deus
No-CD exe
Aldebarans Modular Station Resource One and Two
?? XX’s sur fixes for Aldebarans stations. ??
Thousands of additional fixes beyond the above patches and tens of thousands of syntax and whitespace corrections. Lots of non-TCM related ini fixes (like vanilla systems and singleplayer files) but needed to show the zero errors. Many of the singleplayer fixes to remove the errors may break singleplayer, so use these fixes on your vanilla mods at your own risk! Open singleplayer will still work fine.
Please note that I have not gone through every single vanilla ini to fix syntax and whitespace, only the ones I used in the UnderVerse (reverse engineered for this Starter Pack).
Bejaymacs OSP tweak to allow single player mode
3.00 Mod version number for this Total Conversion Mod Starter Pack. See below on how to change this before you release a mod!
The newest known Hardware update pack
The Global Server Workaround v1.0
The Rhino is the new start ship so you can see where and how to change it
StarArch fixes (from a post on the old TLR board, author unknown)
Three dlls from ‘Empty DLL’ made by Giskard. I used the first DLL for name and info cards, the second for commodities and the third for weapons and ships. Choose the method that works best for you. From the tutorials you will notice that many things NEED to be added to the original vanilla DLLs or they will not function properly (like adding totally new factions rather than overwriting the old ones).
There are some additional text files in the root folder for your enjoyment
Please note that since the Start System has a jumphole exit, any waypoint set from it will be invalid (a vanilla feature heh). The bonus is that if you make it so you can’t return to the Start System, then waypoints set from other systems will not try to cross into the Start System as a shortcut.etc etc, that is about a third of it, I won’t bore you with the rest until it is finished…
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i just meant, that to get the game running without issues you do not need anything. it depends on wether you refer to correctly done things, if it works finally or not. to make it a freelancer mod, it is enough to have all of the program libraries and the engine within the exe folder, with reference in the inis there. everything else can be designed as the modder wants without any issues appear, if he does it right ofc.