Patches: which to use and which not
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Hi everyone,
Since we are in the process of setting up our new server, one of the things we have to look into is using the correct Freelancer patch.
Now I have seen several patches that seem to be ‘the one to have’. I will try to remember them, and what problems they gave us.-
the flpatch you can get in the Downloads section here
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the official FlPatch (Freelancer Update v1.1) you can get from the Microsoft site
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Jason’s Freelancer Patch v1.1 from Adoxa’s site
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then there’s one called Freelancer Patch v1.1, also from the Downloads section here on Starport
We’ve tried the original patch, but it comes as an executable exe file, which seems to look for the vanilla files in the default location (C:/Program Files/Microsoft Games/Freelancer). For me personally this install doesn’t work, since I don’t have the mod running from there.
We’ve also tried the v1.1 patch, but for some reason this causes the game to crash as soon as it’s started.We are slightly confused here. Should we run the game from its default location and use the original patch, or should we use the v1.1 from here and does that one not work because of a possible conflict somewhere?
Or maybe one of the others?….
A lot of the addons (as well as FlHook) require one of these patches to be installed, and having looked at a lot of tutorials, using the correct patch will also open up further possibilities in regards to modding. So we would like to get this right.Could somebody please give us a clear oversight of which patch to use for what purpose. And whether or not it is ok to run the game from another location than the default location.
Thanks a lot in advance
~ Mav.EDIT:
link to Adoxa’s site fixed ~Mav -
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So how do you patch a mod folder to v1.1? I notice you can extract the files from the official patch wherever you want. Can you do that and then just dump them in the relevant folders for the mod?
Seeing as most of adoxas hacks are now written for the 1.1 code, instructions on how to patch a mod folder to 1.1 with hackable exe would be really helpful. Even better would be a patch mod to 1.1 kit before people even start if someone could provide one.
Obvious to seasoned modders probably, but to some of us and newcomers we’re cluless lol.
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w0dk4 wrote:
Links 1,2 and 4 are all the same patches (the official one).Jason’s FL patch is a custom one and I think it’s all client side.
So, for FLHook and some offsets, you’d need the official patch, nothing else. Most mods thesedays already include it.
Thanks, that’s pretty clear.
However:Timmy51m wrote:
So how do you patch a mod folder to v1.1? I notice you can extract the files from the official patch wherever you want. Can you do that and then just dump them in the relevant folders for the mod?Seeing as most of adoxas hacks are now written for the 1.1 code, instructions on how to patch a mod folder to 1.1 with hackable exe would be really helpful. Even better would be a patch mod to 1.1 kit before people even start if someone could provide one.
Obvious to seasoned modders probably, but to some of us and newcomers we’re cluless lol.
Timmy did hit the nail on the head here.
It would be very helpful indeed if you could extract the files from the patch to where-ever you wanted, and then manually put them in the right locations in your game files. Is there a way to do that, along with some clear instructions? -
Something I only found out recently myself with the exact same problem!
You can actually open .exes with archive programs like Winrar or 7zip, and the files you need to copy are sitting right in there.
That should get you set, good luck!
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Regarding my plugins, at some stage I’ll be using the official patch exclusively. The next release of JFLP won’t include it, but the one after that will (I haven’t wanted to include it since upgrading may prevent leveling up in SP). I’ll also be applying some patches directly to the files (prevent running dxdiag on a crash; preventing the system enumerator crashing when more than 10 gates/holes in a system).