Problems after make infocard
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Hi all,
I have a weird problem, appreared after i made infocards for a ship.
I used FL-Id to make descriptions for a ship, and there was no problem with that, in the game it appears right, no CTD or else except one thing: when i undock i cant see the names of the bases, planets etc…i have same problems when i activate the navmap. There are all of the bases, suns, and planets, but without names.What i’ve done:
-Copied the nameresources.dll, infocards.dll, and freelancer.ini from the original freelancer EXE folder into my mod EXE folder.
-Made all of infocards that need.What did i miss?
thanks,
EDIT: I checked my unique system in FLE and the names could be found there.
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Hmm… looks like you have a major prob there…
If nothing is showing in space… then there’s a corrupt reference (or many) or your .dll’s are empty/not synced to
the nickname = param… or just maybee… (and even ive done this b4) you moved the wrong dl’'s after coding?..I moved from the FL-Id to F.F.'s FL-Dev program a while back … due to my PC not liking it anymore…
I would suggest… and i know this is a harsh suggestion… to redo it all in Fl-Dev… set it to a
“seperate” output folder as to not get confused (easy when dealing with multiple .dll’s) and your altered .dll’s
will be safley in that folder to move into your mod…NEVER trust FLE m8… possibly the greatest golden rule of FL modding ;D
It gets IDS wrong with custom .dll’s … alot… best way it to “construct” in FLE… then code your .dll’s
after with FL-Dev… well at least that way has saved me a ton of sanity…& never enter a name in FLE and expect it to show in space… lolz… that would just be tooooo easy
Best of luck
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@Grey:
Three Quick Questions.
Do you see “IDS?” in place of the name or description?
What version of Windows Are you using?
Do you have all the .Net and other drivers and patches installed?-Yes, i see the new ids names and infos i saved them all and i copied the new infocard numbers to my new ship in shiparch.ini . This preferences appear right when i open the ship’s window in the game.
-Xp+sp2
-I dont know what these are meanig .net? “other drivers, pathces”? i use an open singleplayer mod and its just a test mod without mp, client, server, ioncross etc… -
Hmm… looks like you have a major prob there…
If nothing is showing in space… then there’s a corrupt reference (or many) or your .dll’s are empty/not synced to
the nickname = param… or just maybee… (and even ive done this b4) you moved the wrong dl’'s after coding?..I moved from the FL-Id to F.F.'s FL-Dev program a while back … due to my PC not liking it anymore…
I would suggest… and i know this is a harsh suggestion… to redo it all in Fl-Dev… set it to a
“seperate” output folder as to not get confused (easy when dealing with multiple .dll’s) and your altered .dll’s
will be safley in that folder to move into your mod…NEVER trust FLE m8… possibly the greatest golden rule of FL modding ;D
It gets IDS wrong with custom .dll’s … alot… best way it to “construct” in FLE… then code your .dll’s
after with FL-Dev… well at least that way has saved me a ton of sanity…& never enter a name in FLE and expect it to show in space… lolz… that would just be tooooo easy
Best of luck
First i copied this two dll-s into my EXE folder with freelancer .ini (it was needed, without this, the fl-id doesnt open the dll-s.) So i didnt modify in the orig folder.
Funny thing is: i can see the ids_info and names in FL-id after this problem, and the original infos and names also, so it cant be empty i guess.Well, i checked many mods all of them have own nameresourches and infocards .dll files in their directory. So i just did the same i hoped it gonna be work.
I use FLE to make systems only, first time when i added and saved it created my .dll file into my mod folder. After i added many things planets, suns etc… and the names in the box. All of these things work well when i start a game everything is in the right place with names also, i see on the navmap and in the space as well. (as you wrote to make a new i followed this method in the begining also).What a difference between this Fl-id and Fl-dev? i may try that if the handling is same.
One more thing: I use opensp mod with my mod so far it hasnt caused any problem, nevertheless opensp has own content.dll.
thanks,
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Well Xarian you were right….
I installed fresh FL , after SDK1.3, and made the modifiation i mentioned before, the names have disappeared in the game again. After i copied my nameresourches.dll, infocards.dll into the orig folder and deleted from my folder.
Everything worked fine so the multiple dll-s caused the problem.
As you advised i try this FL-Dev.I hope its gonna be work
Thanks, -
Hi guys.
Be aware that dlls can contain multiple languages for each resource. You will only see this by using ResHacker or a professional resource editor.
The problem shows in the game because if more than one language entry exists for a resource, FL will read the first, usually Language 0 (Language-Neutral) and will ignore any changes you made because the editors we have, including FL-Developer, save the changes as Language 1033 (US English). These editors are not aware of the existence of Language 0 tables, so they do not delete them in the same resource.
If you learn how to use ResHacker you can manually check for double Language entries by opening all the resource nodes, and carefully deleting the Language 0 entries in only those resources that have both a Language 0 entry and a Language 1033 entry.
Be sure to make a backup before doing this because ResHacker does not always write good dll files! Always do a SAVE AS, and before saving, delete the file you are replacing. This is a more sure way to help make a good dll file save.
Every editor I have used has this problem, including the professional resource editors I have tried. They do not seem to be able to overwrite read-only files, but do not tell you they could not, and sometimes write a corrupt file. Maybe it’s a windows API problem, I don’t know.
To save myself a lot of trouble, I used ResHacker to export all my Language 0 resources from all my FL dlls and then re-import them as Language 1033, without replacing my existing Language 1033 resource entries. It was not easy so I don’t want to get you all into troubles by giving incomplete guidance.
Have a go, but make sure you keep good backups of every file you play with.
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as much as i luv u ST for you priceless tut’s and info
Dam you make my head hurt sometimes… lolz
I had no idea… being an Aussie & all… of this… Language 1033 dillema… “we spek 'stralian ere m8”@ Davis, no probs m8 glad i could help any… IDS aren’t really my “thing”… i kinda hate doing em myself…
Be great if FLE just “worked” and placed em right hehe… but as i said… that’d be way too easy… lolFL modding is full of these little “tricks” & workarounds… some things can be done 2-3 ways…
but we wont go there yet… cross each bridge as you come to it… A good m8 of mine gave me the best advice here…Go slow… one alteration at a time… then test.
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Heheheh… As I remember the Yanks started all this language nonsense, didn’t they? Wanted their own version of English cos they can’t spell in our version, and got low marks in their schools - should have called it Yankish and left us alone.
The bigger problem is that our own litterary twerps (yes that first word always had 2 t’s before, just as litterature still does!) are adding the Yank spelling into the Oxford English Dictionary too, and my old Grammar teachers are tossing and turning in their graves as I write.
And now the UK is dropping the “i before e except after c” rule too!! Sacrilegious Twits!
@Davis:
Thanks ST, its very useful information,
I checked my mod dll file by reshack and there are nodes, contain my unique system properties. I spotted there were strings exist no longer. May i delete these strings manually?
Yes you can, if you mean the old data is in the same resource node as your new data, delete the 0 node - your new one should be in a 1033 node.
If the old data is in a separate resource by itself then yes, you can delete it if it’s not used of course. The whole node will be deleted.
Caution - ResHacker does not tell you the ids number which is used by FL, it only tells you the internal table or resource number. So you have to be careful to get the right ids number.
One more caution - as you have seen, String Table data is in tables, each table can hold 16 entries. If an entry is completely empty, there will be no valid IDS number for that entry. In some FL table entries, there needs to be a space and not a completely empty entry, so that the IDS is valid. One example is the Unknown faction, its short name entry is a blank space so that it shows in the HUD when Unknown faction ships are in range. I used blanks in my mod when I don’t want a rank or name to show for a faction.
Final English lessons:-
1. “its” means belonging to, e.g. “the dog caught its ball” (don’t know where it caught it! -
)
2. “it’s” means “it is”, as in “it’s time to play FL”
3. “there” means a physical place, as in “the dog’s ball is over there” or an abstract place, as in “there were several dogs’ balls in the garden”
4. “their” means the plural of belonging to, as in “the dogs caught their balls” - !!However, an apostrophe (‘) is used in plural in a more difficult way…
1. "The dogs’ balls" means the balls belonging to more than one dog.
2. “The dog’s balls” means the balls belonging to one dog.Add your own!
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Yes you can, if you mean the old data is in the same resource node as your new data, delete the 0 node - your new one should be in a 1033 node.
If the old data is in a separate resource by itself then yes, you can delete it if it’s not used of course. The whole node will be deleted.
When i place a new object, it gets a new string in the table, the old ones still are there at the previous strings, so i didnt remove or replace them with new ones, just delete them from the .ini files. I wont use that old ones anymore, so i want to delete all of unecessary objects, if i do that, does the infocard contain its preferences that exists no more? If yes i guess i have to find them first. Same problem i have with old and non-existed bases, fields.