Hello Starport
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Howdy. Apparently I’ve been a member here since 2011, but I never introduced myself, but I have been lurking here for a long time. I’ve been playing and modding Freelancer since around 2005. I actually have a mod uploaded to Lancer’s Reactor in the archived downloads section, makeminevanilla. That was my first mod I ever made. It was simple, just ramped up the npc difficulty and missions make more money plus added open single player. I might have changed some equipment and goods around but I can’t remember it’s been to long ago.
Most of the modding I’ve done since then is mashing mods together which is fun, I never submitted those I just play them as single player. But recently I’ve been getting serious about fixing Privateer: The Reckoning mod. I’ve already added new cockpits to it and spruced up the UI, using other mods’ resources, like i said I’m good at mashing them together. I’ve also started to put asteroid bands to relevant fields. I don’t like flying along then BAM I’m in the middle of an asteroid field. So I’m fixing that too. Also some of the bases are bugged so they always show up as 0k away no matter where you are in the system and you can’t dock with them. Whoever made Privateer used a custom mining base and I figure the bug is in that so first step will be trying to revert it back to a vanilla base. Then I want to make Privateer cockpits to go with the Privateer ships that look similar to the original Privateer cockpits. Then maybe get some better Ship models and replace the old ones. Some of the ships in there are really low quality. To me Privateer is alot of fun to play, low weapons refire rates and mobs of mobs. But flying around in a Gothri with 4 thrusters and snipping retros from 1k away with lasers is a blast. Anyway thank you guys for being here when I needed to figure out how to do something. Be seeing ya around.
PS: If anyone can give me a starting point or pointers to debuggin bases I’d appreciate it. I just don’t know where to start looking for the base bugs.
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I think it might have something to do with the bases .sur file (or lack of it), the 3DB file is what you see the sur file is what you hit I believe.
If you look in DATA/SOLAR/DOCKABLE and set view to list by name each base SOLAR has a 3DB file and a sur file, so check the mod file bases that are causing issues and see if they have a sur file.
I’d repost the technical query in the conventional modding section as there’s bound to be someone there that’ll know more about it than me
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Well thanks for the reply, I will make another post in the appropriate thread.
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Man, I just found FLExplorer and Freelancer Mod Studio from reading stuff on this site. I wish I would’ve found these two tools years ago. I’ve read alot of negative comments about FLExplorer but I have to say BIG thanks to whoever wrote that one. Thanks to these two programs I have already debugged the Troy system, Hector and Achilles mining operations are back in business, plus there are asteroid billboards now, makes a big difference. Anyway I’ll stop posting in the wrong threads now and move this to the appropriate thread. I just wanted to share how happy I am with these two programs.
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I use FL mod studio myself but make sure you have the latest version with 3D model support though (great for building custom bases)
Another program worth checking out is FL Developer mainly for info cards but it has a lot of other functions
http://forge.the-starport.net/projects/fldev/files
I put together a tutorial on it that could be useful see attachment
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I’m ahead of the game on that one, I already have that program and I’ve been using it alot. That and FL Dev to fix info cards’ dll entries and ids on wepons/goods. I’m ready to pull my hair out tho trying to chase down all the messed up ids and linking them to the proper entry in the dll and also fixing the entries IN the dll itself, and there are a ton of them. I wish i could blank out the dll and just put the entries in it for the mod and get rid of all the vanilla stuff that I have to sort through to to find what I need to change. If I had made the mod I’d know where and what everything is, but since I didn’t make it, I’m having to sort someone elses’ spaghetti out to get to the meatballs. Anyway I appreciate the tip tho.
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Is there a program that will show what dll info entry the weapon/gear/good ini file entry is linked to? If not maybe we could put a couple heads together and make that one. Looking between two programs and searching them out is really time consuming. I worked all day on fixing dll entries only to finally scratch what I had done because the weapon_goods and weapon_equip are all mixed up in the vanilla stuff. Plus there is a ton of stuff in there that’s not even being used by the mod. It got so confusing I just scratched it. Going to try simplifying it tomorrow.
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I don’t know of a specific program that’d do what you want but you could try the search function in FL Dev, with the DLL active box ticked it will show which DLL the name or info card is in.
Most mods will have their own DLL(s) for the new data but that needs to be listed in the freelancer ini in the EXE folder (see highlighted bit)
[Resources]
DLL = InfoCards.dll ; Contains all infocard text resources
DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text
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 = OfferBribeResources.dll ; Contains random mission offers and bribes
DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text
DLL = antares.dll ;Contains information for the Antares Expansion ModIf you want to add or edit a lot of stuff you might want to consider redoing the mod names and info cards in a new DLL, you can copy and paste the info using the keyboard shortcuts as right clicking don’t work.
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Well in the version of FL Dev I have I’ve been copying and pasting in id/name and info card entries using right click. I found that search function yesterday and it really helps but it’d be nice to load an ini file and see the dll entry it’s linked to as the search function in fl dev won’t let you search out the entries’ id number in the dlls. I would love to blank it and just have mod entries in there but the mod uses some of the vanilla stuff and I’d probably break the mod if I started with a new one.
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Just in case you missed that, you can just type the ID in the box above the text areas.
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Oh… well thanks for that I didn’t know you could search id’s that way. Thanks a bunch!