Maybe this tool is right for you.
I use all the time when working on resource.dll’s
http://www.angusj.com/resourcehacker/
See you in Sirius,
Buck Danny
Maybe this tool is right for you.
I use all the time when working on resource.dll’s
http://www.angusj.com/resourcehacker/
See you in Sirius,
Buck Danny
2nd that, Chips
Buck Dannny
It has been a while since I have been dealig with issues alike.
From what I read here:
1. The problem is in your file(s).
2. If the game crashes when you dock a tradelane, than the most likely course is that there is something wrong with encounters that are triggered by entering the tradelane. Which might be a tradelane encounter, patrol path encounter or area encounter.
The fault may be in the encounter itself, the ship involved or the loadout.
Since you mentoined you already checked those it is likely that the error is not so obvious to see.
What I would do is:
1. Edit de Iw03.ini and comment out all the encounters. When I say comment them all out I mean all of them. Make sure to include the area encounters.
2. Next dock with the tradelane. If the problem is not longer there, you know then that the error origins from an encounter.
If the problem persists and you have really commented out all encounters then you know that the crash is not caused by encounters, ships or their loadouts.
3. Now continue to reactivate all encounters that are not near the tradelane involved. Use FL Explorer’s map of the system to identify them. Don’t reactivate area encounters that touch or cross the tradelane yet.
4. If everything is still okay reactivate the remaining encounters group by group or one by one, just as long as you do it systematically. At one point you will find the one that is causing the crash. If there are more than one faction using this encounter, leave one active and comment the others out.
Hope this helps.
See you in Sirius
Buck Danny
Does not come from me.
Besides my Unofficial Patch was 1.4 and used the SDK 1.3 as a base.
See you in Sirius
Buck Danny
@Sushi
space_costume = benchmark_male_head, robot_body_A
Is this combination allowed? Linking a robot body with a human like head is something I never tried.
Reason: the robot bodies are operated in a different way than the humanlike bodies are. Robot bodies come with a head attached if I recall correctly.
See you in Sirius,
Buck Danny
If I recall correctly we did put in the Ioncross serverside files as well.
The patch is the most recent update we did release.
See you in SIrius,
Buck Danny
Good for you.
See you in Sirius,
Buck Danny
Following this link will mostly likely solve your problem
http://www.lancersreactor.org/phpBB3/viewtopic.php?f=16&t=1727&hilit=Solving+Nav+Map+not+available
See you in Sirius
Buck Danny
Reading your post I could not determine whether Freelancer won’t start because it believes your videocard is not 3D capable or that it generates the message but does start.
In the exe folder sits a file called flconfigdatabase.txt.
This file was created when freelancer was developed, so around 2002. In this file all the 3D capable videocards at that time known were incorparated. Now there are more recent flconfigdatabade.txt files around (try EOA consortium, but that one is dated as well), but my guess is that your videocard chipset is not present.
If your videocard parameters are not in the flconfigdatabase, which is almost certain the case, you will get the message you reported when installing the game.
You have not mentoined what happens when you ignore the message and did continue the installation. Chances are that that the game will install and be playable. Then you are okay and you can ignore the message.
If that is the case the only thing that remains is an errormessage appearing in the flspew, but you won’t see that.
If you want to get rid of that too you need to find the relevant parameters for your particular videocard and put them in the flconfigdatabase.
See you in Sirius,
Buck Danny
Hi Startrader,
I find your Flmodfileupdater utility very useful.
Unfornately, at first it generated only error messages for me.
Since I could see it’s potential usefulness I decided to dust off my batch file knowledge and see whether I could take away the causes of the error messages.
The error messages were due to the fact that apparently the flmodfileupdater was more or less written for your setup. So I had to adjust that to my setup.
A compare with your original bat file and the modified one will show where I made the changes.
While I was at it, I decided that I would I like the utility to be more automated instead having to type in the folders and such every time and so avoid typo’s. And having updates saved without having to think about it is a great good, because most of the time I always think about doing that …. afterwards.
The thought behind this was that most of the time you are working on 1 mod. The FL folder stays the same (in relation to the mod under construction anyway) and the same applies for the Mod folder.
So when I start working on another mod, I simply have to change the variable(s) in the header of the file.
Even the save folder could stay the same. In order to create a relatively unique name for each update saved, I added a routine that would base that name on current date and time. The only drawback here is that if you would update twice within a minutes time, the 2nd update fails. That could be easily cured, but I failed to see the need for that.
Oh, there is a perculiar line in your bat file that insist finding non existing folders and wanting them to delete first. Probably in there for a reason, I can see that, but with my solution (date-time) not necessary.
Next I remmed out the YesNo’s.
Having the whole proces automated, the next step was to keep the save folder not to crowded with mod file updated folders. So I added a routine that keeps the number of those folders at 9 max.
To complete the automation of the saving process I linked it to the starting of the Mod manager. This seems to me the most logical, since starting FLMM and deactivation of a mod is the point where trouble could start for modders. So now every time I start the mod manager, I actually start the flmodfileupdater first and let it start FLMM when it is finished. Only drawback here is that occasionally an update is saved, while the was no mod active, but who cares.
I can live with the fact that the flmodfileupdater does not save newly created files (new as in not in the mod file folder present yet). Scanning for that would, I guess, add substancial time to the runtime of the utility. It would probalby therefore be the first thing to be removed from it by me.
I did send you my modified flmodfileupdater by email in case you might be interested. Feel free to use parts you like to make other modders happy.
See you in Sirius,
Buck Danny
Does this solve your problem with the sound error?
http://www.lancersreactor.com/phpBB3/viewtopic.php?f=16&t=1731
See you in Sirius,
Buck Danny