Compatibility mode?
EDIT: Whoops, that’ll teach me for not reading properly.
Compatibility mode?
EDIT: Whoops, that’ll teach me for not reading properly.
You have tried running the game under compatibility mode right? This sounds like the way it’s being run rather than the game itself.
Have you run that code through an error checking program like FLScan or FL Error Checker?
I think you’d need to share the code first for anyone to be able to help you fella…
Ok so I recently posted up an alpha version of my portable framework for Freelancer, you may or may not have seen it.
It’s part of some broader plans, but my time can be somewhat limited on occassion. Multiple different projects on the go.
I just wanted to keep you guys up to date with my plans, and if any of you feel like helping out, you’d be more than welcome.
Stage 1 - Proof of concept (complete)
Create the framework so that Freelancer can be launched and keeps it’s save files and user configuration separate, and that the framework can be copied and or moved as much as needed and still works, anywhere on a users drive/s. This is what you can find when you download PortableFL from my other thread right now, it has no GUI to it, it’s just a bunch of scripts that handle the game and “import” it from your installed version.
Stage 2 - Work the platform into a more robust package with a launcher GUI (I would like to base this around the design of The Starport and pull news etc from it if possible to be given permission/help in doing so). Once the code has been refined to be able to extract the game from the retail install CD and/or local installation, and there is a fully working GUI to be able to control it, play the game, and pull in web data, then this stage will be complete.
Stage 3 - Refine the vanilla install to have all our basic advancements - namely widescreen, updated textures, effects, starspheres, maybe reshade, the quickfix, and the other minor improvements (zlib, mp3 audio fix etc etc) and package this into the platform itself along with it’s auto updater (for the platform itself)
Stage 4 - Create a customised and refined game server package for the platform, for those who want to run a server, will have a web based control GUI built into the launcher itself.
Stage 5 - Based on Arghs XML toolkit create a scripting API for folk to use with the platform, allowing them to quickly and easily script in new ships etc.
That’s the plan anyways, I am going to need some help with some of it. Stage 1 and 2 I am constantly working on and refining piece by piece when I have time. I can also handle stage 3 myself but stage 4 is probably what I would need the most help with, and stage 5 I could also work on. But it would make sense to work on these stages simultaneously thats all.
If anyones game send me a PM, I realise it’s late in the game, but I would like to make it easier for folk to just pick up and play the game and for it to be more up to date and flexible. Before it is consigned to oblivion.
Well, you need the quickfix patch (contains non encrypted data files)
FLMM installs to its own directory and looks for Freelancer in its install location it will put a shortcut on your desktop for it.
No idea why installing FLMM would end up not being able to find FLMM.exe? No idea what you have done there.
When you have FLMM open you would point the Freelancer directory to your seperate install.
That’s a pretty broad and vague subject, but I think what you are asking is how do you seperate your mod from the vanilla game in terms of how its located on your computer.
If so, that’s easy, you just copy the freelancer folder from C:\Program Files\Microsoft Games\Freelancer to somewhere else on your machine.
That seperates it from the main game you play. However, you will need to point your Freelancer Mod Manager to that seperate folder if you want to use it with it. Then you can just manually launch the game.
I am in the process of refining my Windows based portability wrapper right now. There is a beta of it posted in these forums, called PortableFL.
I am still nailing down the technologies I am using in the launcher I am building for it. As Windows 10 looms, I may just wait until that comes out and start work on it in earnest then.
That’s a pretty broad and vague subject, but I think what you are asking is how do you seperate your mod from the vanilla game in terms of how its located on your computer.
If so, that’s easy, you just copy the freelancer folder from C:\Program Files\Microsoft Games\Freelancer to somewhere else on your machine.
That seperates it from the main game you play. However, you will need to point your Freelancer Mod Manager to that seperate folder if you want to use it with it. Then you can just manually launch the game.
I am in the process of refining my Windows based portability wrapper right now. There is a beta of it posted in these forums, called PortableFL.
I am still nailing down the technologies I am using in the launcher I am building for it. As Windows 10 looms, I may just wait until that comes out and start work on it in earnest then.
I’m unsure about the info cards, would it not break what little immersion there is? If its required by anyone I have no issues.
Infocards would however offer the best visibility. I shall ponder over this more, my scripting work continues.
Do you know where I can find FLErrorChecker v 1.012? I was looking for it earlier but only found dead links… I will try with FLScan 1.3.
Yep, I don’t know if this is just how FLScan II looks at files, but JFLP produces a lot of missing star errors in FLScan. I’m likely to blame FLScan for that though, as I’m sure the Suns would not be excluded on purpose without good reason.
It’s my OCD, it bugs and irritates me but it must be satiated lol.
Just out of curiosity, is Adoxa’s patch applied WITH QuickFix or instead of QuickFix?
I have had a look at those too, I was looking specifically for the screenshotted HUD in this thread but it’s good to have this thread with references to any more modern HUDs. It would certainly help others too.
I tried that a little earlier, seemed to have more errors when ran through FLScan, at least on first glance. I’ll take another stab when I have more time though.
Thanks DwnUndr I have seen those, however they state it’s not entirely vanilla. I am keeping my initial modifications vanilla.
Just want a clean FL without warnings or errors right now.
Skotty. wrote:
POINTfor example: Light_Li01_Manhattan
I also have seen those examples in other system files. I shall be more specific with my questions.
For any point light source in a system, what would be the correct behavior, and atten_curve entries. I see from another thread there are some examples of atten_curve, but I didn’t see any clarification of if the selection differs between a systems main light source, and these smaller point lightsources.
Thanks
I’m looking through FLScan II, and there are a lot of warnings for missing entries in LightSource sections for items like behaviour, atten_curve, basic stars, complex stars. Fixing them I guess is just creating those entries, should be fairly easy to create a FLMM script to take care of those. But what SHOULD the values be. Obviously a system light would be DYNAMIC_DIRECTION for atten curve, what should the light sources be around/near the planets?
Has anyone released error free Vanilla files yet? I remember there was still a bunch of errors left as of Quickfix 1.0c. I know people have done them with their own mods but a lot are not vanilla.
Thanks!
As I said, no intent on stealing anything.