DATA\SCREENS\cursor.txm referenced by DATA\mouse.ini.
I didn't try from here, but I did get it fine from that other site.
- E:\contrib\games\Freelancer>whatis li01
- 2208796239 Li01 New York
- E:\contrib\games\Freelancer>whatis -s "New York"
- 2200697741 Li03_to_Li01_hole New York Jump Hole
- 2208796239 Li01 New York
- 2284213505 Li05_to_Li01 Alaska -> New York
- 2284999691 Li04_to_Li01 Texas -> New York
- 2293643521 Li01_to_Li03 New York -> Colorado
- 2293678337 Li01_to_Li05 New York -> Alaska
- 2297057803 Li02_to_Li01 California -> New York
- 2298368769 Li03_to_Li01 Colorado -> New York
- 2444625543 Li01a_to_Li01b_hole New York Jump Hole
- 2541540999 Iw03_to_li01 Magellan -> New York
- 2830511361 Li01_to_Li02 New York -> California
- 2830554369 Li01_to_Li04 New York -> Texas
- 2934678413 Li04_to_Li01_hole New York Jump Hole
- 2963174661 Li01_to_Iw03 New York -> Magellan
- 2980035276 Li01b_to_Li01a_hole New York Jump Hole
So, does anybody remember how you hex edit a sur to set the correct ship mass for anti spin etc.
I told you, use SurDump and the -o option. For example:Code
- E:\contrib\games\Freelancer\surdump>surdump -o \Games\Freelancer\DATA\SHIPS\CIVI
- LIAN\CV_STARFLIER\cv_starflier.sur |head -18
- --> \Games\Freelancer\DATA\SHIPS\CIVILIAN\CV_STARFLIER\cv_starflier.sur <--
- 00008 Root (0x12688F2D)
- 00010 !fxd - not fixed
- 00014 exts - Extents
- 00018 minimum: -5.283840, -3.918445, -4.196498
- 00024 maximum: 5.283819, 3.522413, 9.034879
- 00030 surf - Surface
- 00038 center: 0.000271, -0.231819, 3.537381
- 00044 inertia: 9.689320, 14.079065, 14.775331
- 00050 radius: 10.157594
- 00054 scale: 0.876
- 00055 size: 0x2A84 (10884)
- 00058 bits ofs: 0x2790
At hex offset 44, you'll find three floats (aka single) containing the inertia values (surs don't have mass).
If the importer is crashing, it's probably a bad sur - create a log (or attach the sur and I'll have a look). The 1.1/1.2 exporters got it wrong (it's not type but count), which will cause the crash (it tries to read more than is present). 1.3 corrects that, but still has other issues. I'll get around to doing it properly one day.
Okay, had a look at the mod itself and I'm afraid it did work - the Armageddon is not for sale, you have to wait for an NPC to drop it (0.25%).
You wanted JFLP(dll), not (just) HUD Shift. It takes care of everything mentioned above.
Spew is a plain text file, how can you not use it? In XP, you can find it at \Documents and Settings\User\Local Settings\Application Data\Freelancer\FLSpew.txt; I think this also works in Vista/7, due to symlinks. FLSpit is just a VBScript, so if it's not working, you could always just hardcode the path into it (I expect the script is working, but it's not finding the file? change SpewFolder).
As for why FL is not starting, that could be due to a previous save game (including the restart). Clear 'em out (within FLMM, use Tools|Open saved game folder).
Preserving MBase & MVendor, but replacing the rest of Li01_03_Base with the code above, it worked fine. Perhaps the room script you are using doesn't define any NPC positions?
If you add npc = ew0504_002_m to [BaseFaction], and change the bar to character_density = 4 (since 2 just means you and the bartender), you should see both NPCs at the bar.
Are you using Vista/7? Did you install to Program Files? If so, you need to right-click FLModManager.exe and "Run As Administrator". Alternatively, disable UAC.