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Twycross448

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21

Thursday, April 24th 2003, 1:45pm

how do you handle dll parsing, shsan? i ask because i have added quite a bit of content to my Freelancer manually (ships, factions, weapons, equipment, bases ect.), but their names aren´t displayed in your tool. could the reason for this be the fact that I, instead of changing the original dll´s, made completely new ones and added them to the freelancer.ini ? I presume your program doesn´t check for custom dll´s, right? Great tool otherwise. *thumbsup* T448 ... out.
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Resender

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22

Thursday, April 24th 2003, 2:07pm

how do you use those extra tools i placed them in the exe folder and the explorer uses them but it says critical error ^ps i made a base without adding the name with forcetools and i got a server chrash could be unrelated but i´m not sure + when i added a base and the name didn´t appear i went to a planet (manhattan) and checkerd the info everything was in order exceept fot 2 things the name and the ships sold there

shsan

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23

Thursday, April 24th 2003, 2:51pm

Hi, For Resender, 1 Yes i know i need to do something else for the new names, the method i am using at the moment is not nice. 2 I have no idea why you could not dock properly.. Perhaps a zone problem but i doubt it. 3 I will take a look, there is probably a bug in the ship selection or saving code. I wasn´t sure it was correct when i tested it. For Twycross448, Badly, that´s how i handle the dlls <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> I really need to do it properly.. And you´re right my program does not check for custom dlls. How do you make a custom dll ? My solution so far is quite annoying and i need another one. I was not sure of the rule for the string offset in the dlls. It seems to be 0x10000 per dll but i was not confident enough to load all the dlls. If you can confirm my assumption, i will make a fix tonight and you will be able to load any dlls. The plan for this week-end is to make a version more compatible with FLMOD Manager and that support more added stuff with even perhaps an export MOD option. If you want to participate in the development even just as a tester (oh wait you are already <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Just contact me by email. I am only working on the program during the evening (UK time) and the week-end. Thanks for the feedback, really appreciate it. Shsan
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Resender

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24

Thursday, April 24th 2003, 6:49pm

thank you shsan thanks to you i managed to buy a titan whitout having to go to the corsairs 1) te station problem occurs in systems were there already bases can anyone give me the link to that ini thing i cant find it anymore

Twycross448

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25

Thursday, April 24th 2003, 6:58pm

shsan, you have mail. <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>
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Resender

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26

Thursday, April 24th 2003, 7:07pm

yeah i forgot to mention that strange things happen i landed on a base like newark i entered it and came to land on a planet

tylium

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27

Thursday, April 24th 2003, 10:19pm

how do i extract the files to the exe file i am only atacking the people who want to kill me but what if they kill me first
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Resender

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28

Thursday, April 24th 2003, 11:06pm

hi to you all as you know i have been tryng this map maker on mp server client pc and it works so that part is solved for the base not reconising problem i had there might be a simple explanation all the bases have the same name because the game doesnt find the new/origenal once + can annyone give me a step for step process on how to make a new faction inclu background story and name (and all the rest of course also i tried to add a new group of systems like borderworlds ect but neither the explorer nor the game would reconise them for the maker of the explorer maybe the solution to the names could be found in the systems like the custom mades ones who were made from schratch

shsan

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29

Friday, April 25th 2003, 2:21am

Hi guys, Major modification tonight but untested, i will do it tomorrow i am too tired.. The program has now an option to generate a MOD instead of modifying the game. It should be compatible with FLMod Manager. Now when you are adding new names, they will be added in a separated dll (if you don´t use FLMod Manager, you will have to add it to the Freelancer.ini). The generation code is completly different but probably incompatible with 95/98. I have also fixed the problem of custom dlls not being loaded and fixed some other bugs when reading uncompressed ini files. Shsan
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shsan

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30

Friday, April 25th 2003, 2:28am

Just one thing. Don´t add new object in the system containing the saved game you are loading. It seems to create some really weird effects. When creating a base, make sure that the template you load is not one for a planet : just check the start room, if you have Deck it shoudl be fine. But it could be fun to imagine a big asteroid with a simulated planet <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> For Gundam : can you rephrase your question i really don´t see what you mean. Sorry. For Resender : Do you mean that you havent been able to create new systems ? That´s quite strange. I will check again tomorrow if i havent broken something in the program because i created two systems before and both the game and the explorer can see them. Good luck. Shsan
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31

Friday, April 25th 2003, 4:59am

To work with Windows 98, the UpdateResource() API´s require the dll &quot;unicows.dll&quot; (Microsoft Unicode support file). You can download it from MSDN, I believe, or you can just get it from the EXE directory <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>.
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Resender

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32

Friday, April 25th 2003, 8:55am

what i meant was that when you make a new system you have the chose between wich group it belongs like the border worlds i tried to create a new group by placing the letters NE instead of chosing one it created the map but when i try to place anything in it it all ends up in the left corner + i want to add new factions not replace any is this possibale and how is it done

shsan

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33

Friday, April 25th 2003, 12:20pm

First a big thanks to IGx89 for his help on the updateResources front <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> I would have lost a lot more time without this. Someone will have to try it under 98 then. I am on Win2K. More support of FLMod Manager to come this week-end. For Resender, That´s really strange. I made two new systems with FR as new prefix and i didnt had any problems. It seems to be a new bug. I have planned a test session tonight. So i´ll recheck everything. Adding new factions is a little bit more complicated than adding a new group of planets. I´ll probably try to do that once i have finish adding all the possible object. So it might be a while before it´s ready.
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34

Friday, April 25th 2003, 3:17pm

in the new version i get a content.dll error and when i open mod manager he says its empty can anyone help me how to make it possibale to test the systems without having to make a full mod i use win me +i want to add new factions if possibale not replace any how do i do that i can make my borderworld of my new region but without the new factions i can´t work further Edited by - Resender on 25-04-2003 14:24:39

Resender

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35

Friday, April 25th 2003, 5:22pm

because i test this appp quite a lot that have decided to give regulag bug reports 1)new system &amp; objects stillll remains nameless (unless jump hole to already existing system) 2)tradelande error got thrown out 4 a 5 generators before the end 3)system i created has the same problem as a had before everything gets placed in the left corner 4)added dock rings is registred as the new london dock ring 5)//i don´t know this for sure but the edit screen for a planet 5) i edited houston because of this problems i resetted and will try to remake when theres an update

shsan

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36

Friday, April 25th 2003, 9:21pm

OK it was badly broken <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> I have found the problem of the system containing all objects in the corner. It´s fixed. The new dll system is also now working properly. The mod creation seems to work but at the moment, it´s not possible to continue to edit a mod, so it´s kinda pointless. I will do the necessary changes tonight. When not creating a mod, the new dll is not added to the freelancer.ini so you will not have the proper names (except if you add it manually). I´ll change that too. I have removed the load of Content.dll I have seen the New London Docking Ring problem and i´ll fix it soon. Resender , not sure that the text is complete for point 5 of your previous post <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> There is also now a different version number at each release starting now. So i should be able to tract the problem easily. Back to coding.
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Resender

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37

Friday, April 25th 2003, 9:24pm

new bug report 1)custom names aren´t shown in map 2) i have a system with a star called Snowdonn i added a star called Aran but the explorer puts the label on the wrong star + for my mod i´m going to make all the systems and use other neutrals an friendlys now and replace them later

Resender

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38

Friday, April 25th 2003, 10:40pm

i ment when editing a planet it chrashed oh yeah how did you add a new planet group like that FR when i add NE as system prefix it has the left corner problem still + for now im going to redo all my systems because i cant delete that system that is the cause of the problem

Resender

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39

Friday, April 25th 2003, 11:03pm

there´s a way to delete system copy the maps with the goods one in a seperate map restore the files to orginal make new systems on the right place you jest have to delete jump holes/gates and remake them **jump holes/gates you delete in the edit window like objects get deleted allso you should be able to add new labels to stars bugs 1)system left corner when you to try a new system prefix 2)stars of the same type in thez same sytem gets both selected if you select one of them

shsan

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40

Friday, April 25th 2003, 11:52pm

Thanks Resender, i´ll check that. New Release again. This time you can edit a mod that you have previously saved. FLMod Manager required. Procedure to create a mod: 1 Launch the tool 2 create what you want 3 Save it as a Mod (create a new directory into the FLMod Manager &quot;mods&quot; directory ) Procedure to test it. 1 Launch FLMod Manager 2 activate the mod 3 Test in Game 4 deactivate the mod (necessary if you want to edit it) 5 Exit FLMod Manager Procedure to edit the mod: 1 Answer Yes or No at the question ( Yes remove any changes after the first save, No keeps the mod as it is ) 2 Select the mod from the &quot;mods&quot; directory 3 Edit 4 Select &quot;Apply Changes/Update Mod&quot; in the menu to validate the changes.
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