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HFH_MACK

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Monday, July 21st 2003, 8:34pm

TUTORIAL: ADD NEW items (SHIPS) + INFOCARD DLL without removing the old. PART B by HFH_MACK (completed 7-21-2003), REVISED (9-22-03) I would like to thank Pu_Raydo, Hans Olo, Dixi and Zen who have posted to the Lancers Reactor with much knowledge. Also to UNSETH who provided the basic formula for locating resources in the DLL and the Lancers Reactor... for sharing all this on the net. *** This presumes you have reviewed most of the tutorials and have an ADVANCED understanding of modding and the dangers of modding *** *** Send all flames to : yourself@youraddress_for_Not_Heeding_The_Warning *** *** you take full responsibility for using any of these suggestions *** *** I suggest creating a new mod folder using FLMM 1.2 and putting all the files that you plan on altering there so that the mod can be activated and deactivated *** PLEASE REVIEW PART A: OK... so here is a quick overview of part A 1. IDENTIFIED the Rhino template ids_name = 237035 2. Used FLEd-ids to determine the Rhino DLL # = 3, DLL TABLE = 2527... and ResID = 40427. 3. Looked at the DLL info with the information using Resource Hacker (ResHACK) 4. ADDed to the NameResources.dll a line 65187 as shown... STRINGTABLE LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US { 65184, "Unknown Planet" 65185, "Alien Jump Gate" 65186, "The Hispania" 65187, "Rhino II" } 5. Copied the original Rhino template DATASHIPSShiparch.ini using theoriginal rhino ID = 237035. 6. Pasted it back (without deleting the original) and modified the new pasted version by changing the ID from 237035 to 261795. 7. Learned how we calculated the new ID 261795 by back calculating the recently added ResourceID 65187 8. Modified the Rhino II stats. 9. Copied the oringal goods.ini Rhino info and pasted with new nickname = lfr_hull_II and new ship = li_freighter_II 10 Made it cheap by lowering the price..., added power upgrade etc... weapons upgrade.. 11 ADDED NEW RHINO II to DATAEQUIPMENTMarket_Ships.ini at Pittsburg : base = Li01_02_Base 12 Finally used FLMM 1.2 to test our mod and saw the Rhino II for sale... along WITH the ORIGINAL Rhino... BUT the Infocards STILL show the same STATS... even though they are not actually the same... as can be proven by purchasing 30 shields for Rhino II AND NOW Tutorial PART B how to Make the Ship Have INFOCARDS that WORK! OK First DOWNLOAD ZEN´s InfoCards: He has made these templates to assist in making new infocards rather than making them from scratch... (You will need a program that decompresses .rar files....) The cards are currently located at http://www.duwx.com/freelancer/zen_docs.rar EDIT: now available here: http://lancersreactor.org/t/download/download.asp?id=563 At least now we have a permanent storage location locally. Create a working folder in your desktop called "FL_Work" (if you have the ORIGINAL ZEN infocards: Copy the INFOCARDS.exe into it... and run it. (While it is possible to skip this step by simply copying from my paste below... You WILL need Zen´s custom DLL later so go ahead and get it) Those that download from the Forum will not need to run the Infocards.exe as they have already been extracted... and placed separately in the zip) U will see the files Ra_ids_info.html, Ra_ids_info1.html, Ra_ids_info2.html, and Ra_ids_info3.html in the "FL_Work" folder. We are going to rename them so that they MATCH thier FUTURE DLL home. Rename Ra_ids_info.html as Rh_II_ids_info1.html Rename Ra_ids_info1.html as Rh_II_ids_info2.html Rename Ra_ids_info2.html as Rh_II_ids_info3.html Rename Ra_ids_info3.html as Rh_II_ids_info4.html *** notice I have renamed them to 1 higher number, the actual name does not really matter... I just numbered them different to match the folder numbers but they could have been named anything... as long as you remember which file goes to which folder in the DLL *** Here we change the infocards...(4 cards) INFOCARD1 = Description of ship when you click the inventory button both in space and when docked. INFOCARD2 = Description of your ship STATS in space. (It is the condensed form of Infocards 3 & 4) INFOCARD3 = Description of the STATS NAMES that appear just to the right while docked...further to right is where the infocard 4 is displayed... You should make Infocard3 and Infocard4 ALIGN so that the STATS Description matches the Stats numbers... INFOCARD4 = Description of STATS Numbers that appear on the right most side when docked. (of course later you can mod these to say whatever you want) RIGHT CLICK Rh_II_ids_info1.html and choose "open with" and select WORDPAD ( Unicode compliant is a must)...(not notepad) You should now see the original Ra info card template made by Zen... Delete the contents... and put this in: <?xml version="1.0" encoding="UTF-16"?> <RDL> <PUSH/> <TEXT> </TEXT> <PARA/> <TRA data="1" mask="1" def="-2"/> <JUST loc="center"/> <TEXT>Stats</TEXT> <PARA/> <TRA data="0" mask="1" def="-1"/> <JUST loc="left"/> <TEXT> </TEXT> <PARA/> <TEXT>Guns/Turrets: 3/5</TEXT> <PARA/> <TEXT>Armor: 2000</TEXT> <PARA/> <TEXT>Cargo Holds: 120</TEXT> <PARA/> <TEXT>Max Batteries/NanoBots: 30/30</TEXT> <PARA/> <TEXT>Optimal Weapon Class: 3</TEXT> <PARA/> <TEXT>Max. Weapon Class: 5</TEXT> <PARA/> <TEXT>Additional Equipment: M, CM</TEXT> <PARA/> <PARA/> <POP/> </RDL> SAVE IT. Now for the next infocard... RIGHT CLICK Rh_II_ids_info2.html and choose open with... and select WORDPAD... delete the contents and put in: <?xml version="1.0" encoding="UTF-16"?> <RDL> <PUSH/> <TRA data="1" mask="1" def="-2"/> <JUST loc="center"/> <TEXT>The Enhanced "Rhino II".</TEXT> <PARA/> <TRA data="0" mask="1" def="-1"/> <JUST loc="left"/> <TEXT>Liberty Industries enhanced the "Rhino II" with additional hull plating, an elite fighter power core, larger cargo space, and greater repair reserves.</TEXT> <PARA/> <TEXT>The resulting "Rhino II" is a formidable Freighter, albeit slightly more cumbersome than the Original Rhino due to the added tonnage.</TEXT> <PARA/><PARA/> <TEXT>This ship is truly a Combat Freighter and well worth the price.</TEXT> <PARA/><PARA/> <TEXT></TEXT> <PARA/> <POP/> </RDL> SAVE IT Now for the next infocard... RIGHT CLICK Rh_II_ids_info3.html and choose open with... and select WORDPAD... CONFIRM IT LOOKS LIKE THIS: <?xml version="1.0" encoding="UTF-16"?> <RDL> <PUSH/> <TRA data="1" mask="1" def="-2"/> <TEXT>Stats</TEXT> <PARA/> <TRA data="0" mask="1" def="-1"/> <TEXT> </TEXT> <PARA/> <TEXT>Guns/Turrets</TEXT> <PARA/> <TEXT>Armor:</TEXT> <PARA/> <TEXT>Cargo Holds:</TEXT> <PARA/> <TEXT>Max Batteries/NanoBots:</TEXT> <PARA/> <TEXT>Optimal Weapon Class:</TEXT> <PARA/> <TEXT>Max. Weapon Class:</TEXT> <PARA/> <TEXT>Additional Equipment: </TEXT> <PARA/> <POP/> </RDL> It probably does and therefore you won´t need to change anything. and finally the last infocard... RIGHT CLICK Rh_II_ids_info4.html and choose open with... and select WORDPAD... delete the contents and put in: <?xml version="1.0" encoding="UTF-16"?> <RDL> <PUSH/> <TEXT> </TEXT> <PARA/> <TEXT> </TEXT> <PARA/> <TEXT>3/5</TEXT> <PARA/> <TEXT>2000</TEXT> <PARA/> <TEXT>120</TEXT> <PARA/> <TEXT>30/30</TEXT> <PARA/> <TEXT>3</TEXT> <PARA/> <TEXT>5</TEXT> <PARA/> <TEXT>M, CM</TEXT> <PARA/> <POP/> </RDL> SAVE IT. OK so now you have updated the DESCRIPTIONS of the Rhino II... but You still need to get them into a FreeLancer DLL... Zen has done some work for us here by deleting an entire infocard.dll template and leaving only 1 set of entries...as a starter... I strongly recommend using it. I refer you to his description of the infocard DLL mechanics to enhance your knowledge... ok so open his tutorial download and find freelancer modding s h i tdll info working please note that as Zen has put the word S H I T (without the spaces) in the directory... you might have to use some... well editing... ok... so copy the infocards_new.dll into your FL_Work folder. (again those that have downloaded from within the forum will not have to do the above step... as infocards_new.dll has been placed in the zip. Simply extract it form the zip) Now... open infocards_new.dll with ResHack. You will see a folder called Version Info and a folder called 23. Open the 23 folder. You will see 4 folders labeled 1, 2, 3, and 4. Open folder 1. Click 1033. Now Right Click 1033. Choose REPLACE RESOURCE. A Popup appears... click the Open File with new resource button.... goto to your FL_Work folder and click Rh_II_ids_info1.html Click OPEN. You will now see a Replace a resource Pop Up... In Resource Type field: put 23 In Resource Name: put 1 In Resource Language: put 1033 Then Click Replace... Open folder 2. Click 1033. Now Right Click 1033. Choose REPLACE RESOURCE. A Popup appears... click the Open File with new resource button.... goto to your FL_Work folder and click Rh_II_ids_info2.html Click OPEN. You will now see a Replace a resource Pop Up... In Resource Type field: put 23 In Resource Name: put 2 In Resource Language: put 1033 Then Click Replace... *** note the only thing we have done is add 1 to the Resource Name *** Now goto folder #3... repeat the same using Rh_II_ids_info3.html except for the Resource Name put 3 the rest is the same... Do this same pattern Rh_II_ids_info4.html Choose file/save and SAVE IT. ______________________________________________________________ Ok... SO now we have a infocards_new.dll with NEW descriptions of the Rhino II. Confirm this by re-opening the infocards_new.dll and looking at the text with the folders 1-4. It should show the modifications. If it does not... then Repeat the process and make sure you save it... Clearly more info cards for other ships can made using the same pattern.. simply add 1 each time... (until 16 then I believe you have to make a new containing folder) Now we have to NOTIFY FreeLancer... that this DLL exists... so... Copy the newly altered dll from FL_Work into: C:Program FilesFreelancer Mod ManagermodsADD_RhinoII EXE Copy freelancer.ini to the EXE directory of your Mod Folder if not already done. and Open freelancer.ini LOOK FOR: [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 Ok ... add the following line just below the DLL = MiscTextInfo2.dll line... DLL = infocards_new.dll ; Contains our CUSTOM InfoCards... (dont forget the space after the dll that separates the semicolon...) now Save it... OK now we must get the ResID Numbers for our new entries... RUN FLEd-ids To get FLEd-ids to convert this for us goto GAME PATH. C:Program FilesFreelancer Mod ManagermodsADD_RhinoII Goto ResID to ids_name/ids_info and choose infocards_new.dll (not infocards.dll) In the field RESOURCE ID: enter 1 (for folder #1 of our new infocard DLL) Click Convert. You will see 458753 in the output box. Copy that and paste it into the Resource extractor/editor... ids_name field and click Get ids_name. In the bottom of the program output window... you should see: DLL #7 - infocards_new.dll - Table 1 - ResID 1 Now put 458753 into the Resource extractor/editor... ids_info field and click Get ids_info. you will see: <?xml version="1.0" encoding="UTF-16"?> <RDL> <PUSH/> <TEXT> </TEXT> <PARA/> <TRA data="1" mask="1" def="-2"/> <JUST loc="center"/> <TEXT>Stats</TEXT> <PARA/> <TRA data="0" mask="1" def="-1"/> <JUST loc="left"/> <TEXT></TEXT> <PARA/> <TEXT>Guns/Turrets: 3/5</TEXT> <PARA/> <TEXT>Armor: 2000</TEXT> <PARA/> <TEXT>Cargo Holds: 120</TEXT> <PARA/> <TEXT>Max Batteries/NanoBots: 30/30</TEXT> <PARA/> <TEXT>Optimal Weapon Class: 3</TEXT> <PARA/> <TEXT>Max. Weapon Class: 5</TEXT> <PARA/> <TEXT>Additional Equipment: M, CM</TEXT> <PARA/> <PARA/> <POP/> </RDL> and the outpute window at the bottom will show: DLL #7 - infocards_new.dll - ResID 1 This confirms that our infocard is there. By entering a 2,3,4 respectively FLEd-ids will calculate the id for each new infocard. I will show you how to get the information manually... The infocards DLL info looks different from the NameResources.dll info. The formula for infocards_new.dll will be the same as for infocards.dll. It is simply (DLL # * 65536) + N where N = The Folder # of the XML information in the infocards_new.dll For example Lets determine the ID # for infocards_new.dll (DLL #7) for folder #1 which contains a description of the Rhino II : The ID for the 1st infocard is: 7 * 65536 (in decimal) + The folder # 1 --->458752+1 = 458753 The ID for the 2nd infocard is: is 7 * 65536 (in decimal) + The folder # 2 ---> 458752+2 = 458754 for the 3rd infocard it is: ---> 458752+3 = 458755 and the 4th infocard it is: ---> 458752+4 = 458756 (once we reach the 16 th entry we may have adjust the formula for the containing folder... alas that may have to be another tutorial) My list ends up as follows: Rh_II_ids_info1.html in DLL 7, Table 23, Folder 1---> ID 458753 Rh_II_ids_info2.html in DLL 7, Table 23, Folder 2---> ID 458754 Rh_II_ids_info3.html in DLL 7, Table 23, Folder 3---> ID 458755 Rh_II_ids_info4.html in DLL 7, Table 23, Folder 4---> ID 458756 Ok... so as U see once you get your initial value... its just a matter of adding the folder number... to get the ID... I am putting Zen´s (edited) wording here in regards to the ADDITION of more infocards: __________________________________________________________________ remember this formula if you want to add more than a few infocards to the game. ResID = "1-15" Table = 1 DLL = 7 ResID = "16-31" Table = 2 DLL = 7 ResID = "32-47" Table = 3 DLL = 7 ResID = "48-63" Table = 4 DLL = 7 If you notice this is a basic hex addition 1-15 = 1-F in hex everytime to pass this it adds 1 to the table below and so on. ResID = "256 - 271" Table = 17 DLL = 7 ResID = "272-286" Table = 18 DLL = 7 Thought i would add that for those who were stuck with this one p/s - This way of refrencing works in exactly the same way as the ids_name for each infocard (ids_info) is the same as each entry in the string table data for the ids_name. ______________________________________________________________________________ OK LASTLY... open your modified shiparch.ini search for 261795 which is the id for our Rhino II. You will see [Ship ids_name = 261795 ids_info = 66573 ids_info1 = 66574 ids_info2 = 66608 ids_info3 = 66575 change this to: [Ship ids_name = 261795 ids_info = 458753 ids_info1 = 458754 ids_info2 = 458755 ids_info3 = 458756 SAVE IT. Now goto FLMM 1.2 and open your mod folder... make sure all the folders are properly placed in any subfolders etc... For example... there should be a DATA and EXE folder inside. and these folders should contain those items (that were previously altered) in thier respective subfolders... ACTIVATE your mod... And now launch FreeLancer...Hopefully you can find PITTSBURGH... and U should see the Rhino II for Sale alongside the original rhino. You created NEW Rhino II´s infocards... and this should show the Rhino II to have 120 cargo... and 30/30 bots/shields... etc... with the new description. (Also to be true to our word those who removed the original rhino on manhattan should should go ahead and restore the Manhattan Rhino and make sure Rhino II is on Pittsburgh) AND FINALLY ONE LAST WORD: I have reviewed this Tutorial MULTIPLE TIMES to make sure it works... and sadly... I have encountered Numerous WIERD glitches... which I must attribute to FLMM which sometimes deletes files and also to the unknown... for example 1 time I was completely unable to get the infocards_new.dll to work at all but on a repeat attempt it worked fine. I can only guess that even a small deviation from the exact method can result in failure... Be assured that I have succesfully created these WORKING infocards several times now... from scratch. I do hope this works for you ... If not... then I am sorry... but do not send a bunch of posts about how it messed your system up... I cannot debug your system. If there are suggestions, typos, add-ons, or other things that would HELP the community plz let me know. Remember... Lets Keep It fun. Edited by - HFH_MACK on 22-09-2003 21:45:00
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Kress

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Thursday, July 24th 2003, 5:30pm

excellent tutorial!
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Thursday, July 24th 2003, 9:34pm

Just a quick point. FLMM 1.2 contains a command to add resources in your script. For example: ids_name = 0 ;GENERATESTRRES(&quot;Javelin Turret&quot<img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> adds a normal string resource with the string =Javelin Turret and assigns the id number for you. You do a similar thing for XML resources but with the GENERATEXMLRES(...). Why not use this instead of having to create your own dll? I for one find it much easier.
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HFH_MACK

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Friday, July 25th 2003, 9:28pm

I would love to... I searched everywhere for Instructions on how to use FLMM 1.2 but since I could not ever find any I winged it... Can U point me to somewhere that has a good tutorial or forum on that...? Thanks.
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drowka

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5

Friday, August 22nd 2003, 3:44am

Excellent tutorial, well done with plenty of detail! In part B you said you needed Zen´s infocards. Well I have gone to his website and it seems I can´t access them. So is there a link anywhere else for them, or can I get a dll template from somewhere else. That´s basically what I need and if I understand the use of the Zen´s infocards, that´s the purpose of having them. If there is another way of creating new infocards or adding new string tables, please let me know.
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Tuesday, September 2nd 2003, 1:43am

I am working on placing them in the FL Download section. I have submitted them and hope they are placed there soon. Edit... I attempted to upload but its not working... I have E-mailed the Admin. There is another way to get what you want... It requires copying the DLL and renaming it then Manually Removing the entries until you are left with a BAREBONES .dll (thats how Zen did it). I have not done it this way but I suspect it would be done as follows: Copy the .dll and rename it as per the tutorial then follow the tutorial just as it says and replace the resources then delete ALL the remaining resources that you have not replaced... ( I think that might be easier)... however I have not personally used this method and cannot say that it would work for sure. Its work intensive meaning it would require over 1000 manual resource deletions... (ie it might take a while... maybe a few seconds for each deletion.) As soon as I can get the DLLs uploaded I will post an update. EDIT: YES THE FILES NEEDED ARE NOW HERE: http://lancersreactor.org/t/download/download.asp?id=563 Just un Zip and Gooooo {HFH}MACK Edited by - HFH_MACK on 22-09-2003 21:51:03
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Saturday, September 6th 2003, 4:16pm

Well - I followed this step by tedious step and not only did it crash the server but it deleted my entire mod too. The console had an error dealing with an archetype. What went wrong????
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Sunday, September 7th 2003, 12:39pm

TUTORIAL ON HOW TO FIX YOUR SYSTEM AFTER THIS TUTORIAL SCREWS IT UP I finally fixed my copy of Freelancer after attempting this tutorial - but at a high price. The author wasn´t kidding about the warning folks - so DO NOT ATTEMPT THIS TUTORIAL UNLESS YOU ARE WILLING TO DO THE FOLLOWING: 1) Uninstall Freelancer 2) Uninstall FLMM and all your mods 3) Uninstall your server operator 2) Uninstall FL Ship Studio (ResHack - Ship Studio - Bini) Had to delete the entire folder 3) Uninstall Freelancer Explorer - including the C runtime components extracted to Windows/System32 folder - Did not uninstall correctly - had to delete entire Freelancer explorer folder. - Deleted the following files from Windows/System 32 - ANSI_FOR_WIN98 (folder) - atl71.dll - MFC71.dll - MFC71u.dll - msvcp71.dll - msvcr71.dll 4) Delete Freelancer folder from My Documents/My Games - (save data for both MP and SP) 5) Wipe Freelancer server registry keys (Start menu - run - regedit - hkey_current_user - software - microsoft - FLSERVER &lt;-(delete this one)) 6) Reinstalled freelancer / problem solved. Note that a system restore (WinXP) will not help solve the problem as it is one of the 1st things attempted. Also note that doing all of these things to correct a problem is only one step short of having to do a full windows reinstall since every FL component had to be expelled before reinstalling. -Edited to reflect accurate registry key deletion method. - Delete FLSERVER key folder ONLY! - Edited to correct typo in step #3 Edited by - SmokeRingHalo on 07-09-2003 11:44:33 Edited by - SmokeRingHalo on 07-09-2003 11:49:10
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Sunday, September 21st 2003, 4:55am

Sorry to hear that... it is very daunting to say the least all that U had to go thru... Backing up the originals is critical! So, Having run this myself and knowing it works on the Single PLayer I would put a warning out to those trying to make it work on a server to be careful. Also, it is clear from what you have mentioned that you some how corrupted your FreeLancer files... This could be avoided by making sure not to perform any changes on your original files... and only work from within the Mod... however... remember that you should not work within an ACTIVATED mod... as it messes it up. So all work should be done in inactivated state... be sure to move any DLL backups that RESHACK creates in your mod folder (it makes backups automatically)... Then when done activate the mod... If something goes wrong... deactivate it. Remember modifying, adding, or deleting files in an ACTIVATED MOD will really screw things up. I believe there is also a restore originals option in FLMM... however just to be extra careful you may want to create an extra backup of the originals in a separate folder as FLMM sometimes fails to restore... EDIT: PS... I have experienced similar problems... using mods... and by replacing the files that the mod alters in the original FL directory with the backed up ORIGINAL (yea U know the one your supposed to make hehehe) I was able to fix the problem. I eventually discovered I made a typo in my mod that caused the crash... but upon fixing that it went fine. Edited by - HFH_MACK on 21-09-2003 20:57:10 Edited by - HFH_MACK on 24-10-2003 19:57:21
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Tuesday, September 23rd 2003, 5:21pm

I would also like to extend my gratitude for this tutorial. Great work! But one thing puzzles me a little. I am in the progress of modding Freelancer for several month now (adding new ships as i make them in Milkshape, as well as some from the various released mods here on TLR, adding weapons, equipment ect.) and not once ran into trouble. It should be noted that I do everything manually, not with FLMM and consorts. It may take longer, but I have far greater control. Also, I use MS Visual .NET Corporate Edition for .dll editing/making, not ResHack. Is that really that much of a difference? I am quite surprised, really. Or maybe it´s just me and my dumb luck... ^_^&quot; Anyways, thanks again. It´s always great to see such tutorials. T448
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Wednesday, September 24th 2003, 1:10am

You are indeed fortunate! Never to get any problems... heheheh... well don´t mess with success! I hope you make backups though. The FLMM is a neat program tho. ( I am not doing it justice here...) but essentially it keeps your MODS organized into folders and allows you to activate 1 or more Mods at a time... and deactivate as well... it also has some ability to check whether or not a MOD is compatible with another. One of the down sides to it, is that occasionally it does not properly copy or delete a file or files... most often this occurs when altering files in the ACTIVE MOD´S Folder or deleting ANY files from either active or inactive mods... In regards to using MS visual .NET I believe that ANY resource editor will work... some better than others... ResHack was chosen because its FREE... (ahhhh) {HFH}MACK Edited by - HFH_MACK on 01-10-2003 19:01:11
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12

Monday, January 5th 2004, 7:32am

Ha Zens old tutorial. Excellent. I thought we had lost it. Here is a empty dll to add all that stuff and in the archive is Zens xml docs above too. http://www.respawn.co.uk/modules.php?name=Downloads&amp;d_op=getit&amp;lid=21 Great work bud <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Giskard

HFH_MACK

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13

Monday, January 5th 2004, 2:18pm

Wow.... And here I thought this thread had died.... and gone to.... well you know where all those dead threads go... hehehe Thanks... there is a bunch of files in the DOWNLOAD section that also include (I believe) Zen´s empty DLL... and XML stuff.... its all Zipped up... But having extras won´t hurt. This Thread has been Inactive for So long... If anyone really needs to get a hold of me.... EMAIL me at CCr_MACK@hotmail.com PLEASE INCLUDE IN THE SUBJECT: FREELANCER Otherwise I might delete the E-mail for spam... MACK
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Glock36

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14

Tuesday, January 6th 2004, 10:51am

I think that if you start adding resource numbers to existing Microsoft DLL files you are going to get in trouble. This could cause the names of many items which use numbers above the one you added to change. Your best bet is to examine the dll´s. Digital Anvil left PLENTY of room in them to add items without adding resource numbers. There are over a hundred totally blank resource numbers in NameResources alone. EquipResource has many entries that are redundant. They have individual names for each AI and Base turret and names for each engine, powerplant, etc that no one will ever see. I´d recommend using these or using Giskards empty dll file. No offense intended but this tutorial is way beyond the scope of most modders knowledge and experience. YOUZ GONNA GET YOSEF IN BIG TROUBLZ IF YA TRIZ DIS, IMHO.

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15

Friday, July 30th 2004, 12:40pm

OOps, Error, LoadLibrary() failed ! CTD, server dies, ... I need something for importing/creating infocards that works: - Fle_ids screws up .dll if u use it for anything else but looking (very usefull though); - FExplorer is capable of saving strings in dll, not capable of adding xml (Oops, ...); - PExplorer is only for viewing, exporting (.rc files work) and editing (usefull, but dangerous); - ResHacker cannot import .rc files (not compiled, ordinary text) can replace tables and xml; - none of above tools can export .res file, so that it could be used for importing (they all make garbage) The only thing i found out that works is FLMM, but this means puting GENERATE... in all files that eplorer made, in other words, translation from .ini-&gt;.xml, not to mention using dlls that come with mods. This is MP experience, but from things i tried, it´s same with SP. How can i export string tables and .xml from .dll, so that i could put it in a new .dll, with renumbered names and infos? I can not make a new String table entry with ResHacker, because it needs compiled file, which i can not edit. Is there compiler for .rc -&gt; .res ? Another thing: if u use info cards that begin with &lt;?xml ... ?&gt; and end without &lt;/xml&gt; as in examples above, u will see mess, when u check ship info in game. Throw out all ´?´ , and finish all cards with &lt;/xml&gt; and it will be ok. That is : change &lt;?xml .... ?&gt; to &lt;xml ...&gt; and put &lt;/xml&gt; at the end. There is also problem if u use &lt;text&gt; instead of &lt;TEXT&gt; : use &lt;TEXT&gt; ! Edited by - FrankZ on 8/6/2004 3:12:03 AM
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(S.A)Blackheart

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16

Tuesday, August 9th 2005, 3:49am

I´m sorry and dont wanna sound noobish but have no idea wats wrong with my code. The rhino is still for sale in manhatten and my ship (The makibishi) doesnt show up. Someone plz help !!! [Ship ids_name = 261795 ids_info = 66518 ids_info1 = 66519 ids_info2 = 66608 ids_info3 = 66520 ship_class = 1 nickname = sa_makibishi LODranges = 0, 75, 125, 1000 msg_id_prefix = gcs_refer_shiparch_borhf mission_property = can_use_berths type = FIGHTER DA_archetype = shipsorder_worldw_elitew_elite.cmp material_library = shipsorder_worldw_ships.mat material_library = fxenvmapbasic.mat envmap_material = envmapbasic cockpit = cockpitscorsairw_elite.ini pilot_mesh = generic_pilot nanobot_limit = 80 shield_battery_limit = 80 mass = 150.000000 hold_size = 30 linear_drag = 1.000000 fuse = intermed_damage_smallship01, 0.000000, 1225 fuse = intermed_damage_smallship02, 0.000000, 613 fuse = intermed_damage_smallship03, 0.000000, 408 max_bank_angle = 60 camera_offset = 7, 33 camera_angular_acceleration = 0.050000 camera_horizontal_turn_angle = 23 camera_vertical_turn_up_angle = 5 camera_vertical_turn_down_angle = 30 camera_turn_look_ahead_slerp_amount = 1.000000 hit_pts = 9800 explosion_arch = explosion_li_fighter surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03 surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03 surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03 steering_torque = 43000.000000, 43000.000000, 230000.000000 angular_drag = 41000.000000, 41000.000000, 141000.000000 rotation_inertia = 8400.000000, 8400.000000, 8400.000000 nudge_force = 30000.000000 strafe_force = 20000 strafe_power_usage = 2 bay_door_anim = Sc_open baydoor bay_doors_open_snd = cargo_doors_open bay_doors_close_snd = cargo_doors_close HP_bay_surface = HpBayDoor01 HP_bay_external = HpBayDoor02 HP_tractor_source = HpTractor_Source num_exhaust_nozzles = 2 shield_link = l_elite_shield01, HpMount, HpShield01 hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_elite_shield_special_10, HpShield01 hp_type = hp_elite_shield_special_9, HpShield01 hp_type = hp_elite_shield_special_8, HpShield01 hp_type = hp_elite_shield_special_7, HpShield01 hp_type = hp_elite_shield_special_6, HpShield01 hp_type = hp_elite_shield_special_5, HpShield01 hp_type = hp_elite_shield_special_4, HpShield01 hp_type = hp_elite_shield_special_3, HpShield01 hp_type = hp_elite_shield_special_2, HpShield01 hp_type = hp_elite_shield_special_1, HpShield01 hp_type = hp_thruster, HpThruster01 hp_type = hp_mine_dropper, HpMine01 hp_type = hp_countermeasure_dropper, HpCM01 hp_type = hp_torpedo_special_1, HpTorpedo03 hp_type = hp_torpedo_special_2, HpTorpedo01, HpTorpedo02 [CollisionGroup obj = sa_port_wing01_lod1 separable = true parent_impulse = 240.000000 child_impulse = 7.000000 dmg_hp = dpport_wing01 dmg_obj = ew_dmg_portwing01_cap mass = 5.000000 debris_type = debris_small_ship separation_explosion = explosion_small_ship_breakoff type = Port_Wing hit_pts = 817 root_health_proxy = true [CollisionGroup obj = sa_port_wing02_lod1 separable = true parent_impulse = 240.000000 child_impulse = 7.000000 dmg_hp = dpport_wing02 dmg_obj = ew_dmg_portwing02_cap mass = 5.000000 debris_type = debris_small_ship separation_explosion = explosion_small_ship_breakoff type = Port_Wing hit_pts = 817 root_health_proxy = true [CollisionGroup obj = sa_star_wing01_lod1 separable = true parent_impulse = 240.000000 child_impulse = 7.000000 dmg_hp = dpstar_wing01 dmg_obj = ew_dmg_starwing01_cap mass = 5.000000 debris_type = debris_small_ship separation_explosion = explosion_small_ship_breakoff type = Starboard_Wing hit_pts = 817 root_health_proxy = true [CollisionGroup obj = sa_star_wing02_lod1 separable = true parent_impulse = 240.000000 child_impulse = 7.000000 dmg_hp = dpstar_wing02 dmg_obj = ew_dmg_starwing02_cap mass = 5.000000 debris_type = debris_small_ship separation_explosion = explosion_small_ship_breakoff type = Starboard_Wing hit_pts = 817 root_health_proxy = true [Simple nickname = sa_dmg_portwing01_cap DA_archetype = shipsorder_worldw_elitew_dmg_port_wing01.3db material_library = shipsorder_worldw_ships.mat mass = 5.000000 LODranges = 0, 100, 1000 [Simple nickname = sa_dmg_portwing02_cap DA_archetype = shipsorder_worldw_elitew_dmg_port_wing02.3db material_library = shipsorder_worldw_ships.mat mass = 5.000000 LODranges = 0, 100, 1000 [Simple nickname = sa_dmg_starwing01_cap DA_archetype = shipsorder_worldw_elitew_dmg_star_wing01.3db material_library = shipsorder_worldw_ships.mat mass = 5.000000 LODranges = 0, 100, 1000 [Simple nickname = sa_dmg_starwing02_cap DA_archetype = shipsorder_worldw_elitew_dmg_star_wing02.3db material_library = shipsorder_worldw_ships.mat mass = 5.000000 LODranges = 0, 100, 1000 [Simple nickname = sa_dmg_engine01_cap DA_archetype = shipsorder_worldw_elitew_dmg_engine01.3db material_library = shipsorder_worldw_ships.mat mass = 5.000000 LODranges = 0, 100, 1000 [Simple nickname = sa_dmg_engine02_cap DA_archetype = shipsorder_worldw_elitew_dmg_engine02.3db material_library = shipsorder_worldw_ships.mat mass = 5.000000 LODranges = 0, 100, 1000 [Good nickname = sa_lf_package category = ship hull = makibishi_hull addon = co_elite_power01, internal, 1 addon = ge_oe_engine_01, internal, 1 addon = ge_s_scanner_01, internal, 1 addon = ge_s_tractor_01, internal, 1 addon = shield01_mark10_hf, HpShield01, 1 addon = LargeWhiteSpecial, HpHeadlight, 1 addon = SlowSmallRed, HpRunningLight01, 1 addon = SlowSmallRed, HpRunningLight02, 1 addon = SlowSmallRed, HpRunningLight03, 1 addon = SlowSmallRed, HpRunningLight04, 1 addon = DockingLightRedSmall, HpDockLight01, 1 addon = DockingLightRedSmall, HpDockLight02, 1 addon = contrail01, HpContrail01, 1 addon = contrail01, HpContrail02, 1 addon = contrail01, HpContrail03, 1 addon = contrail01, HpContrail04, 1 addon = contrail01, HpContrail05, 1 [BaseGood base = Li01_01_base marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1 marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1 marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1 marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1 marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1 marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1 marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1 marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1 marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1 marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1 marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1 marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1 marketgood = lf_package, 1, -1, 1, 1, 0, 1, 1 marketgood = le_package, 2, -1, 0, 0, 1, 1, 1 marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1 marketgood = be_package, 8, -1, 0, 0, 1, 1, 1 marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1 marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1 marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1 marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1 marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1 marketgood = re_package, 22, -1, 0, 0, 1, 1, 1 marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1 marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1 marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1 marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1 marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1 marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1 marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1 marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1 marketgood = lfr_package, 1, -1, 0, 0, 1, 1, 1 marketgood = sa_lf_package, 0, -1, 1, 1, 0, 1, 1 Pickled plums and friends; The older the better. -Samuri proverb
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[Chaos_Leader]Xiron

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17

Tuesday, August 9th 2005, 1:59pm

one problem i can see is that you dont have a Goods entry for the HULL. and btw, this thread was about a year old.....way to gravedig lol
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AdlerAugen

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18

Friday, October 14th 2005, 6:05pm

Ahhh I love this tutorial! finally (after two long days of learning how to mod) I know how to add names to things! without screwing up! mwahahaha. and infocards, and everything else important. This´ll come in really handy. You better not touch that button. *touch* Great, you just deleted the best mod ever. What mod? Too late now. You deleted it.

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