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TUT: make your own commodities and descriptions + online ID

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Post Thu Mar 20, 2003 11:31 pm

TUT: make your own commodities and descriptions + online ID

Tutorial is up for making your own commodities (includes creating your own .dll files and xml descriptions).

Also up is an online ID convert to/from dll and ini.

I'm also working on a new mod program, and some sound tutorials.

FLED - freelance editing


Edited by - unseth on 20-03-2003 23:32:41

Post Fri Mar 21, 2003 12:15 am

<edit>
For a second I thought you'd provide a simple DLL-compatible tool, but a solid tutorial about it is worth almost as much.

Domo Arigato. =)

D_R


+++ " Infinity? Nah, been there. " +++ =)

Edited by - Digital_Ronin on 21-03-2003 00:17:53

Post Fri Mar 21, 2003 9:13 am

DLL compatible tool for what?

I'll have the example .dll's for the tutorial as soon as I get the mod editor finalized (this weekend).

If you want them now, send me an email at [email protected] (remove the _SPAM for the real email addy).

Post Fri Mar 21, 2003 11:53 am

Thanks for the offer, but unfortunately my problem is rather that I don't have Visual Studio and want to create infocards - and just as you mention in your tutorial, ResTuner is a terribly bad tool for doing that. Close to impossible...

Or did anyone around here happen to come across a free DLL-resource editor that can properly handle XML/HTML strings? *hopes*

D_R


+++ " Infinity? Nah, been there. " +++ =)

Post Fri Mar 21, 2003 12:11 pm

in one of the post also concerning this topic, someone mentioned 'Reshack'

which, as far as I tried it last night lets you delete resources from dll's, add resources from binary files, and export to binary data...

what this means, I don't know how good you are with all this, or how good I am, but what I did is this:

I copied infocards.dll to an infocards2.dll, then exported a resource to a binary file, edited this and then added the edited resource as a new resource in infocards2.dll....

the real fun part is messing with the id's, but there's also a tool for that, all described in the 'Adding new resources DLL *IS* possible' post...

it takes some figuring out, but, and I haven't tried it yet, it should be perfectly possible to take for instance an existing id from a ship in shiparch.ini, convert that to find it's corresponding resource, export that resource, edit that, and then in you copied but empty dll add a new resource, this gives you a new id which you could use for a new or MKII ship... as far as I am concerned you can also add other resources that you want to use as id's in the ini's in the same dll...

I'm going to give it a shot tonight, hope this helps, later...

Post Fri Mar 21, 2003 5:00 pm

That's pretty much what I did carl. I created new items and info cards to go with them. I made 9 Pilots for factions and picture and info card, made them a sell commodity for different prices on planets. Place them in the AI generated ships as cargo, put chance for drop loot; presto, pilot drops to capture enemy unique faction pilots to ransom off. Added rare VIP's to regular AI freighters for pirate raiders to capture, flagged as contraband depending on what faction scans your cargo and how much. Re-enabled alot of the illegal goods back in they took out. Smuggle items offers, bribes for bounties, etc. They watered the game down alot.

tools: reshack, hexeditor, bini. And patience.

Post Fri Mar 21, 2003 6:00 pm

that's exactly what the tutorial at FLED goes into.

1. creating two brand new blank .dll's and adding your own commodity name and description to them and adding them to FL. (one is a string resource, the other binary unicode xml)

2. using the id forumla or the online calculator at FLED, getting the id #s for your new resources and making them ini compatible.

3. modding 3 .ini's to place the new commodities into the game.


www.ejoop.com/pcgames/fled' Target=_Blank>FLED: Freelancer Editing

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