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An Understanding of Modding

The general place to discuss MOD''ing Freelancer!

Post Thu May 01, 2003 2:31 pm

An Understanding of Modding

This post isn't specific to Freelancer, but to all modding.

I really want to get into modding. I've done some small work for NWN, Morrowind, etc., but I still don't understand what's really going on.

1. How can I change *.ini files and know what they do? Is it just trial and error? I have a programming background, but it doesn't make sense without the source code.

2. Do games design their own compilers for each game? Is that what an engine means; e.g. the Quake Engine? If they make their own compilers how can we write dynamic code? Am I just not smart enough to get around this?

3. How do people make total conversion mods work when there is no source code? The U.S. Army mod for 1942 is amazing and that game has even less to work with than Freelancer.

I know I had more questions, but I hope that those people out there who have modded a few games will help me out. I just want to understand modding in general better; because, there will be another game down the road that I want to mod and instead of looking for a file converter, I want to make one. Again, I hope those that know can see the benefit of helping me out.

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Always to the left of the enemy.

Post Thu May 01, 2003 3:10 pm

Well in the case of FL, the ini are in plain text. Most things have names that are relatively easy to understand. Decrypt some inis, then mess around and see what they do.

Ceylon

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