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Freelancer is altering its own ini files.

The general place to discuss MOD''ing Freelancer!

Post Mon May 12, 2003 11:49 am

Freelancer is altering its own ini files.

Hello.

For weeks now certain odd happenings have been taking place in Hostile universe. Settings have been forgotten, Changes that I remember making ahve been reversed and ini files lose half of the new data but remember the other half just fine.

AKA reported an error in version 3 of Hostile universe where the price for the ships say price = price 1000. Well i spotted this just before release and fixed it before I started testing again. Yet some of the new ships had their prices reverted back to that figure in AKAs report to me and I found my files said that too so it must happened during my last test run.

The odd thing is, my test ship for the last run had the correct price and thats a new ship in version.

So doubled checked my theory by looking at a new hyperspace system i created this morning. I had set the visits to 1. It current says visit = 36.

So freelancer does edit its own ini files and I believe these changes depend on what saves/events have been happening before hand.

If you guys done believe me, try reseting newyorks manhattan visit line to 0 and dock a few times and see what happens. Its not a test ive ran but im guessing im right here.

It would explain why people report some very weird bugs to us mod makers and why some bugs simply cannot be traced and all configs appear to bejust fine when examined.

Edit: the figure being changed in the systems ini files appears to be zones not jumpholes or planets. So check those zones.

BTW im not dumb enough to say my system is totally secure or totally virus free but unlike many others I do actually run a virus checker and a hardware based firewall. My definations file is onlt 5 days old anyway. So the first thought you will have is unlikely to be the case. Especially when the hacker/virus happens to know how to edit freelancer files but doesnt touch any other program.

So this is one scenario I happen to blame on the game and not some virus or hacker. As Webmaster, I get viruses in the mail all the time and I am very familiar when them and how to deal with them.

Giskard

Edited by - giskard on 12-05-2003 13:09:20

Post Mon May 12, 2003 1:00 pm

virii wont harm INI files.

at least not the ones of freelancer.

Post Mon May 12, 2003 1:53 pm

Thats what I thought.

Im convinced i know why working inis suddenly stop working now. Had way to many problems for it to be human error. I simple dont make that many mistakes when making mods and my memory for fixes is good enough to keep track of the thousands of minor edits i do to my own mod. I also keep careful notes too.

Giskard

Post Mon May 12, 2003 2:13 pm

I thought I asked you to get some rest

Post Mon May 12, 2003 2:35 pm

Wish I could.

My waking hours tend to be 24hours on, 6 hours off. Unfortunately Earth only has 24hour days so I dip out there.



Giskard

Post Wed May 14, 2003 11:54 am

Just a quick FYI:

There was a study done where they took a handfull of people and placed them in an inclosed environment where they wouldnt be able to tell what time it was.

To make this short. The people ended up living 30 hour days. Kidna like your 24 on, 6 off; but it was more like 21-23 on 9-7 off.

Its interesting.

Post Wed May 14, 2003 1:03 pm

giskard, same thing happened to me. I imported 3 new ships and 3 new weapon, 1 new shield, 4 new thrusters. But at least I know what could have coused my 1 ship a and all of the equipement to desapear. the problem was (I think) when I restored backup files in freelancer mod manager. Well now I have to do everything over again.

Post Wed May 14, 2003 2:04 pm

I worked out a system that has so far helped me avoid the problems associated with changing mods. It has been 100% successful for me so far at a time when it would typically be at it worst. EG the switch from a heavily modded Freelancer install to a new install with the modded files copied over the top. You see, the old mod file has lots of old unused changes in it so a fresh start after each new release helps keeps things tidy. However the game usually remembers those old changes and breaks the mod when i make the switch.

So the system i worked and have used is proven to work for me.

Check this out. It should help cut down the number of "i dont see the jumpgate" type messages people send mod makers.
http://www.respawn.co.uk/invboard/index ... 9952358b8e

Giskard

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