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Okay...I''m a noob on modding. Clue, please?

The general place to discuss MOD''ing Freelancer!

Post Mon Oct 27, 2003 8:49 pm

Okay...I''m a noob on modding. Clue, please?

Okay, here's the deal:

I created a very simple test .xml file to change the price of Boron from 120 to 10 (goods.ini). Then I put the mod in FLMM 1.21 latest beta. This was just a test to see if the change would work.

I can run the mod and it works in multiplayer. In other words, I can run the mod on my client machine, connect to a local server (that isn't modded) and have the commodity price changed.

Problem is, I don't want that!

I want to make a mod that is either server side only (no questions asked, you just connect and the change is there) or the server enforces the mod to be loaded on the client before connecting/which enforces the commodity price change.

I've never connected to a modded server before and I wanted to test something out. I DIDN'T install the rebalance 3.12 mod on purpose to see what it would do when connecting to a rebalance server. What happened was that the server said my name was in use - no matter what I put in for a name. Trying to connect to a TNG modded server wouldn't even allow me to join because the version number of the server was 1.70. However, I WAS able to connect to a modded server - probably a homemade one - that noted I should download the mod. Apparently the mod maker hasn't found the way to enforce the mod to be downloaded.

Question is - How can I enforce my mod by doing what the Rebalance mod did or change the version number like TNG did? Also, once you 'enforce' the mod to be loaded, how do you check for inconsistencies between server and client verision? Reason being is simply because anyone could probably download the mod and then change the XML values, I'm guessing...

If anyone gets a chance to help clue me in, I'd greatly appreciate it!

Post Mon Oct 27, 2003 9:16 pm

Well some game engines do have a forced client download that also allows you to cancel it, but im afraid Freelancer source code doesnt have such a function implemented and therefore it isnt possible in a mod.
changing the version which is the oppisite choice but acheives a similar goal (mostly) you could join TNG quite easily without the mod if you know how, but doing so means your up to no good (probably)
however to do a version change, you have to alter the .exe with windasm or (the script kiddies favourite would be) resource hacker as its easier to use but is less powerfull.
simply open a copy of the .exe in resource hacker and change the version number, if you want to make it more difficult for others to have same version also change the build number, compile the script and save. add it to the EXE folder in your mod and there ya go, remember any server will need the flserver.exe changed in the same fashion to match.
hope that helps.

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