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Registration of used IDS names and numbers???

The general place to discuss MOD''ing Freelancer!

Post Fri Oct 31, 2003 8:16 pm

Registration of used IDS names and numbers???

Only an idea, plz don't kill me just yet....

It would seem to me that with all the modding going on, and even combination of different mods, we could or should institute some sort of registration for IDS names and numbers in blocks of some size. Depending on being "full" mod or "ship", it would only alleviate the amount of time to make sure no conflicting names/numbers appear in the mod; Cut & Paste simplicity at best...

With the appearance of the utility to easily add ids names and numbers, the next step would be to add in a database to check for available names/numbers against "registered" mods so that conflicting info doesn't happen...

Just another thought to complicate everything or minimize those incorporating "plugins" into mods. =)

AuGuR

P.S. <- Not intending on initiating a flame war... RUN AUG RUN!!!

Just-another-pilot-with-no-spacebar...

Post Sat Nov 01, 2003 12:00 am

Look at the WTS-World mod for an alternative way to avoid ID conflicts: it uses FLMM's GENERATExxxRES macro to dynamically generate a resource DLL when the mod is activated, thus avoiding the pain and problems of editing a dll file .

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Freelancer Mod Manager: newbies' dreams come true
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Post Fri Nov 21, 2003 5:46 pm

Thought of that, but as there are already ships/objects using custom dlls, the idea of going thru those using them and "generating" ids numbers to include them into a "combined" mod is a bit daunting.

Although, going thru a list to see what numbers are available is just a pain more times than not, heh...

(READ : I suck at writing scripts, not to mention a bit lazy in trying to learn ;o) )

Aug

Post Fri Nov 21, 2003 7:16 pm

I thought the Generate command could only do approx 2000 names or so though.

Howver, as soon as you had two ships with different numbers - you still have to enter the info for one of them into the others dll file - which doesn't actaully save any time at all - you still need to do infocard swapping. The only method is IGX's suggestion. That would be very simple - just the ship file, and then the script too.

Also - careful upon whose mods your combining and what you plan to do with it. I mean this that ships are okay as long as you have permissions, but if your hoping to take other mod things from mods (encounters, equipment) and claim the mod as yours - then it just isn't right. Making a 'mod' that is just basically 5 other poeples mods combined, and then releasing it as your addon just isn't correct. You didn't do much work in creating anything - you just stuck them together.

Now i am sure that isn't what you are planning on doing, but i thought i would put the warning out anyways.

Edited by - Chips on 21-11-2003 19:19:46

Post Sun Nov 23, 2003 6:25 pm

Im with Chips here.

The idea is an old one and whilst worthy of consideration, for larger mods it is unworkable.

Giskard

Post Tue Dec 09, 2003 9:23 pm

Too true...

All I had in mind is combining all the ships in to a single "plug-in" mod with easy way to add more, but not making them available at stations. Would have left that up to the modder. The only reason I brought up the registration of IDS names/numbers was because a while back, a lot of people used the 1st ids number available for their work. For example, FLExplorer used the 1st ids number with each new system mod you added, rather than checking to see if they were already used, therefore causing conflicts later when trying to add them all to one large mod.

Oh, and there was no intention by me to claim any work (ships/models/code) as my own other than the fact I (if and when) stuck it all together.

Then again, the whole idea would be a major nightmare in managing something like that, so... nevermind, heh...

Aug

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