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How to add new faction names to missions

The general place to discuss MOD''ing Freelancer!

Post Sat May 01, 2004 11:06 am

How to add new faction names to missions

I've almost cracked the way to this, I have it somewhat working now.

Chips has said he knows how to do it but is apparently hoarding all the knowledge for himself to further his own ambitions. Funny cause I remeber him chewing US out for not helping people do stuff for the exact same reason he is not helping.

"OH - and pyshco - of course i will tell people how, once evo 1.28 is out. No offense to anyone, but these days it helps to keep your own discoveries as your own until your mod is out. Once its out, everyone can have some, but of course - letting everyone else know before mine is out with it in is..............foolish?"

At any rate I'll post what I know and let the brainiacs on here help figure out the rest. I don't care about credit, I just want to get the thing working.

1: Added faction names to nameresources.dll
2: Added faction names to offerbriberesources.dll
3: Added faction names to resources.dll
4: Added faction names to knowledgemap.ini
5: Added faction names to faction_props.ini
6: Added faction names to empathy.ini
7: Added faction names to initalworld.ini
8: Added faction names to mpnewcharacter.fl
9: Modified content.dll to reference new factions.

After doing this The factions names show up in some missions, they also show up when using FL Explorer, which is a good sign.

If anyone else can help me finish it and get everything working it would be greatly appreciated. Please post your tests in this thread.

Also chips I sent an email on the 29th asking for help and have not heard a thing.

Reynen Starfyre
Project Leader: Starfyre Studios
Freelancer: The Next Generation


Edited by - reynen on 5/2/2004 12:02:32 PM

Post Sat May 01, 2004 12:20 pm

erm maybe u have missed one key ingrediant ;p

faction_prop.ini <-- i believe they need to b knwn in here for them to be used in missions ;p

but well i could b wrong as i still trying to work out how to add them to dlls so the correct names show up

Post Sat May 01, 2004 12:24 pm

??

Let me ellaborate.

I graduated university - but NEVER sat a mindreading elective!



Chips has said he knows how to do it but is apparently hoarding all the knowledge for himself to further his own ambitions. Funny cause I remeber him chewing US out for not helping people do stuff.



strange Reynen - i assume the US is actually YOU in fact? Cause lets not forget and jump the gun here - you didn't help out past getting what you wanted. Obviuosly you read the forums here for your ideas and methods to do things, as that was a quick comment i made in newbie questions..........so you were reading the threads. however - you suddenly wish to "share" something all of a sudden. I doubt anyone here will doubt the fact that i have continually contributed, and have never held back anything i know of doing ever. I actually encourage people to mod my mod, and make expansions - hence the whole area of "expansions/addons" for the mods coming about (sanics ship-pack started it off ). Heck, the readme file says "read my files or ask to find out how i did things".

I am off to find where on earth you asked for help in the first place in the mean time



Edited by - Chips on 5/1/2004 1:38:24 PM

Post Sat May 01, 2004 1:25 pm

Hmm, Email in spam folder, not even a day to reply?? I do have a life and work to attend you know - although i really would love for this to be my full time job

Right - will just slip into my superheros costume for this part.....damn - i am an all round nice guy huh

Okay - to add names to missions COMPLETELY - you were probabily near to it already. It is in the offerbribesresources.dll file - however, you have just done it "incompletely" - a use of logic shoulda got you there

This also adds them to the bribes, faction rep fixing, and anything else as well

Okay - in initial_world.ini file you will find the "name" for the faction - here is an example:

[Group
nickname = li_n_grp
ids_name = 196846
ids_info = 66200
ids_short_name = 196895

next - its the ids_name number it is LINKED to. So that is 196846 -

So - if you put in the name NAVY and search for ids names in offerbribes resources - it comes up with this;
328680
328780
328880
328980

These say :

Liberty Navy
The Liberty Navy
Liberty Navy
The Liberty Navy

You may have just seen the pattern in the numbers, and YES - it is THAT simple:
So we have 196846
Take the DIFFERENCE between that and the FIRST of those numbers - which is:
131834

You got the difference "formula" now. Next - the difference between the NEXT number is just 100 more, and consectively for each up to the four being done.
So its 131834, 131934, 132034, 132134
Now then, You know where to stick the names now......put your number in and use this. By the way - i didn't fancy sticking in a couple more dll files - so i just "made room" instead. HOW?

Well - note....
[Group
nickname = br_p_grp
ids_name = 196850
ids_info = 66178
ids_short_name = 196899
This is the NEXT number AFTER the last factions ids_name.....so using some logic, i made the short name something else....

[Group
nickname = br_p_grp
ids_name = 196850
ids_info = 66178
ids_short_name = 524897

Then made the new faction have the name:
[Group
nickname = co_fw_grp
ids_name = 196899
ids_info = 66830
ids_short_name = 524627
Then i continued to use the same method, but without having to make a new dll etc - so I use the offerbriberesources dll again. It has space for about 50+ factions names to be added like this
And then used THAT number as my factions name instead....
328733
328833
328933
329033

There are actually two numbers "unused" that require NOT to move about numbers like this - think it was 196873 and 196891 - but not positive - so check folks. Also you will find that nomads have names here, as well as quintanes men.

You can keep "moving" the existing short names and making them into new numbers, and then using the old number as your factions name to keep it in bribe resources- otherwise you might need to add SEVERAL new dll files for your mod (it seems to be a simple numerical formula relation - ergo, if its numbered as 524800 instead, then it should correspond to
656634


Please ammend credits to:
Chips of Pathfinderstudios,
creator of the evolutions mod,
Moderator of TLR,
Governer of Chiptonian Empire of Potatoes
and all round hero of the free people of the world

Or, if thats a bit long - just "Chips - TLR" - but without the quotes....

Erm, if anyone was in doubt - i was joking about the long version.....unless you wanna put it in yourself ....

Reynen - I cannot think of anything you could know that i might wanna know - so don't worry

Edited by - Chips on 5/1/2004 2:29:27 PM

Post Sat May 01, 2004 2:47 pm

chips cani pick ya brains ;p

i added faction/rep into the 3 ini but what and how i edit to get the name of factions to appear in the game, eg when u are friendly with navy u get a navy tag.
please keep it simple im still learning ;P

Post Sat May 01, 2004 3:25 pm

Group
nickname = br_p_grp
ids_name = 196850
ids_info = 66178
ids_short_name = 524897

Highlighted short name. If that said 196880 amd typed it in - you would see the short name - like "navy" or "corsair". So its the short name your after. It seems to be random about which faction it says your with - think its to do with completing lots of missions for that faction etc - hence police or navy to start cause thats who you do them for (usually)

Post Sat May 01, 2004 9:03 pm

Wow, that is excellent, Chips!! I already had accepted the fact the new faction names wouldn't show up in brines, and I even intended to rewrite all the bribes into non-dynamical ones (without using the %F1v1, so that means I would have had to make a unique bribe per faction) to get around it, but thanks to you the real thing is possible!

Post Sun May 02, 2004 1:23 am

No problem, will be interesting to see if i get credit for names appearing from objects/fields appearing in missions text, as i revealled this ages ago in newbie questions - but i seriously doubt it - then again, I am not asking for it really - as i don't really care

Edited by - Chips on 5/2/2004 2:44:52 AM

Post Sun May 02, 2004 3:16 am

nice once chips thats helped hehe, but not quite what i was lookin 4..
I need to mod the *.dll files so that my new faction name exists or something
but i just cant work out how to do it.

Post Sun May 02, 2004 3:30 am

You need to have the offerbribesresources.dll file IN your mods exe folder, and then it should work. Whats the number of your factions name (ids_name = )

Post Sun May 02, 2004 5:49 am

thats just it i have NO faction IDS or INFO as I have not been able to find how to do it, atm the faction is using Libery Police info. i need to know how to make its own IDS info etc..

Post Sun May 02, 2004 9:14 am

The ids tutorial i did tells you how to make new numbers etc, and for the information - when you make your faction, find out your NEW numbers, and then remember it. Now key in the liberty police one, press get ids info, and then retype in what YOU want YOURS to say. Now replace the number with your known one, and press "save ids name" - bingo - insert your number. Do the same for the others.

If you cannot get it working from that, this thread and the tutorial, then their is little i can do to help.

Post Sun May 02, 2004 10:39 am

Chips, a few questions, now you're on the subject :

I assumed that new faction's names simply couldn't be made to show up. This assumption was wrong, as you explained. I've made some more assumptions, and maybe you could either acknowlegde or deny them:

1. The faction's names of fc_or_grp, fc_n_grp, fc_ouk_grp, fc_f_grp, fc_q_grp, and fc_uk_grp, are hard-coded not to show up in rep-menu. Right or wrong? (fc_uk_grp doesn't even have a name)

2. This being blocked is attached to the nickname (fc_or_grp etc.) rather then the ids_number (196889 etc.). Right or wrong?

3. There is no way (at least, not bu just touching the ini's) to decide whether a faction does or does not show in the rep menu. Right or wrong?


The reason I ask is not because I want factions to show up, but the oppsoite: it can be handy having a factions not showing up. This allows more control over the appearacne of a factions.

Because you then can create a duplicate faction: a faction with the same name and very closely linked to the orioginal by empathy, but let it carry other cargo than the original faction. That way you could e.g. separate the Rogues cardamine traffic from their other traffic. Obviously this duplicate shouldn't show up on the rep-menu because then the Rogues would be there twice.

(There is another assumption beneath alll this: the assumption that the values in commodities_per_faction.ini are the closest you can get to controlling what factions carry. Right or wrong?)

Now, the possibility I describe already exists, but is limited to renaming and restyling the factions fc_ouk_grp, fc_f_grp, fc_q_grp, and fc_uk_grp (this list should also include the Order and the Nomads, but I don't think someone would sacrifice them).



Edited by - moonhead on 5/2/2004 11:46:48 AM

Post Sun May 02, 2004 11:00 am

Chips,

Thanks for the help, but how can you say that message is only a day old? I sent that on the 29th. I thought you were delibertly ignoring me.

Also when someone asked you for help in doing it, this was your response.

"OH - and pyshco - of course i will tell people how, once evo 1.28 is out. No offense to anyone, but these days it helps to keep your own discoveries as your own until your mod is out. Once its out, everyone can have some, but of course - letting everyone else know before mine is out with it in is..............foolish?"

That's what I was talking about. You directly yelled at ME for not helping someone do something before because we wanted to wait until we released the mod with the code in it. Then you say that? That to me was a big old red hippocrit flag.

Also so there is no question of it, I will give YOU full credit for this, as should everyone else. I don't want to argue and I appreciate the help.

Reynen Starfyre
Project Leader: Starfyre Studios
Freelancer: The Next Generation


Edited by - reynen on 5/2/2004 12:05:15 PM

Post Sun May 02, 2004 1:06 pm

Erm, actually - no - your incorrect again Reynen. I yelled at YOU over the simple fact that you claimed credit for things that YOU WEREN'T responsible for. Hence - taking undue credit. I never had a go at you over with-holding information - mainly as there was nothing I couldn't figure out myself...... There was ONE time i yelled - and that was over the manouvering - which Greg says he had an agreement with you that IF you managed to make the diagonal work, you MUST share it with him. Once again - you didn't. Apparently the condition of receiving the manouvre was that you shared what you may find out later, and share the credits for the whole thing. However, you with-held, and last I heard, continued to with-hold and FLAME the guy who gave so graciuosly mercilessly on the front of your website!

I hope you will remember now that i am correct, if not - go find the threads and re-read them - they are still there, and you will find that i speaketh the truth

Another point for you is this as well. I was "with-holding" for the simple fact that if i had posted how to do it there, i would have got no credit.......at all.
This is due to the fact that posting something will often be taken, and then used without giving credit. Simple reason is for the same thing with Louva Deus docking idea (which stems in part from freeworlds). You posted that you had made somethign similar - all so that credits couldn't be given for the idea. Once more though - it should be to the freeworlds team that it is really given - as the method may differ, but its still the same.
Now i don't doubt that you really did already have a working version, and that you had never looked, heard or played the freeworlds mod, BUT - someone could have easily read what I put down, and then said - "yeah, i got that as well" - and bingo, they claim what they never even touched.


Lastly, as you can see from my 1000+ posts of help to newbie and veteran modders alike, my helping far outweighs any with-holding of ideas.....


*edit* - however, rather than rehash anything again, May i suggest we do as always? Agree to disagree

Edited by - Chips on 5/2/2004 2:22:24 PM

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