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Question: One System Mod?

The general place to discuss MOD''ing Freelancer!

Post Thu Jul 08, 2004 2:02 am

Question: One System Mod?

Ok... First thing... This is not and inquiry into the possibilities of have one massive singular system/universe... I'm trying to fing out if it is possible to do the following:

Scenario 1: Start an entire universe from scratch... I tried to do this by erasing all references to all systems in all the .ini files, and then create a new system. I then linked SP and MP starting locations to this one system. Then What... Freelancer crashes... I know that it is not related to the method of placing starting locations in SP/MP because I have had success in those particular fields already. The system I created was basic, A sun, and a Base.

Scenario 2: Start with New York, as it may be a required system, but be able to remove all other systems and create them from scratch... This includes all references to the other systems...

If someone knows, could they please help, or even supply a basic template that contains only one system so everyone could develope vastly diverse universes...


What am I?...

Well, I have 4 arms, 2 heads, and i'm out to save the world...

Post Thu Jul 08, 2004 2:11 am

Hm...I'm not very good with the ini files, but it sounds to me as if you need to keep the files that you use to make the base template. (Sorry if I don't make any sense: I'm often like that)

Leader of the Republic Mod Team. http://republicmod.proboards32.com
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Thu Jul 08, 2004 2:33 am

Perhaps part of your answer is true... Or all, hopefully not!

I entered the 2nd Scenario because I was under the impression that the New York System was considered a Base Template for Freelancer... I am beginning to wonder If there was a file left that still referenced the missing systems... I know that there are references in the following:

MissionCreatedSolars.ini
shortest_illegal_path.ini
shortest_legal_path.ini
systems_shortest_path.ini
universe.ini
..\DATA\UNIVERSE\SYSTEMS - The systems themselves
mBase.ini
news.ini

Are there any others that I missed that may cause problems?


What am I?...

Well, I have 4 arms, 2 heads, and i'm out to save the world...

Post Thu Jul 08, 2004 3:01 am

As I said, I'm not very good with them. What base template did you use for that base?

Leader of the Republic Mod Team. http://republicmod.proboards32.com
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Thu Jul 08, 2004 3:20 am

I tried to do the same thing, but it didn't work for me.
So i just moved all the systems to a top-left corner of the map,
and left NY near the middle so that i could easily connect it to
my new systems. I used Freelancer Explorer.

Give it a try and... good luck!

Post Thu Jul 08, 2004 3:49 am

Or Perhaps I could space the systems out like a border around the universe map... I would much rather start from scratch though, but if it impossible, then I will have to look into alternative measures...

I'm going to try an experiment where I attempt to remove one system at a time or unless... Hmmm, I wonder if it would work... I'll report back if I am Successful...

What am I?...

Well, I have 4 arms, 2 heads, and i'm out to save the world...

Post Thu Jul 08, 2004 5:46 am

What method are you using to switch the player's starting position in SP? The player initialy starts the game in a system then is switched to another. If you delete the starting system wouldn't FL crash trying to find something that doesn't exist? Why not delete the FL systems but use the necessary nicks for your systems? It wouldn't affect the game at all and a player would never know unless he went looking through your ini's.

Post Thu Jul 08, 2004 10:37 am

you could just leave the systems alone, but not make them show up on the nav-map. this is a workaround, but i think thats how they did it in the Freeworlds mod.

Post Thu Jul 08, 2004 3:41 pm

Ok... It seems impossible to remove the original systems, so I might go with the 'moving systems to edges and excluding them... Theoretically, you should be able to exclude all of them if you modify your SP and MP starting locations and don't link them to the original systems... Perhaps I might have my way somehow

What am I?...

Well, I have 4 arms, 2 heads, and i'm out to save the world...

Post Fri Jul 09, 2004 12:31 pm

It's definately possible, as my "play around" mod has ALL original systems removed, and only 1 big universe inside of 1 system that I created. Of course, it doesn't work in SP, but in MP it works perfectly.

1st thing I noticed is that you didn't say that you changed any of the goods files in data\equipment. You will need to remove references to all those bases there too.

Post Fri Jul 09, 2004 5:46 pm

lol... I actually thought about that last night, did the next day and it still didn't work... But I believe that is because I may have actually forgot misc goods... lol

What am I?...

Well, I have 4 arms, 2 heads, and i'm out to save the world...

Post Fri Jul 09, 2004 7:11 pm

Well, It seems that I am still doing something wrong, I have removed all references to bases ect and it still doesn't work

What am I?...

Well, I have 4 arms, 2 heads, and i'm out to save the world...

Post Sat Jul 10, 2004 1:55 am

Do you reacon you could go into your profile and slip a SPACE inbetween the middle two words in your username please. It would stop spreading the screen, as it would be on a second line instead - still saying the same thing.

Post Sat Jul 10, 2004 11:08 pm

Ok then, I can't get the damn thing to work, what did you do that was different?... There has to be an easy solution...

What am I?...

Well, I have 4 arms, 2 heads, and i'm out to save the world...

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