Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

something hardcoded .. help making the last step PLZ!!

The general place to discuss MOD''ing Freelancer!

Post Thu Sep 02, 2004 11:00 am

something hardcoded .. help making the last step PLZ!!

hi all !!

maybe some of you remember i have asked for this already once .. but i have not given up .. i`m now only missing the very last unknown


i need to change the weapon classes,
more concrete as i have figured out: just the numbers 1-10



here`s what i got: (from resources.dll)


;used within the equipment info

917, "Gun/Missile Class:"
918, "Turret Class:"

;used within the equipment name/info for weapons AND shields as well !!

991, " (Class "
992, ""

;used for the hardpoints (working)

1525, "Gun/Missile-Class 1"
1526, "Gun/Missile-Class 2"
1527, "Gun/Missile-Class 3"
1528, "Gun/Missile-Class 4"
1529, "Gun/Missile-Class 5"
1530, "Gun/Missile-Class 6"
1531, "Gun/Missile-Class 7"
1532, "Gun/Missile-Class 8"
1533, "Gun/Missile-Class 9"
1534, "Gun/Missile-Class 10"

1731, "Turret-Class 1"
1732, "Turret-Class 2"
1733, "Turret-Class 3"
1734, "Turret-Class 4"
1735, "Turret-Class 5"
1736, "Turret-Class 6"
1737, "Turret-Class 7"
1738, "Turret-Class 8"
1739, "Turret-Class 9"
1740, "Turret-Class 10"

;no effect (?)

946, "Gun-Class 1"
947, "Gun-Class 2"
948, "Gun-Class 3"
949, "Gun-Class 4"
950, "Gun-Class 5"
951, "Gun-Class 6"
952, "Gun-Class 7"
953, "Gun-Class 8"
954, "Gun-Class 9"
955, "Gun-Class 10"
956, "Missile-Class 1"
957, "Missile-Class 2"
958, "Missile-Class 3"
959, "Missile-Class 4"
960, "Missile-Class 5"
961, "Missile-Class 6"
962, "Missile-Class 7"
963, "Missile-Class 8"
964, "Missile-Class 9"
965, "Missile-Class 10"



ok now conclusion:


here`s the tricky part ..
the number of the class is a variable declared somewhere else (i would think it`s hardcoded i`ve been looking all through resources.dll) guessing common.dll or content.dll .. i have tried with the hex editor i got, but i`m no good there ..

991, " (Class "
992, ""


will be added to ALL GUNS AND SHIELDS !!
result "Liberty Cannon (Class X)" / "Adv. Barrier Shield (Class X)" for example .. X is the variable i`m looking for ..



i hope some brave modder can help out, i really need this or else my mod will have to die ..

sincerely,

RimShot



ps. i have tried removing all "%" entries in resources.dll that looked suspicious, but it`s not there i`m very sure ..


EDIT:
one thing i thought of may be somehow important ..
if i`m not wrong, i remember that if you scan other ships > it does NOT show the class of a weapon ..
if it`s possible to copy this, that would even help me out .. i just can`t get back to class 1-10

thx

Edited by - RimShot on 9/2/2004 12:07:56 PM

Post Fri Sep 03, 2004 6:42 am

hm, getting no response .. i hope it doesn`t mean that nobody cares ..

think about it, i got so many useful thoughts .. the most important may be: that a guns class/style should be related to ship classes (ex. changing class 1 to class LF) and/or gun types (like say: laser, long range, etc) instead of just the damage output and price of it ..

with this you could have much better control (i need for the cap ships and some special guns, they should be finally something integrated into the game with a perfect surrounding .. i have couple of other features that makes the ships difference better noticable and will make being a cap ship pilot a completely different experience than ever before ..)

make weapons instruments


greetz

Post Fri Sep 03, 2004 6:54 am

I have no idea, but Victors mod has some of the weapon classes changed. Download that mod and tear it apart and find out what they did.

Post Fri Sep 03, 2004 7:58 am

Srry Wan but Vitcor's mod simply changes the IDSs and remove the gun lvl so a dagger can have nomads

Post Fri Sep 03, 2004 8:07 am

You do realise that is exactly what those numbers are up there don't you?

Those entries in a dll haev no bearing upon making new weapons level mounts.

Post Fri Sep 03, 2004 9:21 am

the name changes to ships hardpoints works smooth .. but

because guns and shields refer to the same source of numbers 1-10 (within the equipment name and info) it makes it worse for me ..
IF someone finds out where the numbers are being hidden i can only try and delete the entries cause the gun classes would show up the same change for shields classes as well ..

so not to start confusion better just remove the tag where it says (class x)
that would be the compromise that would be ok !!

but only the x is hardcoded somewhere cause it`s a dynamic link ..

i have looked in common.dll and find many suspicious entries .. but i can`t handle them .. and if i try removing there comes the error message: it`s missing a part there ..


could someone please add some sense to an entry like this:

?get_hp_type_by_index@Gun@Archetype@@QBE?AW4HpAttachmentType@@H@Z


thx


EDIT:
@chips if you were talking to me than i can tell, you did not understand my problem ..

Edited by - RimShot on 9/3/2004 10:32:45 AM

Edited by - RimShot on 9/3/2004 10:35:24 AM

Post Fri Sep 03, 2004 10:24 am

Now i am on your wavelength.........but you need a programmer to actually reliably tell you what that means. I could guess, but it maybe wrong

I still don't quite get what your after then - is it adding class 11/12/13 etc etc -cause you would be best off searching for this instead i would have thought!

hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01

I don't see the point in looking at the ids names - i would have thought searching for the above sort of thing would be more productive! however, i maybe on the wrong end of the stick!
Good luck

Edited by - Chips on 9/3/2004 11:28:13 AM

Edited by - Chips on 9/3/2004 11:29:38 AM

Post Fri Sep 03, 2004 11:09 am

ok chips (thx), no i don`t want additional classes .. i think it would be impossible to do ..

i want to change "class 1" to say "class LF" that`s all ..

editing resources.dll works for the hardpoints on a ship, for the equipment it still shows the old numbers ..

i found out that guns and shields share those numbers, so i`ll have conflict cause i don`t want to change the shield classes ..

that`s why what i`m now after now is to find a way to keep the classes back from getting to the name/info of the equipment .. which will automatically be added ..
the variable is not included in resources.dll (the rest "(class" and "" i have found there and successfully removed .. but it still shows the number "1" for class 1 at the name and info ..
looks like this: "Death`s Hand MkI1", "Death`s Hand MkIII3" what originally has been "Death`s Hand MkI (Class 1)", "Death`s Hand MkIII (Class 3)"


hope i made it sound clearer now, sorry english is not my first language ..

RimShot

Post Fri Sep 03, 2004 12:02 pm

Ah - now i am definately with you! okay - yeah, i too had this issue. You can get rid of the words, but only if your then willing to go to every ids name and add its class afterwards. It could take an hour - but it might just sort it.

You would have to do the same for the names too...it would probs look strange though.

Post Fri Sep 03, 2004 12:22 pm

cool chips

you got me willing to do it tho .. too bad how difficult such an easy deal (i thought) can get ..

as you can think of i have reworked the whole shiparch.ini and weapon_equip.ini ..
would be really bad bad work to change things back cause i have made too many other changes .. can`t just grab files from sdk again and start over ..

there has to be someone who`s got the required knowledge .. i hope
we`ll just have to wait for his arrival lol

Post Fri Sep 03, 2004 1:18 pm

I have also wondered about this and tried to find out how to take out that class or change it. But, I have never had any luck figuring it out. =(

Post Fri Sep 03, 2004 6:33 pm

simular subject...is it possible to make a class 11 weapon, then mod, say an eagle, so it can hold one? seems to be a very active thread so I'll post it here:-D

Just my 2 cents...well maybe just 1....

Post Sat May 20, 2006 3:03 pm

i know this counts as gravedigging but still
if anyone needs a solution to RimShot's problem, mail me i got a solution for REMOVING the Class x text for BOTH shields and guns

Edited by - K0rben on 5/20/2006 4:07:08 PM

Post Sat May 20, 2006 5:37 pm

nice one, im still interested

will send a mail if i dont see you on msn..

Post Sun May 21, 2006 1:11 am

Sounds interesting, i'll send ya a mail in the next few days

Return to Freelancer General Editing Forum