Sun Jun 19, 2005 11:29 am by Argh
Hmm...
Well, I was kind've hoping we'd see some documentation here soon. If these things may be usable for cheating, documenting it won't make it worse- it'll allow us to see how such cheats can be defeated. A byte-patch that we can't really apply to mods that doesn't have any documentation about what's being edited and why is just another "black box" mod, like OpenSP... and it doesn't really give us a good method for applying custom fixes.
For example... let's say that I want to release a mod that contains multiple new ALEs (I'm still waiting to see some stuff about that- thus far, we have a screenshot) and I want to get rid of the money cap, increase Tradelane speeds and make engines sellable. At this point... we're talking about:
1. Is impossible, unless you release some documentation about what you're doing and how to go about it
2, 3, 4 are all possible, but may be 3 different byte patches, all of which would require some sort've additional work from FLMM or a release of a patched exe, which basically means that we'd have to refrain from telling users about those features on TLR, assuming that they don't change their policy and start doing byte-checking on every freelancer.exe included in a mod to make sure that they're still wrapped but with a different version number (which is just as illegal as anything else, according to the EULA- modifications of the executable are illegal, period- which makes this whole "oh no, it's against the law" aspect a bit silly, but nm).
I guess what I'm hoping to see here is a lot've documentation, and not patches- patches aren't terribly useful, methods are. Especially when it comes to ALEs.