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A new ship class.

The general place to discuss MOD''ing Freelancer!

Post Fri Dec 23, 2005 5:01 pm

A new ship class.

I have found the lines in the Rescource.dll pertaining to the ship classes (i.e.: 0 = Light Fighter, ect.), and have changed them for my mod. But, I have one last class of ships that I need, and was wondering how, or what I would have to do to add a fifth class of ships to the game. I would like to make it so I have more than just that, but if I can only add one more I would be happy. Any help is appreciated. Thanks.

Everything is nothing, but nothing is not everything.

Edited by - alfa_astrix on 12/24/2005 8:12:13 PM

Post Sat Dec 24, 2005 4:17 am

I dont think (though im not 100%) that its possable

Post Sat Dec 24, 2005 10:29 am

I'm sure this is possable with what we have done so far, and I figured that if anyone could help, it would be the Lancers Reactor community.

Post Sat Dec 24, 2005 6:07 pm

Can't you just change the destroyers to be class_cruiser instead and then use the destroyer_class for your own cutom ship class?

Post Sat Dec 24, 2005 8:11 pm

Sorry mace, but that's not the same. In the shiparch.ini, it has the line,

ship_class =

and I have it set so that;

0 - Light Fighter
1 - Fighter
2 - Heavy Fighter
3 - Freighter

and I wanted to add 4 - Capital, but the resource.dll olny has room for the four, and I was aking if anyone knew how to add the fifth string so that Freelancer would read it right.

Post Sun Dec 25, 2005 7:09 am

Um, have you tried just using a FLMM name-generation string there?

Post Sun Dec 25, 2005 8:45 am

how would that allow me to input that ship_class = 4 means that when you go to buy a ship, under the name is says Capital? I cn add new strings if I have to, but I need to figure out how to get Freelancer to read it.

Post Sun Dec 25, 2005 10:53 am

Those ship classes are hardcoded... if you dont have the FL source code you wont be able to add new classes

just to say lets take the recources.dll wont help you coz only the names for the classes are stored there but not their stats
those should be somewhere in the common.dll and the freelancer.exe
and its kinda impossible (well no... kinda extremly hard) to edit those files in a way so you can add new classes

there were many people who already tried to edit those files and failed

Post Sun Dec 25, 2005 9:29 pm

I'll try a simple experiment after I get some sleep.

Post Mon Dec 26, 2005 6:38 pm

@Argh
What are you going to try and do?

Post Tue Dec 27, 2005 10:12 pm

What I tried didn't work, so it doesn't matter a whole lot.

I am afraid that OP-R8R is correct... this aspect appears to be hard-coded, and would require the assistance of Alcander or someone with like skills to expand.

Post Wed Dec 28, 2005 5:06 am

let me guess you tried to add hardpoints to those files manually ^^

Post Thu Dec 29, 2005 12:23 am

No, I just tried a quick-and-dirty DLL reference change. No dice, didn't even slightly work. That 0-4 is referring to a reserved memory area

Post Thu Dec 29, 2005 12:26 am

What actually does that line control anyway? Just the icon that is used on the radar window?

Post Thu Dec 29, 2005 12:48 am

Well, it mainly changes how the ship is referred to in the ShipDealer and other areas. Hence people have wanted to change it to give players more meaningful information than "Heavy Fighter", etc.

If ships lack this line, I think that they crash ShipDealers (I can't remember, but I think so), because it looks for this line. Otherwise I'd just remove it from Toolkit, because it's essentially useless, and doesn't tell players anything worth knowing. Instead, in Toolkit 1.3, I made it reflect what classes of Shield were available to that ship-type, so that it actually tells players something useful.

Edited by - Argh on 12/29/2005 12:51:03 AM

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