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Open SP Probs / Well Maybee

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Post Mon May 15, 2006 12:27 am

Open SP Probs / Well Maybee

Hi all

I realise i have been asking a few questions latly but i think / hope this sohould about do it for a while.

I am trying to delte ny and for that matter all the systems in the game but i still would like to be able to use singel player in sandbox mod (ie OpenSP) but my problem is this, everytime i load the game it crashes, i have tryed 2 different OPenSP mods (one beeing Chips) but i couldent get either to work is there a specifc file i hae to modify coz i cant work it out.

i dont even want missions particuarly i just want it to be like multyplayer but with out needing to run a lanserver

Post Mon May 15, 2006 1:34 am

If your trying to remove the basic systems, you can't use Open SP as if contains reerences to the basic systems that you are now trying to remove. If you create a new system without the old ones, you would ned to make a new Open SP as well.

Post Mon May 15, 2006 1:51 am

Ok Noted

in that case i will worry about that bit at a later date, however i still need to know how to remove newyork, i have been able to remove every other system however everytime i even eidt ny with freelancer explorer the game no longer get past the freelancer loading screen after the intro movies

any suggestions

Post Mon May 15, 2006 1:53 am

You could try starting ur own server with FLServer and change the start location settings.If ur mod is going to be a on-line serve one it's usually best to try it that way

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Post Mon May 15, 2006 2:25 am

the problem with that is that i cant even get the game to loadat all once a start editing the ny system that is exactly how i have been testing the mod up untill now but with freelancer not loading at all once i start editing ny, i feel there must be something i need to change in a dll or exe to allow the editing ny.

Post Mon May 15, 2006 3:26 am

You could just leave the new york system in the game but remove the jumpgate and hole paths and spawn from a different location. That should keep the missions happy.

Post Mon May 15, 2006 4:32 am

I have done that at the moment (and it works quite well)
however it stillshows up as a system on the map unless you compleatly delte it dose it not? coz i would be quite happy to leave it there if there was a way to compleatly hide it from view, but the problem i have at the moment with that option is its still showing up on the map

if anyone knows how to eiter remove newyork complatly or knows how to stop it from appering on the map that imput would greatly be aprecated

Post Mon May 15, 2006 8:47 am

Oh, new york is one of the exceptions to the rule. It has a visit = 1 entry for planet manhattan that shows up at the start of the game. I'm not too sharp with the "visit" side of things, but if you just delete that entry it shouldn't show up.
You might need to do something special for multiplayer too. The easiest option is to just remove the system's legal/illegal paths and move the system to the extreme edge of the navmap. The outside edge dosen't show up anyway.

Post Mon May 15, 2006 10:01 am

If you make visit = 0 then it will never show up, even if you somehow get there. Also do what Mace said, about moving it to the edge and deleting all the holes/gates to the system. This would also free up the bases there for use elsewhere...

Post Mon May 15, 2006 1:03 pm

@ Xeno, "visit = 0" means it doesn't show until you find it, "visit = 1" means it's always visible, what you want is "visit = 128" this means it will never show.

@ Xerxas, 2/3 weeks ago I helped a noob who was trying to do the same as you.
The problem is trying to remove the vanilla systems, because of the way FL is coded you can't remove all of them. This leaves you with two choices either do a Total Conversion (TC) or block entry to the vanilla systems.

The TC method is long and complicated as you have to keep all of the vanilla nicknames and re-use them for your mod, take a look at Freeworlds 1.66 to see how to do a TC but be warned this took the mod team 18 months to complete.

Blocking entry to the vanilla systems is always the best bet for small mods. Do as Mace says and change the "visit =" to 128 for all of the vanilla systems in the universe.ini and then move them all to the edges of the navmap. This will give you a large area to play with, now create 1 system with 1 base just to get you started, it doesn't even need to be populated, just have rooms. Now copy the files from the OpenSP mod of your choice into your mod, change the start location to match your system and base (M13.ini usually) and you should be up and running. As long as you don't have any jumpgates/holes from your systems to the vanilla ones, nobody will be able to get into them.

**shuffles of with a new headache**

Post Mon May 15, 2006 1:21 pm

Thank you verry much everone i will try that v=128 and the vanila idear


Much aprecated Xerxas Jade

Post Mon May 15, 2006 3:40 pm

Oops. sorry 'bout the misinformation.

Post Thu May 18, 2006 12:28 am

ok as far as the option for just keeping the vanillia systems how many do i actually have to keep coz by u saying keep all the vanilla systems do u mean ALL or ALL mission systems, coz if i have to Keep ALL systems ill have o do a total converstion mod coz i want have enough space if i leave ALL the systems

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