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Blasted References

The general place to discuss MOD''ing Freelancer!

Post Mon May 15, 2006 11:28 pm

Blasted References

I was wondering if there is a place where i can get all, or at least some, of the INI references. For example, which ini tells freelancer to open up the intro THN file? Or some kind of database showing the numerous cross-references that freelancer does.

I'm attempting to strip Freelancer down to its bare minimum, but instead of doing it the easy way (by just taking out the files), which anyone can do, i'm looking to eliminate the source - references. Someone, possibly Argh, suggested this, but no one seems to have done it, and i'm bored to tears, so what else should i do?

And i might as well mention, while playing around, i found that if you take away the story management portion of the content.dll, the game just plops you right into the FP7 system. Wouldn't that work as an OpenSP provided you replaced the FP7 system with some other system? Or are there unforseen problems that i am blatently ignoring? What i thought was nice about this take is that it seemingly skips the entire intro sequence, and plops you into a system, without ever having you dock somewhere .

Granted its a painfully obvious solution, so there are most likely some very good reasons NOT to do this, but i thought i might as well throw it out there.

NOTE: I would search the forums, but "INI references" comes up with 5 gajillion threads.

Post Tue May 16, 2006 12:21 am

Where you start if the mission intro script is deactivated is determined in the newplayer.fl in the EXE-Folder. The main menu backgrounds are determined in the INTRO Folder in the /UNIVERSE/SYSTEMS/ folder.
There is no real general reference for the files. They are all determined in different files as far as I know.

Post Tue May 16, 2006 4:29 am

You can change the plopping system by changing newchar.fl. I did try it wihout editing the dlls and it worked ok for a while, but then i couldn't buy anything and the missions were too advanced to allow me to do them. If you can get rid of all the story junk it should be possible.

Post Tue May 16, 2006 5:57 am

Well, yes, thats the thing, all the files reference different things and i was wondering if anyone had made a compilation of all the references. It looks like no one has, so i'll just work with it. As for the Intro scripts, does FL just look in the intro folder for them? I'll go test that...

As for the "plopping" system, as you so named it, we can always edit newchar.fl, yes, but we could also just change the FP7 system. However, editing the newchar.fl would be cleaner. I'll be testing that later.

Post Tue May 16, 2006 9:30 am

I fail to see what the compilation of all the references would acheive other than taking a lot of time to produce something that is fairly easy to deduce anyways...

What's the point? You can find out which cutscenes are invovled in missions by checking out the missions and where they call the scripts as they progress.

Same for landing, open scenes etc.

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