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**UTILITY** New INI converter
The general place to discuss MOD''ing Freelancer!
25 posts
• Page 2 of 2 • 1, 2
@ poster above. you dont type the commands in the program. you run the program with the commands as parameters. Just open a ms-dos window. browse to the file and type the line as desrcibed by the author of this thread. then the program will run with the parameters
edit: hehe you beat me too it nm this post
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Edited by - AlphA on 12-03-2003 13:30:18
edit: hehe you beat me too it nm this post
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Edited by - AlphA on 12-03-2003 13:30:18
Ok, it's working for me now. I've moved the file over to sourceforge, I've set up a project there that will contain the FL Ide I'm working on called FLide.
The main page of the project is here.
I'm still setting the project up over there, but I've uploaded the latest (working) version of flini so you can grab it from here.
I think I've got it working this time, I tested it a bit better, though there still could be bugs. I've also made a change to it's default behavior. I've changed the default output of the program to be the type of the destination file (if it exists and the destination filename is different than the source filename). Otherwise the default output is text. So if you do something like this:
flini /i:"c:\program files\microsoft games\freelancer\data" /o:c:\flmod /v /r
Assuming that directory doesn't exist, it writes out all text files. You can still use the /t option to specify to write out text files regardless of the destination if you need.
Then in the c:\flmod directory, you should have nothing but text INI files. Do your work, changing whatever values you need, then run:
flini /i:c:\flmod /o:"c:\program files\microsoft games\freelancer\data" /v /r
This will write the files from the text files that you modified in c:\flmod back to your freelancer directory. Since some of the freelancer INI files are text and some are binary, assuming you haven't overwritten them in the Freelancer directory, your modified files will be written back into the freelancer directory with whatever changes you've made, but they will be binary or text as they were with the default freelancer install.
This is just a safety thing, I figure it's best to give the game files in the format that it was tested with. I've run the server, multiplayer, singleplayer, with files exported like I mention above, then imported back in.
That would be my suggested method of working with the Freelancer INI files anyway. Keep them in your freelancer directory, extract them once to your working folder, c:\flmod above, work on them there, then just update the game with your changes as you make them.
The main page of the project is here.
I'm still setting the project up over there, but I've uploaded the latest (working) version of flini so you can grab it from here.
I think I've got it working this time, I tested it a bit better, though there still could be bugs. I've also made a change to it's default behavior. I've changed the default output of the program to be the type of the destination file (if it exists and the destination filename is different than the source filename). Otherwise the default output is text. So if you do something like this:
flini /i:"c:\program files\microsoft games\freelancer\data" /o:c:\flmod /v /r
Assuming that directory doesn't exist, it writes out all text files. You can still use the /t option to specify to write out text files regardless of the destination if you need.
Then in the c:\flmod directory, you should have nothing but text INI files. Do your work, changing whatever values you need, then run:
flini /i:c:\flmod /o:"c:\program files\microsoft games\freelancer\data" /v /r
This will write the files from the text files that you modified in c:\flmod back to your freelancer directory. Since some of the freelancer INI files are text and some are binary, assuming you haven't overwritten them in the Freelancer directory, your modified files will be written back into the freelancer directory with whatever changes you've made, but they will be binary or text as they were with the default freelancer install.
This is just a safety thing, I figure it's best to give the game files in the format that it was tested with. I've run the server, multiplayer, singleplayer, with files exported like I mention above, then imported back in.
That would be my suggested method of working with the Freelancer INI files anyway. Keep them in your freelancer directory, extract them once to your working folder, c:\flmod above, work on them there, then just update the game with your changes as you make them.
25 posts
• Page 2 of 2 • 1, 2
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