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***New mod OpenSP MOD v1.1***

Here you can announce your own Freelancer MOD and find information about the different available packages!

Post Mon Apr 07, 2003 9:06 am

***New mod OpenSP MOD v1.1***

Quick Important Update. It works perfectly! Forget the older version 1.0 get the new OpenSP MOD v1.1 which is even more better and easier to install!

This mode makes playing MP in SP mode without running a server or Net. Sanbox style play.

This newer version has a very good upgrade from version 1.0 I gave out by request.

This is IDENTICAL to MP with sequecial leveling according to data table in ptough.ini file with NO level skipping! And to make it even EASIER to install, It only needs 2 files; instead of the original 13 files. You start at level 1. ALL jumpgates and holes from SP and MP are combined and open from start.

Heck; I can make you start anywhere with whatever equipment; that will be an optional Hard Start later.

I decompiled the content.dll with PE Viewer shareware to view it in assembler code; used Hex Editor to edit the hard coded subroutine to point at the last mission. The last mission 13 is the unlock jumpgate commands and sets reputation levels from improved unreleased OpenGate MOD v1.1. That's it; 2 files only: M13.ini and Content.dll. See other post.

This PROVES that (except for EXE which is not so decompiler friendly; use debugger and I CAN change constants and some code) MUCH of the Hard Coded behavior can be changed! I am going to send in this better version to Lancer Reactor, and previous request may want to e-mail again to get the even better new version. OpenSP MOD v1.1 than my first v1.0 I gave out past few days per request.

This one blows the other away. Must have for Elite style fans out there. Much more to come on this project. Hard Code can be cracked after all!

Who do you e-mail to at Lancer Reactor to submit this mod for review and upload? Is it the staff I assume? Anyone in particular? Thx.


Medieval Man had Lock Pick; Modern Man has Hex Editor.

Post Mon Apr 07, 2003 9:42 am

xerx could you e-mail me this new mod please
Thank you
eric

Post Mon Apr 07, 2003 11:15 am

Great work, but where can i download it

Post Mon Apr 07, 2003 12:08 pm

I sent you a email requesting your new improved SPOpenMOD v1.1

Some things I would like to see in later versions.

Battleships and Gunboats encounters, I like to see them still active after mission 13 from all classes including the nomads. Like to see the expermential shipyard and ships that was in one of the mission but forget what mission it was. Like to see all the nomad systems including the one with the hypergate.

Like to see all the jumpgates and jumpholes to these systems/sectors that were deactivated after mission 13.

Also can you deactive or redo the reputation command that would allow a player to keep his/her reputation after mission 13 instead of returning it to normal. I would have like to keep my green rep with the Outcasts, Corsairs and few others but after hitting mission 13 it changes back to red.

Thanks and keep working on improving your mod.

Post Mon Apr 07, 2003 12:40 pm

Something you may try to add is the possibly to get "outer system mission" like in MP, they gave you a mission in a system but the final waypoint is in an other system. I like it a lot.

Post Mon Apr 07, 2003 4:02 pm

please let him upload it here tnx

Cmdr_King

Post Mon Apr 07, 2003 5:01 pm

Can someone send it me please.
I would love to play with it.

Post Mon Apr 07, 2003 7:28 pm

I'd love to have it too, please... [email protected]
Thanks.

-------------------------
When the sun sets, short people make tall shadows.

Post Mon Apr 07, 2003 8:41 pm

Me too and the rest of you have profiles right then let him check that it's easier.

Post Mon Apr 07, 2003 9:03 pm

I would like this too please

Also did you make a mod where all the gates open after the first missions? I wanted to talk to you about that. Please add [email protected] to your MSN if you have it.

Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Post Tue Apr 08, 2003 1:39 am

Well, untill Lancer Reactor can get it uploaded and hosted here; I have been e-mailing it manually to people. LR must be busy or full. I resent a copy of it again.

I mailed a copy to everyone here and who e-mailed me. I got some feedback from one person so far. Can I get more feedback please so that I know how it is working on other systems?

It works fine for me; please make sure to read the TXT file to install the 2 files in the correct spot. It is NOT obvious and do not assume you will install it correctly without reading the TXT file; that so many people wish MODers would include (I sure did ) and so many people never read, and can cause problems (it does not work).

If you got it installed please e-mail me and tell me how it is working. Yes or no (and detailed as possible since I can not read minds), it helps. It works fine for me; but you never know.

If not, then I assume people do not care and I am wasting my time making these mods. THX for feedback please to help me out in advance.

Support your local modder, we work real hard for free to make people happy; praise good or bad is all we have.

Edited by - Xerx on 08-04-2003 02:45:25

Post Tue Apr 08, 2003 2:11 am

Could you e-mail it to me, too? I can convert it into a FLMM mod script so even newbies can use it.

Post Tue Apr 08, 2003 12:28 pm

Hi Xerx,

I happen to have some webspace (okay, make it A LOT). I don't mind hosting your mod on a plain old HTML page and taking it off whenever you feel like it.

My email is - [email protected]

Post Tue Apr 08, 2003 1:12 pm

Though not a poster, but a browser, I dare to ask.
Could you send a copy to me as well?
[email protected]
My eternal thanks in advance.

-Gyko

Post Tue Apr 08, 2003 2:35 pm

Thank you, thank you, thank you!

I can't thank you enough for this Mod Xerx. Please mail it to me has soon has you can. I've been wanting this since the game came out!

Skeld

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