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* Massive MOD * Dukduk Mod / Random Universe Generator **Alp

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

Post Thu May 15, 2003 9:27 am

* Massive MOD * Dukduk Mod / Random Universe Generator **Alp

- randomly generated NEW universe, ALL Systems new

I compressed it for FLMM, but it wont work.
e.g it doesn't replace data\characters\newcharacter.ini

anyone wanna test it?

*WARNING*

this mod is instable, preALPHA:


dukduk_0.0a.zip.flmod
( 1.5MB ) 54 new Systems


ToDo:
- engines, powerplants, armour upgrades for sale
- infocards
- working mine fields
- trade system
- fixing the encounter probability
- advertising signs
- compiling the perl-code to .exe

Edited by - isnochys on 19-05-2003 13:30:25

Post Thu May 15, 2003 11:01 am

Please, for the love of everything sacred, make it FLMM compatible.

Post Thu May 15, 2003 11:10 am

Sorry...

But this is not a simple ChangeMOD.
Its a complete new Univers.
Its still Alpha, so expect it veery bugy..
Only for Advanced Users
I'm writin a VB-InstallScript, but this is still preAlpha
)
I had 2 learn VB last week to accomplish this task
=

Post Thu May 15, 2003 11:40 am

Make sure its got a working uninstall then, yeah?

Post Thu May 15, 2003 11:51 am

the installer has a switch mod..between normal and Dukduk game


btw. the mods needs "some" discspace
it doubles Freelancer = : )

Post Thu May 15, 2003 3:24 pm

Any specific reason why you're not making it FLMM-compatible? if it's something you don't like about FLMM, or something it can't do, let me know and I'll fix it for you .

Post Thu May 15, 2003 3:28 pm

we r workin on this mod 4 about 1 month..
we didn't have time to c how the modinstaller works.
maybe it's just not compatible to ur mod..he changes the game struktur..

Post Thu May 15, 2003 11:13 pm

i suggest , you bring 2 versions out :
a) your mod with that installer
b) all modified files compressed in an zip-file
--> FLMM could read it

Post Thu May 15, 2003 11:34 pm



b) all modified files compressed in an zip-file
--> FLMM could read it



hows the FLMM workin?
the mod dont need e.g. any existin system.

Never used FLMM...

Post Fri May 16, 2003 9:55 pm

Just a quick note, I installed the B5 Server Mod to a unique folder then dumped it into the FLMM Mods folder as per instructions for a manual install. It works fine till you try to remove the Mod and install another or play original FL, then just gives errors requiring a full game re-install. I believe, unlike all other Mods I have tried, it overwrites more than just INI files. Maybe one of which FLMM does not backup, or that is locked read-only.

I only hope the developer of FLMM returns here to read this, and if so may also help Mods like this Dukduk one be compatible with it as well.

Thanks,

Tarrax


Edited by - Tarrax on 16-05-2003 23:01:14

Post Fri May 16, 2003 10:09 pm

i think people not lising to u man bah..

the installer have it own installer / remover and back up system of the old fl
if im right? that what im reading! flmm will not be needed!

and another fact flmm will be useless with a 900mb total conversion that what els i read if im right

Edited by - SOR_Plasma on 16-05-2003 23:22:27

Post Fri May 16, 2003 10:52 pm

Heh. I, at least, happen to be listening just fine thanks. I just know there are plenty of less experienced IT people out there who currently use FLMM and for their sake, not mine, hoped it might be FLMM compatible. If not, and it comes with an easy to use installer/uninstaller then no worries.

Tarrax

Post Sat May 17, 2003 5:11 am

i'm up for testing it, sounds good

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