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How to Edit the EXE and DLL files

Here you find the different tutorials on editing and MODing Freelancer

Post Mon Mar 27, 2006 3:27 pm

@ oarsman, the other reason you won't find any tutorials is because it can be used as a cheat, the FL community was damn near destroyed because of the "cloak" cheaters, we don't want it to happen again with people using hacking cheats.

Besides most of them don't work for 2/3's of us, all of the different OS's that M$ have cause this.

I PAY for this game and i have the right to see it improved.
Nope you don't, M$ still own the disk and it's content's, you just payed for the right to use it. M$ let us get away with moding it, but if they wanted to they could shut us down in a heart beat, so we try not to annoy them to much just to be on the safe side.


@ Vital, don't waste your time with Alcanders stuff as it doesn't work for a lot of us.

The sellable engine patch opens any server up for cheating, most server operators have scrapped this one.

Variable cruise speed freezes both flserver.exe and freelancer.exe on some Operating Systems.

Even the "F1" patch doesn't work for everybody.

**shuffles of with a new headache**

Post Mon Mar 27, 2006 5:30 pm

The one thing that does work is getting the correct speeds to show up, in other words tradelane and thruster speed, this is easy to do, been covered before and makes a pleasant change when you want to know EXACTLY how fast you're going

Post Mon Mar 27, 2006 5:52 pm

To modify the speed, so that it can go faster than 989 on the scale, and be faster than trade lane, it will still show --- in the box, but the speed will be faster. Add

ANOM_LIMITS_MAX_VELOCITY = 3000

to {PhySysConsts} in the Consts folder. It will alow you to build either a faster thruster, or a faster cruise engine speed.

***Note*** on the disk you bought, you agreed with the EULA

All title and copyrights in and to the SOFTWARE PRODUCT (including but not limited to any images, photographs, animations, video, audio, music, text, and “applets” incorporated into the SOFTWARE PRODUCT), the accompanying printed materials, and any copies of the SOFTWARE PRODUCT are owned by Microsoft or its suppliers. All title and intellectual property rights in and to the content which may be accessed through use of the SOFTWARE PRODUCT is the property of the respective content owner and may be protected by applicable copyright or other intellectual property laws and treaties. This EULA grants you no rights to use such content.


This said, its time for this topic to be complete.

Edited by - Finalday on 3/27/2006 6:53:28 PM

Post Tue Mar 28, 2006 8:35 am

You guys have opened my eyes...

Post Thu May 18, 2006 9:39 am

I just have one question, can the tradelane speed be changed? I'm guessing so as you must have seen it somewhere to be able to tell me it's 2,500.

Could you provide me with the GOTO address for Hex Workshop so I can change this?

Post Thu May 18, 2006 10:52 am

For the original poster, I'd have thought you can disable the F1 button simply by removing it from being able to be used whislt in flight (ie on bases/planets only) - it seems logical, although I've never tested this yet (keymap.ini file or something).

As for just changing the tradelane display speed, i think it was in the resources.dll - I just opened it with Hex Editor and found the old value of 999 (by randomly opening the trees). Just replaced the value and saved it, kinda like the loading message as well.

Post Thu May 18, 2006 10:55 am

But, 999 is just the HUD limit, I'm talking about the actual speed you travel at in there ... it's a lot more than 999.

It's been said its 2500, is it in content.dll?

Post Thu May 18, 2006 11:43 am

Do a search in general editting for "true speed" as there's a couple of topics about it in there.
There's only one real drawback to changing the speed and thats if you get a little carried away with how fast you make them. You can shoot out of the TL like a bullet and before you get control back you smash into a planet(think west point to manhatten). Set the speed to 5000 and you drop out almost on top of any pirates, 10,000 and you bypass them.

**shuffles of with a new headache**

Post Thu May 18, 2006 3:25 pm

Okay, after an hour of searching and 10 minutes of messing around with a hex editor I got it to work...

Your right about the getting carried away hehe, I set mine to 50,000. Entering and exting at the end is fine, its if I join a trade lane near to the exit that problems start, as i went nearly 2k behind a jumpgate if I get on the TL at the next one away from the gate.

I'm thinking though that it could be compensated for though by changing this block in select_equip.ini:

[TradeLane
nickname = basic_trade_lane_eq
tl_ship_enter = basic_tl_ship_enter
tl_ship_travel = basic_tl_ship_travel
tl_ship_exit = basic_tl_ship_successful
tl_ship_disrupt = basic_tl_ship_traumatic
tl_player_travel = basic_tl_player_travel
tl_player_splash = basic_tl_player_splash
secs_before_enter = 2
secs_before_splash = 0.200000
secs_before_exit = 0.300000
tl_ring_active = basic_tl_ring_active
spin_max = 50
spin_accel = 15
activation_start = 750
activation_end = 500

Maybe I'm on the wrong line of thinking but I'm guessing that when I joined that lane near the end it had accelerated to the point where it couldn't slow down quick enough so having passed the secs before exit time, and being that it couldn't reach the activation end speed in time, thats maybe what causes the carry through.

I don't know about the being disrupted though .... I mean most people find those annoying anyways, I know I do, especially more so when the disruptors are green/white.

I think the only real way to solve it is to drop the tradelane encounters and have them near the bases instead.

I was thinking of maybe just having 2 rings per lane, point A to B, of course I'm guessing that would mess with the routing, and probably annoy players because they can't join a lane from elsewhere.

Or just notch it up a little over 5,000 maybe, still 3 times faster than normal...

Thanks for the help!

Post Fri May 19, 2006 3:41 am

I had more time to experiment today ... joining second to last lane ring under normal TL speed seems to cause some carry through as well, just 800m or so extra with the speed boost. Seems that the carry through is hardcoded or something as I can't find any values to effect it.

As long as you end up within 2k of the enemy when you get disrupted I guess it doesn't matter, I mean either way if you tried to run you'd get wasped.

Just need to find the right balance of speed I guess. If 2500 leaves you just under 2k from disrupting NPCs, and 5,000 leaves you on top of them, to be just under 2k away from them logic would say 7,500 would be a good speed to set it at I think.

Post Fri May 19, 2006 5:02 am

Mine are set at 5000 as I'm an evil bastard, you get no time to react and get your self set before they attack, their shooting at you before you get control back.

**shuffles of with a new headache**

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