Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Enlarging the navmap to include more systems?

Do you want to start editing Freelancer, but have no clue where to begin? This is the place for you to find things and talk about getting started on Freelancer Modding

Post Tue Oct 03, 2006 10:38 am

Enlarging the navmap to include more systems?

I need to do two things:

First, I have to replace the default background in the universe nav map.
Second, I need to be able to add more systems than the current map allows.

I'm attempting to rebuild a major portion of the Battletech universe in
Freelancer and I'd like to do about 400 systems, at least. I've heard that
this is possible, even for MP, but I'm not finding any threads on how to do
this. I really need to get rid of the Rheinland/Liberty/Kusari/Bretonia labels
as well. They're as useless as tits on a bull when those systems no longer
exist. Thanks to Blackhole, I've managed to remove all of the existing FL
systems and replace them with roughly 110 systems from the Battletech
universe without a single hitch. Now I just need to edit the stinking map.

Edited by - Hadryon on 10/3/2006 11:42:08 AM

Post Wed Oct 04, 2006 2:31 am

Look at the post below this one

Post Thu Oct 05, 2006 2:47 pm

As Gibbon's already pointed to, the last post by -Liquid- tells you about changing the universe map background.

The navmap is as big as it gets I'm sorry to say, it has room for 300+ systems iirc. What others have done is to double up the systems on the navmap ie more than one system at each grid point, FL isn't to happy about this but it won't cause any crashes.

The names are stored in the "resources.dll" at strings 1249 to 1252, if you replace them with a "space" rather than leaving an empty string.

**shuffles of with a new headache**

Post Sun Nov 05, 2006 9:21 pm

I forgot to come back and thank you earlier, that totally worked. Instead of
going with a larger navmap, we'll use a new engine for the next version of
Aerotech, making it a full game finally.

For now 320 systems will do just fine.

One more question, though: I've been looking through resources.dll, and there
are a lot of entries in there that will not be viewed in our mod, since all of the
singleplayer content has been removed (literally, since Blackhole wrote us a new
kind of OpenSP). Is it a bad thing if I use those empty or unused entries as new
IDS tags? I'm running out of entries in nameresources.dll for my systems and
their contents.



Edited by - Hadryon on 11/5/2006 9:24:18 PM

Dev

Post Sun Nov 05, 2006 9:40 pm

"The navmap is as big as it gets I'm sorry to say, it has room for 300+ systems iirc."

As I have posted elsewhere, this is not so. There is room for essentially an infinite number of systems on the Freelancer universe map, since you are allowed to place systems at fractional values (say, 5.2, 3.6 or whatever). For example, a system placed with y=10.5 will be halfway between the y=10 and y=11 lines on the map.

Post Sun Nov 05, 2006 10:03 pm

holy crap...THANKS!

this won't make my writers any happier, since I'm about to dump a couple hundred more systems in their laps...

While I'm here, I do have yet another question: I've been using Freelancer Explorer to create the systems. The problem is that the ATPlanets.dll file I created to hold all of these systems has string IDs starting with 1, but when FLE saves the INI information for these systems, it does so with much higher IDS numbers. As a result, the information isn't displaying at all for any systems or planets. I've resorted to changing entries NameResources.dll instead.

Is there a program out there that can offset the ID numbers in a .dll file, so I can fix the FLE issue permanently? All it would have to do is go through and add 589839 to each number in the ATPlanets.dll file and everything would match up again. I'd do it again manually, if there were fewer systems to edit, but with 242 systems, all with 6-7 jump holes, plus planets and other content, I'll have to manually renumber thousands of entries.

EDIT: Never mind, that one's an impossible mess. Looks like we do a manual job of it. Any verdict on whether or not using the empty slots in resources.dll is good or bad?

Edited by - Hadryon on 11/5/2006 10:33:16 PM

Edited by - Hadryon on 11/6/2006 1:03:20 AM

Post Mon Nov 06, 2006 1:55 pm

if you put it at 3.6 ect it won't actually show up on the navmap tho

.(\__/)
.(='.'=) This is Bunnies clone.
(" )_(" )Copy and paste bunny into your signature to help him gain world domination. And always, always beware of velociraptors.
Go to XKCD.com to learn more.

Dev

Post Mon Nov 06, 2006 3:05 pm

It most certainly will. Behold: example map

Note how close many of the systems are to one another, either vertically or horizontally. A 16x16 grid would not give you that kind of precision.

Post Thu Dec 21, 2006 8:36 pm

how did you get the different colours for the system stars??
it's really cool.

Jesus is the answer!
Answers in Genesis

Edited by - LEGO-man lachlan on 12/21/2006 8:37:17 PM

Post Thu Dec 21, 2006 9:08 pm

@ Dev.......
That's disgusting.......LOL
I wish I had thought of that. Excellent !

Return to Freelancer Modding for Beginners Forum