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Save game file information

If you are stuck in a mission and do not know how to continue, this is the place to ask for help. Missing that elusive Level 10 Shield? Don''t know where to find the lost Ohtori ship? This is the only place where spoilers are allowed!

Post Wed Sep 10, 2003 7:16 am

The Nomads also have several weapon on their own.
<pre><font size=1 face=Courier>Turret Laser
--------------------- ------------------
nomad_turret01_mark01 nomad_gun01_mark01
nomad_dyson_turret01 nomad_gun01_mark02
nomad_lair_turret01 nomad_gun01_mark03
nomad_lair_turret02 </font></pre> Cruise Disruptor: nomad_cruise_disruptor01

Torpedo: nomad_torpedo01_rtc

Post Sun Sep 14, 2003 6:34 am

John!

Thanks to your posts here buddy I've compiled a total list of in-game guns, turrets, projectiles, shields, and cargo so far. Much appreciated!

You can see them in my first release of the IONCROSS Freelancer Server Operator; they'll be in txtfiles stored in the program's folder if you ever need to reference a hashcode in one of your .fl files.

Thanks again!

-- JoeBoomz
IONCROSS

Post Mon Sep 15, 2003 5:23 am

You're welcome, Joe

I still have more things that interest me, though.
1. How to make every NPC knows and salutes me when I approach anyone of them in any bar.
2. Edit the storyline a bit to slightly change how the story goes, e.g. Hovis' ship never gets out of control at the race.
3. Edit the random missions slightly to make them more challenging, e.g. fight a squadron full of cruisers and gunboats aside from the regular fighters.

Edited by - JohnSteve on 15-09-2003 06:29:42

Post Mon Sep 15, 2003 7:00 am

A wreck will show up on the Nav-Map when there is a line such as
<pre><font size=1 face=Courier>visit = <10-digit number >, 17 </font></pre> in the *.fl file
where the 10-digit number is the hash number of the wreck's nickname.
The value of 17 indicates that the wreck still has lootable objects. It is added by 8 when they are no longer available.
Below is a list of hash numbers for some known wrecks.
<pre><font size=1 face=Courier>LIBERTY HISPANIA

New York Omicron Alpha

2470054918 Flint 2600216201 Viking
2867092355 Aggressor 2192387399 Outcast Fighter
2155216452 Patrol 27 2729261383 Outcast Fighter
2692055620 Patrol 27 2192373063 Outcast Fighter
2155189828 Patrol 27 2730600781 Outcast Fighter
Outcast Fighters (**) :
California 2531434633 3068320905 2531444873
3068273801 2531405961 3068284041
2925339074 Balboa 2531416201 3068368009 2531491977
2192430407 2729296199 2192424263
Texas 2729290055 2192393543 2729267527
2729238855 2193741133 2730606925
2422946246 Ft. Worth 2193734989
2936797514 Dallas Storage Container
2832333056 Avenger Omicron Gamma
2849559937 Prudhoe
2570068233 Vengeance
BRETONIA Corsair Fighters:
3000809423 2463943631 3000819663
New London 2463904719 3000772559 2463914959
3000782799 2463990735 3000866767
2315072268 Vanguard 3165164364 2628290380 3165190988
3166989319 Trujillo 2628317004 3165127500 2628261708
2770663565 Puno 3165154124

Cambridge INDEPENDENT WORLDS

3032491015 Caraz Bering
2524435660 Henry Jones
2706934223 Lonestar
Leeds
Magellan
2435738764 San Vicente
2340968644 Lorenzo 3022412481 Bradley

Dublin Cortez

3056013635 Storm 2904549901 Edward Kane
2638773769 Scargill
Kepler
KUSARI
3022316353 McKinley
Shikoku 2330548868 Kamakura Maru
2300440077 Nikko Maru
2151973825 Kobe Maru
2231530895 Shibuya Maru Galileo

Kyushu 2177231374 Freespirit
2837782788 Chesapeake
2712387968 Shoki
2803108292 Ohtori EDGE WORLDS

Honshu (*) Tau-37

3100285316 Fugaku 2606152963 Griffin
2703887630 Malaga 3104544640 Barossa

Hokkaido Omicron Beta (*)

2621993737 James Morrell 3068462016 Hosho Maru
2915717641 Kusari Naval Forces Fighter 2885851525 Escort of the Hosho Maru
2915711497 Kusari Naval Forces Fighter 2349000069 Escort of the Hosho Maru
2378837513 Kusari Naval Forces Fighter 2560277123 Pathfinder

RHEINLAND Omega-41

New Berlin 2512403971 Volsung
2500395265 Independence
3202313542 Unioner Fighter
3167823877 Hessian Fighter Omicron Theta

Stuttgart 3071250882 Fearless
2667754883 Rebel
2597439055 Patrol 421
3134306895 Patrol 421
3205408456 Babylon
3167985664 Nurnberg
3135192524 Belknap

Dresden

2951700358 Danzig

BORDER WORLDS

Omega-5 Sigma-13

2192520261 Hessian Fighter 2706641666 Escort of the Kassel
2729422917 Hessian Fighter 2169888514 Escort of the Kassel
3045995013 Corsair Fighter 2177019339 Old Kruger Storage Container (*)
2386754823 Corsair Fighter Old Imperial Navy Fighters:
2169831170 2706670338 2169804546
Omega-5 (**) 2706668290
Old Imperial Navy Fighters (**) :
Hessian Fighters: 2169794306 2169767682 2706754306
2192530501 2729386053 2729433157 3036251651 2499383811
2192559173 2192548933 2729338949
2192473157 2941979907 2405112067 Sigma-17
2942002435 2405134595 2942016771
2405140739 2366987650 Robert Fitzgerald
Corsair Fighters: 3213631552 Mongoose
2509131269 2509121029 3046033925
2509168133 2509204997 2386728199 Sigma-19
2923593991 2386717959 2923591943
2386691335 2192246861 Perez
2876015690 Hien
Omega-7 (*) 2508855821 Menorca

3106588230 Bremerhaven Tau-23
2509179399 Corsair Fighter
3046077959 Corsair Fighter 2167139082 Wolverine
2509201927 Corsair Fighter 3108186689 Edmund Marshall
2557727374 Monschau
Tau-31
Omega-11
3094529669 Whetstone
2192098378 Hessian Fighter 3081757894 Valiant
2508838410 Corsair Fighter
2369190019 Daumann Fighter Omega-11 (**)
3171165504 Bounty Hunter Fighter
2728966218 Hessian Fighter
2728935498 Hessian Fighter
2906031235 Daumann Fighter
3171175744 Bounty Hunter Fighter
2634326336 Bounty Hunter Fighter </font></pre> Note:
(*) The value is 1 instead of 17 when visited for the first time
(**) The wreck doesn't contain lootable objects

For example, the following line
<pre><font size=1 face=Courier>visit = 2803108292, 17 </font></pre> means that the Ohtori ship is found in the Kyushu system.

Edited by - JohnSteve on 19-09-2003 12:25:08

Post Tue Sep 23, 2003 11:25 am

The main character's reputation card contains a list of factions encountered so far. In the *.fl file, their presence is indicated by the
<pre><font size=1 face=Courier>visit = <number >, 65 </font></pre> line
where number is the code number for a faction. Some of the numbers and their meaning are listed below.
<pre><font size=1 face=Courier>number Faction
------ --------------------------------
8778 Liberty Navy
65354 Liberty Security Force (LSF)
33711 Liberty Police, Inc.
45049 Bretonia Armed Forces
3612 Bretonia Police
41933 Kusari Naval Forces
552 Kusari State Police
30425 Rheinland Military
55100 Rheinland Police
26838 ALG Waste Disposal
26342 Border World Exports
34166 Bretonia Mining and Metals (BMM)
47419 Gateway Shipping
30347 Cryer Pharmaceuticals
36789 Interspace Commerce
18174 Daumann Heavy Construction
51565 Kishiro Technologies
23638 Kruger Minerals
32354 Deep Space Engineering
53733 Synth Foods, Inc.
49441 Orbital Spa and Cruise
3142 Republican Shipping
6233 Samura Industries
15981 Universal Shipping
56582 Planetform, Inc.
21524 Ageira Technologies
43384 Blood Dragons
44322 Bundschuh
21689 Corsairs
29216 Farmers Alliance
55219 Gaians
37663 Golden Chrysantemums
13046 Hogosha
57826 Junkers
19485 Lane Hackers
28402 Liberty Rogues
41274 LWB
18535 Mollys
42810 Outcasts
57655 Red Hessians
47516 Unioners
36813 Xenos
58161 Gas Miners Guild
51614 Independent Miners Guild
2745 Zoners
2626 Bounty Hunters Guild </font></pre> There are also factions that do not appear on the rep-card.
<pre><font size=1 face=Courier>number Faction
------ --------------------
3775 The Order
25320 Nomads
2620 Rheinland Military *
57102 Kress's Men
14998 Quintaine's Men </font></pre> Note:
* : alternate faction, possibly infected by Nomads

At the moment, I don't have the numbers for fc_uk_grp , fc_ln_grp , fc_kn_grp , and fc_f_grp .

Post Thu Oct 09, 2003 11:04 am

I discovered that the Anubis and The Order Ship have the same body definition.
When I looked into the *.cmp file, there actually are more hardpoints available on it.

- 3 for engines
- 3 for thrusters
- 3 for torpedoes
- 7 for guns

I edited a save game file to try them out. I love the result and so submitted a sample to TLR.
Click here to find it out yourself.

Notes:
- The other very heavy fighters have 2 hardpoints available for engines.
- The Hammerhead can fire up to 7 forward guns; the Sabre even has 8 gun hardpoints!

Edited by - JohnSteve on 10-10-2003 10:34:12

Post Fri Oct 17, 2003 6:14 am

Previously, I assumed that a hardpoint is meant for a weapon / equipment.
However, I found out that this is not a restriction.
I can equip a ship with as many power generators as I prefer. This also applies to its thruster, torpedo, and weapon (guns / missiles / turrets) hardpoints.
I posted an example to show this. Get it here. You still can only mount just one shield, though. Below is part of the *.fl file
<pre><font size=1 face=Courier>ship_archetype = li_fighter

equip = co_elite2_power01 , , 1
equip = co_elite2_power01 , , 1
equip = ge_lf_engine_01, , 1
equip = ge_s_scanner_02, , 1
equip = ge_s_scanner_02, , 1
equip = 2799531210, , 1
... (lights) ...
equip = ge_s_thruster_04, HpThruster01, 1
equip = ge_s_thruster_04, HpThruster01, 1
equip = fc_c_gun02_mark03, HpWeapon01, 1
equip = special_nomad_gun01, HpWeapon01, 1
equip = special_nomad_gun02, HpWeapon01, 1
equip = missile02_mark05, HpWeapon02 , 1
equip = missile01_mark05, HpWeapon02 , 1
equip = missile03_mark04, HpWeapon02 , 1
equip = gd_bh_gun02_mark05, HpWeapon03, 1
equip = special_nomad_gun01, HpWeapon03, 1
equip = gd_gm_turret01_mark03, HpWeapon03, 1
equip = fc_ou_gun02_mark05, HpWeapon04, 1
equip = special_nomad_gun02, HpWeapon04, 1
equip = gd_gm_turret01_mark03, HpWeapon04, 1
equip = cruise_disruptor01_mark02, HpTorpedo01 , 1
equip = torpedo01_mark02, HpTorpedo01 , 1
equip = mine02_mark05, HpMine01, 1
equip = mine01_mark05, HpMine01, 1
equip = ge_s_cm_03, HpCM01, 1
equip = shield01_mark10_fr, HpShield01, 1
cargo = ge_s_repair_01, 112, , , 0
cargo = 2596081674, 112, , , 0
... (ammos and commodities) ... </font></pre> I don't know whether the FL game engine imposes a limit on this 'feature', or is it limited only by the hardware. Anyway, it's nice to finally see a Patriot that can beat a bunch of Titans easily

Edited by - JohnSteve on 17-10-2003 07:29:24

Post Tue Oct 28, 2003 5:28 pm

Has anyone here found out how the filename of the .fl savegames is composed? I know its directly related to the charactername but I have no idea how to generate a filename from a given charactername. I renamed a few characters on my server and have since not been able to use the in game "/invite playername" command on them. I created these players on a backup server to get the proper filename, renamed the altered files on my live server and could use invite again after I did so. It's kind of a hassle having to create a char on a backup server to get a filename and then altering this on the live server aftername change, I really want to automate this so it doesn't mess up the ability to "remotely" invite ppl.

Any ideas anyone?

Eagle has landed...

Post Wed Oct 29, 2003 4:38 am

Eagle ,

Perhaps JoeBoomz can shed some light on this. He's the one who develops FL Server Operator that works in MP environment.

I haven't touched the MP version of save game files yet. Just experimenting with SP ones. However, I guess that the time and date of the saved file also affect its generated name.

Edited by - JohnSteve on 29-10-2003 10:41:25

Post Fri Oct 31, 2003 11:57 am

Ship hull's strength can be altered by using armor_scale equipment.
Insert a line such as below in the weapon loadout
<pre><font size=1 face=Courier>equip = <nickname >, , 1 </font></pre> where
nickname is one of the following
<pre><font size=1 face=Courier>nickname Hull Strength multiplier
--------------------------- -------------------------------
armor_scale_-5 0.250000
armor_scale_-4 0.533650
armor_scale_-3 0.624371
armor_scale_-2 0.730514
armor_scale_-1 0.854701
armor_scale_0 1
armor_scale_1 1.170000
armor_scale_2 1.368900
armor_scale_3 1.601613
armor_scale_4 1.873887
armor_scale_5 2.192448
armor_scale_6 2.565164
MSN_battleship_armor 2.886002
armor_scale_7 3.001242
armor_scale_8 3.511453
armor_scale_9 4.108400
armor_scale_10 4.806828
armor_scale_11 5.623989
armor_scale_12 6.580067
armor_scale_13 7.698679
armor_scale_17 14.426456
armor_scale_21 27.033550
MSN11_armor_scale_wplatform 30
armor_scale_invincible 1000000015047466200000000000000 </font></pre> Usually the statement is inserted between the line for Thruster and Weapon.

For example:
The Starflier's hull strength is 1100, meanwhile the Titan has 12600.
By equipping the Starflier with armor_scale_17 , its hull strength becomes stronger than the Titan, i.e 1100 x 14.426456 = 15869

Post Sat Nov 01, 2003 12:46 pm

Tnx JohnSteve!

I've send JoeBoomz an email and eagerly awaiting his reply, I would still like to post my own findings here in case someone knows how to proceed I'm repeating some of my previous post to give a complete picture here:

I have created a savegame editor a few months back for my server where I can, amongst others, alter character names. Not shocking in itself but what happens after I change someone's name is that you are no longer able to use the in-game /invite command. I have a few backup servers (all different id's) where I can create characters with those new names and found they all have the same filename. As soon as I alter the filename of the altered savegame and restart the server, the /invite works again.

I really want ppl to be able to use the /invite command after I alter their names, so I've been creating accounts on a different server with those new names and copying the filenames to the old savegame to make it all work. Its alot of work and I really want to automate this on my savegame editor.

I found out the savegame filename of newly created characters is directly related to the character name (not to data/time or anything else). The filename consists of 2 parts, a hexadecimal lenght and a hash.

<pre><font size=1 face=Courier>
filename charname unicode charname
03-5c8c2450.fl CDE 004300440045
03-5c8c2450.fl cde 006300640065
</font></pre>

As you can see the length of the charname is the first part of the filename (03) the second part is a hash of the charname (case insensitive).

This is as far as got myself, what I need is an algorithm to create the 2nd part of the filename. Can anyone crack this?

Thanks in advance!

Eagle
[ 24/7 Eagle Utopia server

Edited by - Eagle on 01-11-2003 12:49:51

Post Sat Nov 01, 2003 10:45 pm

Eagle, I've replied without much of a solution for you, sorry buddy

John, good to see you're still working on this stuff. This thread always is a useful source of information I'm impressed about the armor modifier, I haven't yet had much time to actually dig through the ini's myself yet, I've mostly been going on everyone elses' prediscovered information. If only I had more time for this stuff...

-- JoeBoomz
IONCROSS

Post Sun Nov 02, 2003 2:42 am

Tnx for the effort anyway JoeBoomz.. appreciated

Post Mon Nov 03, 2003 5:06 am

Eagle ,

Try contacting Sherlog. He's the one who made flhash program that we currently use here. It creates a hash number from a given string (e.g. nickname ). Maybe he also knows how to generate hash number for a given character's name.

Thanks for sharing your findings

Edited by - JohnSteve on 04-11-2003 05:32:16

Post Mon Nov 03, 2003 7:26 am

You can add more sound effects to the ship's engine. Below is a list of additional rumbling sound you can define in your weapon loadout using a line such as
<pre><font size=1 face=Courier>equip = <nickname > </font></pre> where nickname is one of the following
<pre><font size=1 face=Courier>Sound FX nickname
----------------------- -------------------------------------------------------------
Battleship sfx_rumble_battleship
Cruiser sfx_rumble_cruiser, sfx_rumble_destroyer, sfx_rumble_ut_large
Gunboat sfx_rumble_gunvessel
Nomad sfx_rumble_nomad
Transport sfx_rumble_ut_small, sfx_rumble_train
Miner sfx_rumble_ut_miner
Lifter sfx_rumble_lifter
Liner sfx_rumble_liner
Gas Miner sfx_rumble_gas_miner
Manufacturing Platform sfx_rumble_platform
Small Station sfx_rumble_station_small
Large Station sfx_rumble_station_large
Trading Depot sfx_rumble_trading_depot
Trading Outpost sfx_rumble_trading_outpost
Gas Collector sfx_rumble_gas_collector
Solar Plant sfx_rumble_solar_plant </font></pre> For example, inserting
<pre><font size=1 face=Courier>equip = sfx_rumble_gunvessel </font></pre> line after the statement for ship's engine will produce additional gunboat sound to your ship.

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