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Rip SP v1.0

The general place to discuss MOD''ing Freelancer!

Post Tue Sep 19, 2006 10:30 pm

Rip SP v1.0

After some prodding by opwnageo, i have made a mod demonstrating what can be accomplished by preventing freelancer from loading its story code in the first place. This release of the version has only 1 setback - you cannot gain ranks. If that is dreadfully important to anyone for SP, don't use this mod. There are, however, absolutly no setbacks for MP. In addition, i have run tests and i was able to delete every single mission folder without any complaints from FL, along with deleting several other items, like trents facial animations.

UPDATE - v1.0 released
Rip SP v1.0

According to cold_void this works perfectly. Have fun with it. Remember, this is a modding resource and is not meant as a replacement for other OpenSP options.

Edited by - blackhole on 9/27/2006 12:48:19 PM

Post Wed Sep 20, 2006 11:31 pm

Since no one has posted here, i'm assuming that there is no further interest in this.

Edited by - Blackhole on 9/25/2006 6:22:13 PM

Post Mon Sep 25, 2006 5:49 pm

ah... this is the first time i've seen this post. i don't know if the forum is acting crazy or i'm going blind but i could swear this topic wasn't here.

*brushes a chip off your shoulder*

anyways, i'm interested at least...

Post Mon Sep 25, 2006 7:05 pm

Alright, well, thats good, now if someone would be able to put in that FLMM code i could release v1.0 Regardless, this is something modders should look into, the fact that the references have all been removed brings up a lot of possibilities

One of those possibilities is the long-sought TC SDK, which i'm currently battling FL with. I've removed an astounding amount of crap from it, but naturally its crashing and i've been too busy to reverse CRC the hash (2151746432). I'll post an update here when i make some progress.

Post Tue Sep 26, 2006 1:09 am

just out of interest... what is the difference between this and an ordinary OpenSP variation?

Post Tue Sep 26, 2006 8:44 am

@ OP-R8R, Basically not a damn thing.

@ Blackhole, You should have used the Newplayer.fl like I did with this instead of Freelancers initial settings file (restart.fl), every mod needs FL to create a Restart.fl that's unique to that mod. By using your restart.fl everybody will find that custom factions won't work properly or appear in save files, which will eventually lead to a corrupted save game.

As I've already said every mod needs it's own restart.fl, this means it needs it's own save game folder and as FLMM does this for us why do so many of you block it from doing so. I've found the following in way to many script.xml files for it to be just poor coding.

<header name="My Mods Name" savesafe="true" exclusive="true">

The exclusive="true" should only be used if you don't want any other mods to work with your's (FLMM will block thier activation). The savesafe should NEVER be used in the "header" as this means the player will be using his vanilla restart.fl's settings with your mod, and almost as bad he'll be able to use his vanilla save games with your mod, corrupted save games and ctd's aplenty.

**shuffles of with a new headache**

Post Tue Sep 26, 2006 11:44 am

hmm k so another useless development

Post Tue Sep 26, 2006 3:47 pm

As i suspected, your OpenSP mod does *NOT* prevent freelancer from loading its storyline DLL. this results in the possibility of trailing references when one is attempting to totally seperate FL from its SP content. That was my idea and seeing as no one else has done it, i decided to put out an example. Here it is. This is not meant as a useful alternative to openSP, its meant as a modding resource for mods who want to completely slice off the freelancer storyline. This does that, by preventing the actual storyline code from ever even being loaded into memory.

As for newplayer.fl i'll see what i can do. If your wondering i was forced to put in savesafe because if i didn't FLMM moved the restart.fl and i couldn't edit it.

@swat: Would you rather i did nothing?

NEW RELEASE - RipSP v1.0
I haven't had sufficient time to test this, but here is the updated version of the RipSP mod, using the NewPlayer.fl file instead of the restart.fl

Tell me if you think there's a problem with it. Remember, this is a resource for mods that want to totally eliminate the storyline, and is NOT meant as an alternative to any other openSP.

RipSP.zip.flmod

Edited by - blackhole on 9/26/2006 5:46:12 PM

Post Tue Sep 26, 2006 11:23 pm

its fine

i just wonder which story line player would bother about trailing ref errors in some error logs?
they dont even know that those logs exist
and those errors dont even influence the gameplay

Post Wed Sep 27, 2006 3:14 am

i think its a novel approach and if you haven't tried it yet, the latest version works perfectly! keep up the good work blackhole - any chance of seeing this converted to mostly XML soon?



p.s. what tool do you use to edit newplayer.fl and restart.fl?

Edited by - Cold_Void on 9/27/2006 4:34:24 AM

Post Wed Sep 27, 2006 7:31 am


OpenSP mod does *NOT* prevent freelancer from loading its storyline DLL
never said it did bud, it just stops FL from activating the story missions. Your altered freelancer.ini should help block the story references.

Argh tried all of this last year when he tried to get an OSP to work without Xerx's hacked Content.dll. His problem was he consentaited(sp) on the restart.fl, common sense tells you why edit a file that FL makes for you, it's better to edit the files that FL uses to make the restart, that way you get a working restart instead of a partialy corrupt one.

The savesafe wasn't aimed at you, rather at the rest of the mod builders out there. You'd be surprised at just how many of the mods have this in the "header", I mean all of that work building new factions and they make one silly mistake and all of thier work is ignored by FL.
*shakes head* There's an old saying in my part of the world "A' brains an' nae common sense" that sums up this community at times.

@ Cold_Void, FLMM can't edit a standard .fl file, you would have to add all of the decrypted newplayer.fl in to your script and get it to create a new file.

I used this save game editor for the newplayer.fl.

**shuffles of with a new headache**

Post Wed Sep 27, 2006 11:47 am

I used that exact same editor - its great.

As for XML, well, no i'm not very good with XML, i personally prefer to make my mods with datafiles. Its just a personal preference, i don't know which method is best. In my opinion, XML can get a bit cluttered with larger mods and is hard to edit. But thats me. Anyone is free to edit this mod, change it to XML, whatever. I'd prefer that you credit me, but i won't kill you if you don't. This is just a resource to help further the mod world of FL

I'm getting very busy so unfortunatly my attempt at creating Fl Lite has fallen to pieces, so to speak. For the sake of not making anyone else do the same work i have, i uploaded the INIs that i have edited in FL. Feel free to try and finish what i started.

Freelancer INIs with their guts ripped out

Post Wed Sep 27, 2006 2:03 pm

Blackhole here's a couple of pointers for you and everybody else, in my small OSP mod you can still level up as normal. This is done by 2 things:-

name = Trent
rank = 0 ------> change it to 1

{StoryInfo}
Mission = Mission_01a ------> change to No_Mission
MissionNum = 1 ---------> change to 41
delta_worth = -1.000000

The "No_Mission" does exactly as it says, telling FL that there isn't any story to play. The "41" is an in game code number that tells FL to level up as if the story was finished but only if you've changed the rank to 1, it also activates some ingame triggers, namely locked jumpgates/bases etc., if you delete or comment out the jumpgates from the newplayer.fl freelancer will ignore the ones in the initialworld.ini.

**shuffles of with a new headache**

Post Wed Sep 27, 2006 2:32 pm

Actually when i put the rank at one, it still said "mission."

Oh wait! wait wait, i may have a solution, *goes to try something*

EDIT: Sadly, no, it didn't work. the fact that you must go through a mission at level 1 must be hardcoded in the actual FL exe itself. Oh well, MP still works fine (leveling up and everything), and SP is still playable, you just can't level up.

Edited by - blackhole on 9/27/2006 4:10:56 PM

Post Thu Sep 28, 2006 2:47 am

I´m interested in this mod. I´m currently working on a mod that replaces the entire FL universe with a new one and I got crazy on thinking about how to get this to work.

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