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FLE Problem

The general place to discuss MOD''ing Freelancer!

Post Fri Jul 20, 2007 3:09 am

FLE Problem

I've seen many threads asking how to add battleship encouters in FLE, so i wanna know too> can I add battleship encouters to FLE???

Post Fri Jul 20, 2007 3:12 am

Yeah also can some1 tell me how modder guy are making such,that FLE sees their costum made ships-----> I've tried lots of stuff to make FLE see costum ships, but withOUT result, so plzzzz somebody help me

I wanted to add transport to FLE, coz I can't add it myself, I tried several times but game crashes when i modify .ini -s

"Death is only beggining..."



Edited by - Lasho on 7/20/2007 5:31:38 AM

Post Fri Jul 20, 2007 7:26 am

I've noticed where custom ships don't exactly show up on the FLEx list. But the ships are there. I can't explain this particular glitch but when I enabled a nomad battleship, it showed up on the list at the bottom below the "invisible" custom ships. It was something like 20 blank spaces (where my ships were) then the nomad battleship at the bottom of the list.
I'm taking a wild guess that it's a simple data omission that doesn't recognize the new ships to add them to the list...although you can still add them to whatever base you wish. I had to go into my marketships.ini to make sure what ships were added to which bases. They were there.

Post Fri Jul 20, 2007 8:32 am

then can you help me enable Transport??? I read about train in forum, but dunno about transport

"Death is only beggining..."

Edited by - Lasho on 7/20/2007 9:33:01 AM

Post Fri Jul 20, 2007 11:08 am

It Depends of Several Things. You need Entries in Shiparch, and All Other Areas, a Full Loadout, Etc. Also, IDS Is Required.
XML Does not work for this Kinda thing.

Post Sat Jul 21, 2007 1:24 am

XML ship and npc-arch scripting works fine for me

we need a new system editor app, in 3-freeking-D.

Post Sat Jul 21, 2007 7:14 am

If you look in the Tools Forum, there was one Under development... The Source code was given out, so maybe someone can work with it.

Post Sun Jul 22, 2007 8:34 am

As handy asI think XML scripting is, I think it has serious drawbacks when it comes to installing custom items that everyone should be able to access.

The reason is this: if everyone gets a scripted version of a ship, this means that each person who enables the mod script is going to have their own unique ID name and info numbers.
When you get a lot of players on the same server, you're going to run into ids conflicts and eventual crashes.
For example:
Player 1's ship has an ids name of 452760
Player 2's ship has an ids name of 534493
Player 3's ship has an ids name of 665994

The problem you see here is this, all three ships are the same ship.

When you hardcode a ship into the files, everyone gets the same ship with the exact same ids numbers.

You might get away with it for a short while, but eventually you're going to start running into conflict and crash problems.

Personally, I've noticed in my own files when I've used scripting (during testing) that I've often ended up with multiple entries of the same item. Every time I activated a mod script, the number of entries of the same item increased and this was even though I restored the backups. This eventually led to continuous crashes every time I attempted to even start a new game.
My only solution was to dig into those files and remove all the duplicate entries.
However, once I hardcoded the item into the game..the duplications ended and the game ran smoothly.

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