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goods.ini, market_ships.ini, engine_equip.ini, wepon_equip.i

Here you find the different tutorials on editing and MODing Freelancer

Post Sat May 31, 2003 5:48 am

goods.ini, market_ships.ini, engine_equip.ini, wepon_equip.i

O.k. before you go and flame me I have been trying to get into the ship modding tutorial but the link is messed up.
Any hoo, I have been trying to insert that damn whitestar cruser and I was wondering if those ini files mentioned in the subject line were that important. The reson I'm asking is when I open the above ini files it dosn't look like the shiparch.ini file. There are a bunch of symbols and squares and crap I'm not familler with. Any help on this would be great. Thanks.

If I had a nickel for every time someone told me that my idea for melting down coins to make a giant robotic parrot was a bad idea, I would have one kicka$$ giant robotic parrot.

Post Sat May 31, 2003 7:29 am

Hairfarmer wrote: "There are a bunch of symbols and squares and crap I'm not familler with."

I'm just awake and haven't even had my morning coffee, so I might be totally misunderstanding you, but it seems to me that you are looking into compressed ini-files.

You have to uncompress them, and you need BiniQDU v1.1 to uncompress them. You can download it on the editting download page* of this web site.

*Because the script of this forum apparently sucks, it's not possible to eneter a url, so copy and paste this into theaddress bar of your browser: http://lancersreactor.com/t/editing/download

The good thing is: you don't have to recompress the file! Freelancer can handle the uncompressed ini (it will probably take a few nanoseconds longer but who cares)

Of course it is smart to edit a copy, not the original file In FLMM, you can make a new folder "MyMod" and create subfolders in the same way the folders of FL are structured (e.g. "MyMod\DATA\EQUIPMENT" ); on activating this mod, FLMM will copy it to the FL folder (and, if necesaary, backup the original FL files)

When you open an ini-file in BiniQDU v1.1, it already writes an uncompressed version of the file, with the extension .ini.txt to the folder, even if you don't edit anything.

Now you can edit the ini-file with BiniQDU - make sure to save it the right way ("save as *.ini" ). But you can aslo delete the original ini-file, change the extension ini.txt of the uncompressed file into .ini and edit it with notepad or wordpad.

Note that BiniQDU leaves a file "bini.exe" in each directory you use it in; you can delete this.

Well, my apologies if this is not at all an answer to what you were asking. I'm going to get my coffee now.



"We are a way of the Cosmos to know itself"

-- Carl Sagan



Edited by - hans olo on 31-05-2003 10:56:19

Post Sat May 31, 2003 7:35 am

Thanks for the reply man. I'm kinda new to this modding thing. So I'm guessing those files are important?

If I had a nickel for every time someone told me that my idea for melting down coins to make a giant robotic parrot was a bad idea, I would have one kicka$$ giant robotic parrot.

Post Sat May 31, 2003 8:05 am

Hairfarmer wrote: "I'm kinda new to this modding thing"

Well,I'm not an expert either, but I guess I might know some things you don't know yet. But -disclaimer!- anything I tell you might be incorrect, so don't overrate it.


Hairfarmer wrote "So I'm guessing those files are important? "


goods.ini <-- this initialize stuff you can buy, either as an inidividual item, or in a package. Ships come in packages (the hull + weapons, a shield etc.)


market_ships.ini <--this arranges which ships can be bought at the various bases, with a max of 3 ships at a base:

please note the ones and zero's:
marketgood = bf_package, 6, -1, 1, 1, 0, 1, 1 <-- for sale
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1 <-- not for sale

the xx_package refers to the ship package:

(ship package - ship archetype - ship name)

gf1_package - ge_fighter - Starflyer

gf2_package - ge_fighter2 - StarTracker

gf4_package - ge_fighter4 - Hawk

gf5_package - ge_fighter5 - Falcon

gf6_package - ge_fighter6 - Eagle

bwf_package - bw_fighter - Dagger

bwe_package - bw_elite - Stilleto

bwe2_package - bw_elite2 - Sabre

bwfr_package - bw_freighter - Dromedary

cof_package - co_fighter - Legion

coe_package - co_elite - Centurion

coe2_package - co_elite2 - Titan

lf_package - li_fighter - Patriot

le_package - li_elite - Defender

lfr_package - li_freighter - Rhino

bf_package - br_fighter - Cavalier

be_package - br_elite - Crusader

bfr_package - br_freighter - Clydesdale

kf_package - ku_fighter - Drake

ke_package - ku_elite - Dragon

kfr_package - ku_freighter - Drone

rf_package - rh_fighter - Banshee

re_package - rh_elite - Valkyrie

rfr_package - rh_freighter - Humpback

pf_package - pi_fighter - Bloodhound

pe_package - pi_elite - Wolfhound

pfr_package - pi_freighter - Mule

bhf_package - bh_fighter - Piranha

bhe_package - bh_elite - Barracuda

bhe2_package - bh_elite2 - Hammerhead

oe_package - or_elite - Anubis



engine_equip.ini <-- initializes the engines


wepon_equip.ini <-- initializes the guns ans ammo.



"We are a way of the Cosmos to know itself"

-- Carl Sagan



Edited by - hans olo on 31-05-2003 09:11:25

Post Sat May 31, 2003 8:14 am

Thanks man, you rule. Yes, thats a hell of alot more then I know. I was going to look at the ship modding tutorial but like i said before that the link to the site didn't work. I guess I'll have to screw some stuff up before I get it right. Again, thanks.

If I had a nickel for every time someone told me that my idea for melting down coins to make a giant robotic parrot was a bad idea, I would have one kicka$$ giant robotic parrot.

Post Sat May 31, 2003 10:36 pm

Hans olo, didn't you just copy/paste the tutorial from that site and post it on the same forum's 2nd page ? Or my eyes messed up

Post Sun Jun 01, 2003 10:17 am

Catscratcher wrote: "Hans olo, didn't you just copy/paste the tutorial from that site and post it on the same forum's 2nd page?"

What site and what forum are uou referring to? I did copy-and-paste Zen's tutorial sometime ago, in the thread about "adding ships and infocards"




"We are a way of the Cosmos to know itself"

-- Carl Sagan

Post Sun Jun 01, 2003 4:47 pm

I think hairfarmer was refering to the Zen's tutorial like me

Post Sun Jun 01, 2003 8:40 pm

Catscratcher wrote: "I think hairfarmer was refering to the Zen's tutorial like me"

Then I have already answered your question

Somehow I git the feeling i'm not getting your point..



"We are a way of the Cosmos to know itself"

-- Carl Sagan

Post Mon Jun 02, 2003 1:30 am

Hans olo
thanks for the info on how to use the BINI program. I went to the post on how to use it and there are varying opinions and proceedures.
I am making a compilation in MS Word of all the tips, and I just added yours.
The other data is also useful
*********************************

Get right with God; one day you are going to meet Him.

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