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** UTILITY ** 2D System Editor _ Freelancer Explorer

Here you can find the postings on the different editing utilities found for Freelancer

Post Mon Jun 16, 2003 7:13 pm

wil5on, it depends on you, if you can it's certainly better than Win95/98/ME...
si_kaye43, i think there is a problem with some resources that i am not freeing correctly and Win95/98 does not like that at all.
I'll try to fix that but that might be difficult since i can reproduce the problem.

Mjr.Hurtz, i'll see what i can do.
MLEdele, sorry i didn't put any info on how to use it.
So here it is.
When you select Edit Characters, the dialog appears.
You will see the characters already in the base (traders, bartender, etc).
If you select one of them, then you can modify some parameters and click on update to finish the modifications.
If you want to create a new character, then press the new button, fill the gaps and press add.
Then ok to validate the changes. I did try it on a base with already present characters and i was able to add another one correctly (ok the models were wrong).
I haven't tried it yet on an empty base.
I also need to fix the existing rumor problem.

Post Mon Jun 16, 2003 7:26 pm

Oh i forgot something, you need to add the factions to the base first before adding the characters.

Post Tue Jun 17, 2003 6:03 am

Ver 1-6-13-0

Hey shsan;

I fixed "my" problem! First, I un-installed all progs that interacted with any FL file. Then I did a fresh install of FL. All done and everything works like it is supposed to.

I was messing around the other day and got the "job board" in one of the bases to work. I took a mission and found the waypoint to be in the middle of a planet.

Now that I have my other prob solved I'm going to take a stab at getting ission to work.



The Fangman

Post Tue Jun 17, 2003 7:31 am

Windows doesent like any of us then, because I got WinME get exactly the same resources problem...

Fortunately, (for me anyway) I can save the changes before I have to restart Windows, so it isnt a big problem for me...

Edited by - Salamander on 17-06-2003 08:31:49

Post Tue Jun 17, 2003 1:38 pm

well thanks for your help shsan, ill upgrade as soon as i can afford more ram
if i try to zoom in/out it works a couple times, then nothing. everything goes black except tradelanes and base/planet names, then the program wont accept any input
if you can think of a way around the problem (or at least its cause) it would obviously help a lot of ppl
thanks for an otherwise great program

Post Tue Jun 17, 2003 8:02 pm

This goes out to everyone who is making mods...(and Sshan)

You will probably know, mods have edited .INIS, meaning that they are changed.
But, if you get the message, cannot find file BR_03.ini or so, its because the last mod (or the one before that) deleted the inis in the Freelnacer directory, making the game run on the mod. (Same thing with savegames)

I don't know WHY some mods delete INIS, so Freelancer is forced to use the ones on the mod, but I know that it is there.

SO WATCH OUT!!

The ones who have havn't...
The ones who don't do...

Post Wed Jun 18, 2003 3:27 am

Ver. 1-6-15-1

Hey shsan;

I don't know what happened. I had a mod working pretty well. I edited one set of files and then copied the over to FLMM to test.

While editing, I tried the "base faction" editor. When I tried to save the files the prog crashed. When I tried to edit the mod, the editor crashed before it got the mod loaded.

I went to FLMM and copied the unchanged mod files and edited them (staying away from the faction editor). Saved everything out, and copied the mod back to FLMM.

I started FL and as soon as I started to exit the jupmgate to my new system FL crashed.

One thing I did notice; when I activated the mod in FLMM it was listed in red.





The Fangman

Post Wed Jun 18, 2003 4:19 am

fangmans, how did ya get the missions to work?! plz tell me!

P/-/3@R D@ D@\/\/G F00lZ

Check out what I'm doing for Reynen's Mod @ my website!

Post Wed Jun 18, 2003 9:58 am

@ bob
what you need is a population zone where the faction you want to fight in the missions appears, then make a mission target zone within this population zone and after that you can offer missions in the edit factions on base screen.
and you need the newest version of the FL-Explorer (1.16 I guess).

@fangmans
I had similar problems, the only thing that helped was to reinstall everything Freelancer, FLMM, and FL-EXp I know it´s weired but sometimes FLMM seems not to clear all the files.
You said your mod was red in the FLMM? hmmm, that usually only happens if you have already activated another mod, maybe you check that first before reinstalling everything.

anyway if you have enought disk-space it´s a good idea to have a clean, unmodded backup of your freelancer-folder which you don´t use with FLMM. so if anything weired happens you can quick restore the old situation without having to reinstall everything from the scratch


Edited by - kardor on 18-06-2003 11:07:42

Post Wed Jun 18, 2003 3:48 pm

I had EXACTLY the same prob fangmans!!

By the way if you want my mod, (Galapagus v3, get it, its out) get it now!!

Also, I think Sshan fixed that in the new version

The ones who have havn't...
The ones who don't do...

Post Wed Jun 18, 2003 5:10 pm

Kardor;

It was my cranky old eyes that couldn't see... Before mods are activated in FLMM they are listed in BOLD black. When a mod is activated it's name is listed in a weak black, and being somewhat color blind (legaly) it looked red (the lack of the bold black) to me.

I have come up with soething new... After editing on my mod, the first trade lane gate I enter crashes the game. All the trade lane work in this area has been done and has worked fine. The editing that I did before the prob was at the other side of the system.

I haven't checked it out yet...probly something dumb!!!



The Fangman

Edited by - fangmans on 18-06-2003 18:10:58

Post Wed Jun 18, 2003 8:49 pm

^^ is there a patrol near the tradeline?

Post Wed Jun 18, 2003 8:50 pm

Oh yeah, Sshan said that the Rumours don't work at all!!

JUST TO WARN YOU (he said this on the forum on his site...)

Anyway, thats all

The ones who have havn't...
The ones who don't do...

Post Wed Jun 18, 2003 9:18 pm

*lol* I was already wondering why anytime I added a new rumor the npc just told the name of the nearest planet:

"I heard something interesting do you want to know?"
"Yes, why not..."
"OK thats the rumor:"
<textwindow> Planet Soandso</textwindow>

Player: "Uhm...?"

Post Wed Jun 18, 2003 11:13 pm

lol, i didn't thought it could cause that kind of trouble
Adding existing rumors should be fine now.

However i have to fix the new rumors stuff which is not working at all as i expected.
Selecting an existing rumor should be much faster now too.
Tomorrow, i hope that i will be able to fix the new rumor problem.

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