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Source code downloads on Lancer''s Reactor?

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

Post Tue Nov 23, 2004 7:18 am

Source code downloads on Lancer''s Reactor?

In the readme files for several of the Freelancer modding DLLs I've downloaded here, I've seen variations on this:
"...Source code for xxx (non-DLL) may be found at www.lancersreactor.com...
where xxx is flhash, flcodec, etc. Unfortunately, I can't find them in the downloads. Is this information incorrect?

Post Tue Nov 23, 2004 9:52 am

If you find downloads for Flhash/codec - then going to their descriptions sometimes yeilds the link to source code...

Post Wed Nov 24, 2004 9:26 am

Thanks!
I was able to track down the source for one of the tools - flcodec - by just searching on name (I was trying "source code" as a search term before). My real interest is BINI manipulation, and since there's a recent discussion of the BINI format I may be better off just going through that and reimplementing. At least I'll understand the format when I'm done.

Post Wed Nov 24, 2004 9:46 am

I think there is a thread on the main page by HCL from last year, will look for you

Can't find, try this?
here

Edited by - Chips on 11/24/2004 9:53:49 AM

Post Wed Nov 24, 2004 1:36 pm

Oops - when I said "discussion" I meant that download exactly. Looks like bws has done a lot of helpful stuff.
Just found the original BINI code by Mario

Edited by - WatercoolerWarrior on 11/25/2004 4:39:44 AM

Edited by - WatercoolerWarrior on 11/25/2004 4:40:51 AM

Post Thu Nov 25, 2004 5:51 pm

Just FYI... most modders are using the FL SDK 1.3 as their "starting codebase"- we're not working with compressed INIs anymore. BINI is looking more and more like a legacy tool than anything else, these days.

That said... if you could write some tools to, say... find-and-replace values in a bunch of INIs as a batch routine... or a "smart parser" that would let modders do things like multiply the current damage of every weapon in the game by 2X, or whatever... that'd be super-useful.

If hacking/working with file format issues is really your thing, though, I would suggest that you add your brainpower to Hcl/Anton's quest for the Holy Grail- custom SUR file import/export utilities for FL. Or figure out how to decompress and edit ALE files, which are used for the special effects throughout the game (we can do a few crude things with them, but not much).

At any rate, our community can always use another engineering/coding mind working on the remaining mod issues- we modders need all the help we can get, to turn our visions into tomorrow's games

Post Fri Nov 26, 2004 6:53 am

Thanks - that point about the 1.3 SDK saves me a LOT of work. I keep using my active FL files for testing the toolset I have to XMLify the INIs; I already have the SDK extracted to a fresh folder that I keep around, though, so it sounds like testing against that is the smart way to go.

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