Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

**UTILITY** A FL Mod Loader

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

Post Thu Mar 13, 2003 12:19 am

**UTILITY** A FL Mod Loader

I have made a mod loader for my FL Mod.
With it when the freelancer.exe want to load any files, it will check files in a directroy u defined firstly. If it exists, the freelancer will load it instead of the same-name-file in the "data" directory. So u needn't overwrite any files for your Mod, and the Mod and the original FL even can be put there together.
My loader also calculate the .ini files checksum when loading, it can protect the game from some cheaters. But the checksum I just wrote it in source file so the download version didnot have this feather.
you can download the loader here .


Edited by - ESPER_PALE on 13-03-2003 00:19:59

Post Thu Mar 13, 2003 3:54 am

Wow.

That sounds great.

Has anyone tested this yet?

RaK

Post Thu Mar 13, 2003 11:28 am

sounds brilliant, ill have a look into this tomorow when im at home

------------------
You just washed up here or something?

Post Thu Mar 13, 2003 12:27 pm

Sounds good indeed
... which path is the ModPath relative to, though?

Edited by - taquinvol on 13-03-2003 12:27:00

Post Thu Mar 13, 2003 11:54 pm

So in ModLoader.ini I enter the path of my mod? Eg:
My mod folder is Freelancer\Cheesemod so i enter Cheesemod after ModPath right? I'll try it when I get home and get around to it :O

I used to hate weddings cause all my aunts and grandmas would poke me and say "Your next sonny!" They stopped when I started doing it to them at funerals

Post Fri Mar 14, 2003 6:00 am

ModPath is a directory under ".\freelancer". so if u defined "ModPath = mymod", the real path of ur mod data is ".\freelancer\mymod". or "ModPath = mymod\data" for the path ".\freelancer\mymod\data".
and the ModLoader.exe, ModLoader.dll and ModLoader.ini must be put under ".\freelancer\exe\" to run.

Edited by - ESPER_PALE on 14-03-2003 06:04:08

Edited by - ESPER_PALE on 14-03-2003 06:04:58

Post Sat Mar 15, 2003 3:12 pm

ok very nice

Thanks for this utility, its really handy

Post Sun Mar 16, 2003 3:46 am

OK, I got it to work, but what I am wondering is if you could have the program, rather than reading from an ini file, parse a commandline arg like:

ModLoader.exe -game modpath

It would be convenient in that you could create shortcuts for each individual mod.

Edited by - DarthGreg on 16-03-2003 04:30:56

Post Fri Mar 28, 2003 9:14 am

I tried it with the train mod they have on their site, works great. The shield that comes on that train ship, lol, well lets just say it took all the punishment i could throw at it short of skipping it off of a planet (I tried, and became toasty)



SithBob

Post Fri Mar 28, 2003 5:59 pm

u can choose between multiple mods if u write a little batch skript.

lets say u have 2 mods (supermod & megamod).
u copy both of them in a seperate folder.
then u make one modloader_supermod.ini and a modloader_megamod.ini, each containing the corresponding value for the path.
if u still have a modloader.ini, delete it, or the skript wont work

after doing so, u have to create two .bat files, one for each mod.
the content is as following:
-----
@echo off
rename modloader_supermod.ini modloader.ini
start /WAIT modloader.exe
rename modloader.ini modloader_supermod.ini
-----
name it _supermod.bat (or whatever u like) and save it in the same directory as the modloader.exe (= EXE folder)
do the same for the other mod but dont forget to replace "supermod" with "megamod"

that way i can choose between multiple mods without having to change anything on the original game by just exectuing one of the .bat files.

surely there are 99% of you who could make it better, but it works and im happy with it

Edited by - sp00n on 28-03-2003 18:00:54

Post Fri Mar 28, 2003 8:29 pm

I don't suppose there would be any way to get this to work for a server too would there? I'd be happy to hack the source if it needs to be modified to do this.


Patrick Bateman
Pierce & Pierce
Vice-President, Muders and Excecutions

Post Sat Mar 29, 2003 5:55 pm

exchange the "freelancer.exe" with "flserver.exe" in the modloader.exe with a hexeditor.
then it loads the server instead of the game.

watch out that you keep the same length of the strings!
- i just added two spaces after flserver.exe to keep the size.

Edited by - sp00n on 29-03-2003 17:56:09

Post Sat Mar 29, 2003 7:27 pm

What train mod and what site?

Return to Freelancer Editing Utilities Forum