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>> Freelancer S.D.K. v1.3 (STABLE) and v1.5 (BETA)

Here you can find news, get help and comment about all the Mods and tools for Freelancer created by =EOA= Players Consortium, like the ?Freelancer SDK?, the ?Freelancer Explorer? and the ?Real Space Mod?

Post Thu Oct 02, 2003 12:27 pm

>> Freelancer S.D.K. v1.3 (STABLE) and v1.5 (BETA)

The Freelancer S.D.K. is probably the most useful tool any mod maker can have in the Freelancer world. This SDK contains over 1200 files which have been cleaned up to remove virtually all of the bugs in the game's codebase. It's great as a foundation for your next mod project. This kit fixes over 2000 bugs in Freelancer, ranging from system bugs to sound problems, and should be near the top of your christmas list. <span style="text-decoration: underline">But you need to realize that this was not designed to be used as a game patch (for that you should use the Freelancer QuickFix Patch).</span>


>> Download Freelancer S.D.K. v1.3 (STABLE) or v1.5 (BETA) Here!
>> Visit the =EOA= Players Consortium discussion thread Here!


Note: known issues:
<ul>
<li>1. In older copies of version 1.3 of the S.D.K. the factionSets.ini file is blank and will cause an error if used. To fix this open the file and put a single semicolon ";" in and save it. Or you can re-download the S.D.K. as this has been fixed since the December 22, 2004 release.</li>

<li>2. There are errors in the ini files in version 1.3 so why hasn't 1.5 been released yet? This version of the S.D.K. is not the latest version of the S.D.K. but is the latest <span style="text-decoration: underline">stable</span> version. The 1.5 version is still a beta and the code has to be audited before it will become the new stable version.</li>
</ul>
Important:<span style="text-decoration: underline"> This is an unofficial sdk and neither Microsoft nor Digital Anvil will support it, so don't go asking them about it.</span>


Many of the brightest minds in the Freelancer community have contributed to this project and the following list will grow as I go over my materials and as new bugs are submitted. <span style="text-decoration: underline">If you know of a problem that has been missed please post about it here or in the =EOA= discussion thread.</span>

Special thanks to:
<ul>
<li>Accushot, for making FLScan, which helped me find and eliminate many more errors in the code.</li>
<li>Bluecat, for making Freelancer INI Analyzer, which helped me find and eliminate many errors in the code.</li>
<li>Glock36, who helped me from the very beginning with identifying bugs that needed to be fixed.</li>
<li>Gibbon, for his many submissions for my bug collection.</li>
<li>Buck Danny, many fixes from his Unofficial Freelancer SP Patch have been ported into this project.</li>
<li>The entire =EOA= team, for their support, suggestions, and bug submissions.</li>
</ul>
Thanks to all those who have submitted bugs (and fixes for them in some cases):
<ul>
<li>Reynen, Lord Stumpy, Victor, kaegogi, Black Eagle, Rakeela, krispyfried, /Shodan/, devineman, Sinder, zacam, and many more...</li>
</ul>


Here is a brief history of this project:
<ul>
<li>v1.5 Beta - March 15th, 2005 - RC5-20050315
- Nearly 200 fixes since v1.3, pushing the overall number of code fixes to over 2000. (download the diff logs from our website for a list of changes.)</li>

<li>v1.3 - December 2nd, 2003 - RC4
- Fixed many errors in the singleplayer mission campaigns as well as fixed a few scripting bugs.
- Fixed all known system errors.
- Fixed news items and many other things.
- Corrected many spelling errors.</li>

<li>v1.2 - October 30th, 2003 - RC3
- Removed probably 80 duplicate line errors in various files.
- Removed a number of bini decompression errors thanks to the new FL Ini Analyzer by Bluecat.
- Fixed several errors in npcships.ini file.
- Dozens of other minor fixes that i can't remember right now.</li>

<li>v1.1 - October 2nd, 2003 - RC2
- Seperable & Offers_missions Output Error (this is an error in output from bini where the '= true' part of the line is removed, the output is different between the commandline and gui versions of bini but the error is still the same. files affected are mbases.ini, shiparch.ini, solararch.ini - credits to Glock36 for identifying and providing the solution to this error.)
- Archtype Loadout Error (this is a developer error found in solararch.ini where several solars are set with a default loadout causing an error where the game tries to load 2 sets of loadout information for a system base in the shape of a dreadnought. - credits to Glock36 for identifying this error and helping to find a solution.)
- Static Solars Loadout Error (this is another developer error found in loadouts_special.ini where objects that use the shape of ships are mounted with engines when they should not be. - credits to Glock36 for identifying this error and helping to find a solution.)</li>

<li>v1.0 - September 1st, 2003 - RC1
- No code fixes, just converted all INI files from BINI format to plaint-text.</li>
</ul>

Edited by - Louva-Deus on 4/28/2007 7:28:31 PM

Post Thu Oct 02, 2003 1:48 pm

LOL - good stuff. Never dl'd first time cos of errors like that......didn't seem useful enough. Now though - oh yeah!
Anyone not knowing about this, first time bini decrypts the mbases.ini file, it cocks the file up like mentioned above. This meant that you could not get missions from bases at all (message board that is) and to manually fix this took about 1-2 hours of your life. Add the shiparch and other arch files that are affected in this way and you have massive time consuming rubbish to do. Soo....... Click - downloading in progress!

"I don't suffer from insanity, I enjoy every minute of it!"

Post Thu Oct 02, 2003 1:55 pm

Thanks this will help me and others get started with a fresh set of inis.

The download is version 1, when will version 1.1 be available?

Post Fri Oct 03, 2003 12:01 am

1.1 with all the fixes will be available as soon as I finalize one last bit of information which should be within the next day or 2.

Primary Developer of the =EOA= Players Consortium

Post Fri Oct 03, 2003 2:06 am

The new version has been submitted to TLR and the update version link is added to this thread until those files are posted on the site. Enjoy this release and please let me know of any errors you come across.

Primary Developer of the =EOA= Players Consortium

Post Fri Oct 03, 2003 11:49 pm

Well...downloaded it...installed it...now the game won't start anymore...any ideas?

Post Fri Oct 03, 2003 11:58 pm

erm - you downloaded this, then installed it?? What do you mean? Where did you install this (suspicous look across face that some dumpling might have unzipped everything into FL directory out of misuderstanding.).........

Now don't get offended - Just to understand you better here:

In what capacity did you download this? You do know that it is basically all the files of the game zipped up for easy grabbing to modify don't you? This won't add anything to the game at all.......... - its like a resources pack....

"I don't suffer from insanity, I enjoy every minute of it!"

Post Sat Oct 04, 2003 12:14 am

I realize what I did. That's not the issue. The default directory to unzip it was the damn FL Data file. Stupid move to make it the default directory. Stupid me to not read it more carefully....I take it I'm gonna have to reload the game...

Post Sat Oct 04, 2003 1:48 am

Um.. could you give me any more specifics? Cuz this is supposed to be setup so you can install it to the FL data folder without screwing anything up.

Primary Developer of the =EOA= Players Consortium

Post Sat Oct 04, 2003 2:09 am

Good!! I thought I read the synops right!! (Then we's not so dumb then...*s*) Okay, so it installed as it was supposed to fine. The Install wizard worked correctly from what I saw. The game just won't start. It crashes right after the intro movie, before it goes to the menu.

Post Sat Oct 04, 2003 4:48 am

Does it give an error message or just exit from the game?

Primary Developer of the =EOA= Players Consortium

Post Sat Oct 04, 2003 4:59 am

No error...it just doesn't start and crashes to the desk top.

Post Sat Oct 04, 2003 10:05 pm

I went in today to see what the differences were in the files that would make the game not start. I noticed the file names were different. eg FL mbases.ini vs. your mBases.ini and so forth. Many files are written as such. I believe that would make a difference would it not?

Post Sat Oct 04, 2003 10:48 pm

Just to test it I unpacked it right into the FL directory and the game runs fine without any problems for me. The file names won't matter with Windows, it's only caps and the Windows file system isn't case sensitive like Unix/Linux etc.

The crash you're describing sounds a lot like the crash you get when installing a mod for the first time (not using FLMM 1.2+), if you had any modified files in your Freelancer directory before unzipping this that may be your problem. A quick and easy way to check this is to go into your "My Documents" folder and find the Freelancer saved games, rename, move or delete the single player autosave file and try again.

For the SDK itself, I've done a bit of poking around and saw that all of the developer errors I had found before appear to be fixed and I couldn't find any other glaring errors. Good work and thanks

Post Sun Oct 05, 2003 12:21 am

Did that...no go. I've tried all aspects that I know of. I'll reinstall the game. I was having a major problem getting news and rumors anyway. They wouldn't appear in the game anymore. So, I'll go down that avenue and install the SDK after reinstalling the game and before I start any other personal game modding.

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