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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 Sat Dec 27, 2003 9:27 am

Is this just for modders, or is it also useful for 'mere' players?
I thought it would have been only for modders, but seem to remember reading somewhere else that correcting the errors was beneficial in terms of speed and stability for regular SP players....

Definitive answer?

Edited by - shmick on 27-12-2003 09:27:25

Post Sun Dec 28, 2003 5:19 am

It has been determined that the SDK is also useful as a game patch fixing many minor errors in the source which makes for a smoother game. Some may see less of an effect than others. As to how the SDK works in this instance might have to do with the decompression process the files normally undergo when the game runs, not all computers are the same and some may introduce odd errors which do not take place with the SDK since there is no need for decompression.

Primary Developer of the =EOA= Players Consortium

Post Mon Dec 29, 2003 7:28 am

I've got 2 problems:
1) mBases.ini-I can't edit it. If I do, the game crashes. BTW-I can't do scripted MODs.
(I had the same problem with SDKv1.2)
2) I placed ALL of the SDKv1.3 full edition files into my Freelancer folder. If I run a MOD, everything's fine, but if I try to run Freelancer without MODs, the game crashes.


I'm not sure if it's the fact that I'm running an old Win98SE system, or is there a bug somewhere?
Still haven't figured out why I can run scripted MODs, but even if I copy one, it won't work, even in it's own MOD!

Other than than...
I love your SDK's!!!

Watch your 6!

Post Mon Dec 29, 2003 9:11 am

The SDK is supposed to be put in the DATA folder not just the Freelancer folder.

Primary Developer of the =EOA= Players Consortium

Post Mon Dec 29, 2003 9:25 am

As I stated, I've been using it since SDKv1.2, I put it in the right place.

I've also made two MODs using it.
One is on the home page of this site: The Equalizer Mk II MOD.

There are several features I'd like to incorporate into a MOD, but I need to edit mBases.ini, and I can't do so without the game crashing.



Edited to remove rude remarks.

Edited by - warzog on 29-12-2003 11:29:47

Edit:
Finally got editing mBases.ini to work.
Had to reload Freelancer from scratch.
Still can play Freelancer without mods when I place SDKv1.3 in there.

Edited by - warzog on 29-12-2003 22:05:17

Post Mon Dec 29, 2003 11:28 pm

Well its a mystery to me why you are having that problem. What does your error log look like when you edit that file?

Primary Developer of the =EOA= Players Consortium

Post Wed Dec 31, 2003 7:16 am

That's the funny part.
No error messages at all.
The game just boots to the desktop whenever I go into space.
But, I got it working now.

Watch your 6!

Post Wed Dec 31, 2003 8:58 am

If you have any ideas as to why or how it happened let me know.

Primary Developer of the =EOA= Players Consortium

Post Wed Dec 31, 2003 2:44 pm

I sure will!

Post Fri Jan 02, 2004 10:00 am

I don't understand how to use it. when I put it in a folder it doesn't show up it's just a bunch of Freelancer Files? do I have to download anything else? like bini? cause this is CONFUSING.

Post Fri Jan 02, 2004 3:20 pm

You either install it in your Freelancer DATA folder or wherever you want the sdk to be setup. You can then use the fixed ini files to build your own mod.

Primary Developer of the =EOA= Players Consortium

Post Mon Jan 05, 2004 4:14 pm

ah,i c thanks you'll be seeing my mod later.

Post Tue Jan 27, 2004 4:42 pm

cool thing , but when i edit a ini and press save it says " acces denied" or somtheing like that

also when your making a mod should you copy the ini files you are gona edit and put it into a diff folder or somthing else?

Post Wed Jan 28, 2004 12:11 am

Yes you need to copy the files elsewhere so you don't mess up the game. As for the access denied thing try removing the read-only attribute on those files.

Post Thu Feb 26, 2004 9:01 am

So far 1.4 only has maybe 20-30 fixes compared to 1.3 so I'm wondering if I should release this anyway? There is a possibility that I will include decoded versions of the .thn script files and the newplayer.fl file. I'm also going to change the name of this project but haven't quite decided on a new name. The SDK part will become MDK for Mod Development Kit so some variation of that will be the new name. I'm open to suggestions of course.

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