Freelancer Community Network
Reminder: Internet Explorer 6 or below are NOT supported.
HomeHome
ForumForum
WikiWiki
DownloadsDownloads
ForgeForge
Multiplayer Connection Tutorial
Collapse/Expand Random Image
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Who's Online
73 user(s) are online (33 user(s) are browsing Forum)

Members: 0
Guests: 73

more...
Collapse/Expand Donations
Monthly costs: -30€
Income (ads): +5€
Donations (last month): +5€

Current balance: 0€
(last updated 06/2020)

Please make a donation if you want to help keeping The-Starport online:

Bitcoin address:
Thanks!
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 35 users playing Freelancer on 44 servers.
July. 6, 2020

Browsing this Thread:   1 Anonymous Users



 Bottom   Previous Topic   Next Topic  Register To Post



Major mods and JFLP
Quite a regular
Joined:
2017/3/20 14:31
From South Yorkshire, UK
Group:
Registered Users
Posts: 103
Offline
Just wishing to confirm before I build a up to date patch for Freelancer.

I was going to go with Quickfix and JFLP as a base, but I believe that some servers identify that as cheating still?

Also, I wanted to query, do the major mods remaining use a different patch base that would cause issues if Quickfix/JFLP was used as a base, with the respective mod extracted on top?

Thanks!

Posted on: 3/21 18:18
Top
Re: Major mods and JFLP
Home away from home
Joined:
2008/5/21 19:32
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 929
Offline
The most up to date patch out there right now is the official MS update from 2003 and the JFLP update. All the fixes in the Quickfix update are in the JFLP update.

Best bet is to use the JFLP as the foundation for any mods you do.

I put together a patch at one point that eliminates all errors still identified in FLErrorChecker and FLScan as well as most of the errors generated in the FL console view. It's incorporated in our mod (FLUAddon mod). I can't recall if those fixes are identified specifically in the mod though.

Posted on: 3/21 19:07
Gun control is like fighting drunk driving by making it harder for sober people to buy a car...
Top
Re: Major mods and JFLP
Quite a regular
Joined:
2017/3/20 14:31
From South Yorkshire, UK
Group:
Registered Users
Posts: 103
Offline
I think I should implement one without JFLP, and allow for the one with JFLP as an installation option with the patch not enabled by default.

Basicaly I wish to create a one-click patch for the most up to date base we have. But I also want that to be compatible for everyone to use with current mods out there as a base patch.

Quote:

robocop wrote:
I put together a patch at one point that eliminates all errors still identified in FLErrorChecker and FLScan as well as most of the errors generated in the FL console view. It's incorporated in our mod (FLUAddon mod). I can't recall if those fixes are identified specifically in the mod though.


Are you implying there that JFLP does not contain all possible fixes? As that's what I am looking to arrange for everyone, so I'd like advice on what to include on top of JFLP.

Can you point out what errors remain that can be fixed?

Posted on: 3/21 21:01
Top
Re: Major mods and JFLP
Home away from home
Joined:
2008/5/21 19:32
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 929
Offline
The JFLP is excellent but when running FLScan and FLErrorChecker I'd still get error notifications. Most, probably all of them are no big deal but my obsession with details wouldn't allow them to stand so I chased them all down so that those tools would come up clean leaving only errors related to any modding I was doing.

The errors I fixed never showed up as issues in the game. I'm sure I'm the only person in the world who worried about them.

DM me and I can give you the edits I made. You can decide if they're worth adding or not.




Posted on: 3/21 22:16
Gun control is like fighting drunk driving by making it harder for sober people to buy a car...
Top
Re: Major mods and JFLP
Quite a regular
Joined:
2017/3/20 14:31
From South Yorkshire, UK
Group:
Registered Users
Posts: 103
Offline
I want a clean base for all future modding when I have done the new installer/launcher I am working on for Freelancer. This is why I want a universal patch.

Easier for debugging for the reasons you mentioned. So I will likely take you up on that, or, join our Discord so we can work on it together, myself and a few big names in the modding community are there too trying to create a Freelancer global community > https://discord.gg/tnrm4CB

Posted on: 3/21 22:30
Top
Re: Major mods and JFLP
Just can't stay away
Joined:
2012/8/10 14:03
Group:
Registered Users
Posts: 206
Offline
Leaning myself out of the window a bit when I say that the major mods are (mostly) based on their own custom error corrections and do not require quickfix... the 1.1 patch... or an additional jpfl implementation. These mods usually have taken care of that stuff long ago and work best together with just vanilla FL.

Posted on: 3/22 10:40
Top
Re: Major mods and JFLP
Home away from home
Joined:
2008/9/11 15:55
From Somewhere at Moscow
Group:
Registered Users
FLServer Admins
$$$ Supporters $$$
Senior Members
Posts: 1761
Offline
I'm using only JFLP dlls for my mod.
Thought for modding better to fix all errors by self because it is more intresting

Posted on: 3/22 11:26
Open Sirius Mod
Top
Re: Major mods and JFLP
Quite a regular
Joined:
2008/2/14 21:37
From İstanbul, Turkey
Group:
Registered Users
Posts: 138
Offline
I'm using JFLP as the basis for my mod, however, I know many of the larger mods (thinking Discovery here) prefer a pure vanilla install.

Discovery in particular will check the files it's installing over and will refuse to extract if you have anything more than a fresh vanilla installation. (i.e. if jflp.dll is installed it'll fail)

Posted on: 3/22 13:21
Top
Re: Major mods and JFLP
Quite a regular
Joined:
2008/2/14 21:37
From İstanbul, Turkey
Group:
Registered Users
Posts: 138
Offline
I'm using JFLP as the basis for my mod, however, I know many of the larger mods (thinking Discovery here) prefer a pure vanilla install.

Discovery in particular will check the files it's installing over and will refuse to extract if you have anything more than a fresh vanilla installation. (i.e. if jflp.dll is installed it'll fail)

Posted on: 3/22 13:21
Top
Re: Major mods and JFLP
Quite a regular
Joined:
2017/3/20 14:31
From South Yorkshire, UK
Group:
Registered Users
Posts: 103
Offline
I've pretty much solved this anyways:

I am going to simply offer the following as components to be ticked/unticked.

1. JFLP patch (or whatever final patch we can come up with)
2. Widescreen
3. JFLP DLL, with a warning that it may be seen as cheating on some servers.

Any dacom.ini particular edits will be done post-install by after script.

I think that will cover most bases tbh.
Anything else you think I should add guys?

Posted on: 3/23 17:53
Top