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There are currently 27 users playing Freelancer on 36 servers.
May. 10, 2021

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Re: Unlocking "admin" ships and IDs
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Just for further context, here is what DSAM shows me in my cargo. I bet *one* of these unknown items is bound to be my ID, but it has a long string of numbers. That's the part I'm not sure about, if there's a lookup table that can help me pull in the correct code that corresponds with "The Wild ID"

Attach file:



jpg  sshot-1.jpg (34.43 KB)
48070_60691c01309a5.jpg 510X259 px

Posted on: 4/4 2:53
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Re: Unlocking "admin" ships and IDs
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That sounds perfect to me. Where do I get a list of the raw codes that corresponds to things like IDs?

I tried the DSAM tool, but it appears to only show a subset of valid objects, and the IDs were not included in the list.

Posted on: 4/4 2:43
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Re: Unlocking "admin" ships and IDs
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You could use DSAccountManager to modify the character to have the ID, or use the FLHook addcargo command to add the ID to the character (you'll then have to mount it).

Posted on: 4/4 2:42
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Unlocking "admin" ships and IDs
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Greetings,

I'm running my own instance of Freelancer Discovery on a local server, and I want to force assign an ID typically reserved to a faction (i.e. Wild) and assign the gunboat that is unavailable for sale.

Is there an FLhook command that allows me, the admin, to give a game character permission to assign themselves to restricted IDs in game? They keep getting the "access denied" error whenever attempting to fetch the Wild ID to assign to themselves? The character already has super admin privileges as well.

EDIT: I've added some screenshots to show the problem I'm trying to get around, using FLhook's admin console.

Attach file:



jpg  sshot-1.jpg (323.92 KB)
48070_606919502cac4.jpg 1840X774 px

jpg  sshot-2.jpg (53.17 KB)
48070_6069195c5c99d.jpg 902X185 px

Posted on: 4/4 2:31
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Re: Corrupted Files
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Yeah, so now you've got the mod installed but FLMM can't understand the way the scripting is formatted in the mod or, your game files have already been modded and things the scripts are looking for have been changed from what it expects to find.

I suppose the next step now would be to restore the original inis if they've been changed to see if the mod runs then. If not you'll have to track down each error message in the mod and fix the scripting issues that are preventing activation. The scifi universe mod is pretty big, that could take a while.

You might remove all the scripts except for the script.xml file and start with that one. If it runs properly add each script in one at a time until it fails. Then fix that script and continue.

That's how I got my start in modding years ago, just trying to figure out how others did what they did. Learned a lot that way. Got a lot of help from many people as well.


Posted on: 4/3 22:36
Gun control is like fighting drunk driving by making it harder for sober people to buy a car...
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Re: Corrupted Files

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I also just tried double clicking on Sci-Fi mod to activate it, and got this error message in log box.

Error: FLMM has determined that 'Sci-Fi Universe 1.1' won't properly activate.
Error: Unable to find section '[Object]'(...) in 'C:\Program Files (x86)\Microsoft Games\Freelancer\\Data\Universe\Systems\intro\intro.ini'

Posted on: 4/3 18:16
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Re: Corrupted Files

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The only error message I get from 1.31 is "Error: problem deactivating 'Sci-Fi Universe 1.1'
Warning: SHMoveFile failed ('C:\Program Files (x86)\Microsoft Games\Freelancer\\DATA\SOLAR\DOCKABLE\docking_ringx2_lod.sur.flmmbak' to 'C:\Program Files (x86)\Microsoft Games\Freelancer\\DATA\SOLAR\DOCKABLE\docking_ringx2_lod.sur'"

For 2.0 I get a box upon opening FLMM reads "There was a problem while loading one or more mods. Please read the log for more information.":

Log reads, "Unable to load mod!
Error: Freelancer - BS Encounters Advanced Equipment.xml:7: first line of section ('nickname = br_battleship' doesn't start with '['.
Reading mod script...
Parsing mod script...
Found mod: C:\FL Mod Manager 2.0e\mods\SCIFI_UNIVERSE
--------------------
Unable to load mod!
Error: Freelancer - BS Encounters Advanced Equipment.xml:7: first line of section ('nickname = br_battleship' doesn't start with '['.
Reading mod script...
Parsing mod script...
Found mod: C:\FL Mod Manager 2.0e\mods\sci-fiuniverse1.1"


I did unzip it on desktop and tried to load it into game from desktop with both versions, not getting any corrupted file message.

Posted on: 4/3 17:25
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Re: Corrupted Files
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It doesn't launch in 1.3? Are you still getting a corrupted file message or is it just not activating?

It doesn't show up in 2.0?

I assume you've unzipped the .flmod file to your desktop and then double-clicked on the file to install it into FLMM.

If FLMM starts at least you're not getting the corrupted file error again.

At the bottom of your FLMM dashboard is the log of the mods loading. Scroll down until you see any errors. Then look at the errors to see if they're related to the SciFi_Universe mod. If so that log should start giving you clues as to where the mod is failing. I fixed the BS_Encounters files but when I saw other files had errors also I gave up, just no time.


Posted on: 4/3 15:33
Gun control is like fighting drunk driving by making it harder for sober people to buy a car...
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Re: Corrupted Files

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Game still will not launch with FLMM 1.31, and does not show up in 2.0.

Posted on: 4/3 7:58
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Re: Corrupted Files
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Try downloading it from my server. I repackaged it and it installed into FLMM 2.0e just fine although I'm getting errors in the syntax in the files possibly because FLMM 2.0e handles the scripts a little differently I think.

https://tinyurl.com/r9k9uce2





Posted on: 4/2 22:02
Gun control is like fighting drunk driving by making it harder for sober people to buy a car...
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Re: Corrupted Files

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Quote:

robocop wrote:
Quote:

robocop wrote:
Try this, make a second copy of the file and change the extension from .7z to .flmm.

Then see if that imports.


That should've been change it to .flmod, not .flmm.



I tried that as well, just to see if it would work, and same thing happened, game would still not run.

Posted on: 4/2 21:40
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Re: Corrupted Files
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Quote:

robocop wrote:
Try this, make a second copy of the file and change the extension from .7z to .flmm.

Then see if that imports.


That should've been change it to .flmod, not .flmm.


Posted on: 4/2 21:27
Gun control is like fighting drunk driving by making it harder for sober people to buy a car...
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Re: Corrupted Files
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I think that's a normal error.

Where do you see the message that the files are corrupted? Is it something that FL generates or something that FLMM generates?

Lemme try something.

Posted on: 4/2 21:26
Gun control is like fighting drunk driving by making it harder for sober people to buy a car...
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Re: Corrupted Files

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This is what is repeated through out the flspew
C:\work\builds\dalibs\dalibs-build\build\Src\WavLib\wavlib.cpp(32) : ERROR:GeneraltreamingSound: missing MP3 codec?

Posted on: 4/2 20:26
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Re: Corrupted Files
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Open up file explorer and select your c drive
Then go to the view tab and click on options.
Select the View tab and select Show hidden files, folders, and drives and a couple options down uncheck hide protected operating system files (recommended).

that should give you full view of the contents of your drive.

Posted on: 4/2 19:47
Gun control is like fighting drunk driving by making it harder for sober people to buy a car...
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