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
24 user(s) are online (10 user(s) are browsing Forum)

Members: 0
Guests: 24

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

Current balance: -35€
(last updated 05/2019)

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 55 users playing Freelancer on 38 servers.
May. 20, 2019

Browsing this Thread:   1 Anonymous Users



 Bottom   Previous Topic   Next Topic  Register To Post



[General Tutorials] Beginners tutorial
Home away from home
Joined:
2008/2/9 19:57
From United Kingdom
Group:
Registered Users
FLServer Admins
Senior Members
Posts: 1118
Offline
Beginners tutorial


Author of this tutorial is unknown but if he/she wants to contact me i'll amend the tutorial. Thanks to Gibbon for allowing The Starport use of this after he posted it on Lancers Reactor.[br /]
[br /]
What does this thread contain?



[br /]
How to install the SDK to enable easy editing of ini files (pre-decrypted)[br /]
How to use bini in order to decrypt and edit ini files[br /]
How to make a mod in flmm[br /]
How to make your mod into an flmod file for others to download and use[br /]
Which files contain what?[br /]
[br /]
Finding the right entries for what you want in the files[br /]
[br /]
What is changeable in this game??? [br /]
[br /]
You can change:[br /]
-The stats of ships[br /]
-The location where ships are sold[br /]
-The stats of equipment[br /]
-The location where what equipment is sold[br /]
-The location where wich commodity is sold for what price[br /]
-The location of bases, tradelanes, jumpgates etc.[br /]
-The Stats of asteroid fields, nebulas and similar stuff[br /]
-Patrols (who patrols where, new patrol pathes etc)[br /]
-Basically everything about the universe that is information[br /]
-Names and Info-text of stations, equiment etc. (You need Visual C or something similar to do this )[br /]
-You can add new ships, equipment, stations etc (everything mentioned above)[br /]
-3D models[br /]
-Textures[br /]
-Icons/graphics[br /]
-Missions[br /]
-Ingame cinematics[br /]
-Savegames[br /]
You can't change (yet):[br /]
-Character animations[br /]
-Ship collision boxes[br /]
-new effects[br /]
-Anything that is related to the actual game engine. We don't have the sourcecode of the game, so we can't change what is hardcoded. [br /]
-Random Missions - either new types or other[br /]
Don't be expecting us to teach you how to make a new storyline. You CERTAINLY need to be able to crawl before taking part in an olympic marathon![br /]
[br /]
So which files will I edit to do something then? [br /]
[br /]
Well - once you have installed the SDK so that you can open files at will - then this may just help you. Sure is confusing and large - but you have to start figuring out things from now on. Modding does take a small amount of ability in the very least!:[br /]
[br /]
Which files do what?[br /]
[br /]
Equipment, weapons, commodities [br /]
equipment/weapons_equip.ini - this file contains all the raw data for weapons on how they fire, how much damage and stuff[br /]
equipment/weapons_good.ini - contains data on how they look in game, the price, and stuff (visible icons at dealer etc, price at dealer)[br /]
equipment/market_misc.ini - deals with selling weapons and equipment at the bases in game[br /]
equipment/st_equip.ini - shields and thrusters stats, regens, drain rates etc.[br /]
equipment/st_good.ini - goods file again, what is sold at bases, its kind of the package up. Links the weapon stats to the images and price you buy (same as for guns)[br /]
equipment/market_misc.ini - they are stated again here for selling[br /]
equipment/select_equip.ini - filled with an assortment of things, mainly this contains the info for commodities - like volume they take, what they are, information about them[br /]
equipment/goods.ini - contains the info on all commodities - like price, what is a good deal, what is a bad deal etc etc etc.[br /]
[br /]
Ship Related[br /]
[br /]
equipment/goods.ini also contains all info on ships prices, what they are sold with and more (called packages).[br /]
equipment/market_ships.ini - where ships are sold (upon which bases)[br /]
ships/shiparch.ini - contains all rough data on ships for stats, and links it to ships models and stuff[br /]
ships/loadouts.ini - contains all info on NPC ships loadouts for the game[br /]
ships/loadouts_special.ini - same but for capships etc[br /]
ships/loadouts_utility.ini - same but for the transports etc[br /]
Ships directory contains all ships models.[br /]
[br /]
Systems and bases, and everything within![br /]
[br /]
universe/universe.ini - contains all base and systems references. ALL need to be declared here.[br /]
universe/systems_shortest_path.ini - links between systems and stuff - NEED to declare route in here to make jumpgates work[br /]
universe/shortest_legal_path.ini and shortest_illegal_path.ini - same again, but specific for jumpgates/jumpholes routes mainly [br /]
universe/systems folder - contains ALL systems folders which in turn contain system and base files.[br /]
solar/solararch.ini - contains data on all base models, and planet models in game. Basically anything in a system NOT a ship/star/nebula is in here. Asteroids aren't here either[br /]
solar/loadouts.ini - contains info on what base models have mounted and stuff, including weapon platforms[br /]
solar/asteroids/all files - contain info about the asteroid fields, contents, loot and more[br /]
solar/nebula/ same again, but about nebulas this time.[br /]
audio/contains the music and sound effects of the game.[br /]
missions/contains all files to do with encounters and NPC's for missions and normal game.[br /]
random missions/contains all info about random missions pay, loot and more stuff.[br /]
Missions/mbases.ini - contains information about NPC's on bases, including their names, whom they are etc, rumours (via ids numbers), secrets, bribes on offer, whether the NPC's/ The BASE give out missions, and the level of those missions[br /]
[br /]
NPCs ships, missions and behaviours[br /]
[br /]
missions/npcships.ini - contains information about the ships that the NPC's fly, linked directly towards the loadouts.ini file, and also the faction_prop.ini file. Basically - npcships.ini file links these files together for the faction_prop.ini file to use as "encounters" and stuff: Also holds the npc ships difficulty level.[br /]
Shiparch.ini[br /]
Loadouts.ini (or loadouts_special.ini etc)[br /]
pilots_population.ini[br /]
formations.ini[br /]
shipclass.ini[br /]
[br /]
The others interlink kind of[br /]
[br /]
missions/Empathy.ini file - contains info about how the factions react to YOU when u do mission for a faction etc, and shoot them/please them, as well as how all toehr factions respond to you doing it for one faction etc.[br /]
Missions/faction_props.ini file - contains info about the formations, names, voices, legallity, scanning of cargo as contraband/wanting it, ships to fly etc, and the factions names, how they are reffered to (voices) and more. EXTREMEMLY closely linked to NPCships.ini [br /]
missions/lootprops.ini - contains info about the drop rates of stuff by npcs[br /]
missions/news.ini - contains the ids links to text for bases as news items.[br /]
missions/ptough.ini - money and level area[br /]
missions/formations.ini - formations and their "design" - basicalyl the ships positions in formations, and where the player joins them[br /]
[br /]
random missions folder:[br /]
rmlootinfo.ini - stuff dropped by npc's when killed in random misions[br /]
diff2money.ini - mission (random) payouts to difficulty levels[br /]
Killablesolars.ini - types of missions given out by the NPC factions. The ones with faction name appearing in the lines for them are giving that mission type. Don't worry if you don't understand, you gotta learn to walk before doing a marathon![br /]
The rest you needn't worry about at this time. Its not important [br /]
Cockpits folder - contains all cockpits for ships - basically contains the turret cam info, and rotation speed etc.[br /]
Thats more than enough for 99% of modders.[br /]
[br /]
To make systems, your universe folder contains the systems folders. each system has its own folder, along with the system file inside that folder.[br /]
So:[br /]
Universe/systems/li01/li01.ini ;contains information about liberty system New York[br /]
Universe/sytems/Rh01/Rh01.ini contains all systems inofmation for new berlin.[br /]
Okay, inside these folders (systems folders) they have a bases folder, whre the file for bases are contained. These files only contain links to the "rooms" of the base, which are contained inthe rooms folder (inside bases folder). The rooms foler contains links to the backgrounds, music played, character position (by points on the CMP for base) and other things. It also contains the links for the buttons inside the base etc.[br /]
Going backwards, the audio/sounds.ini contains the links to sound files (sound effects) for the game. The music.ini file contains the music links.[br /]
The FX folder contains the files that deal with the effects of stuff. The main effects.ini file deals with the weapons, wormholes etc etc etc.[br /]
Beam effects are the actual stuff SEEN in the game by the guns, but you MUST have them referenced inthe effects.ini file to work.[br /]
explosions.ini file is also in here, and obviously contains links to the effects for different types of explosions used in the game.




[br /]
Decrypting the files are no longer needed if you have installed the SDK or Quickfix.[br /]
[br /]
To make a mod that FLMM can read, make a folder in the FLMM mods folder called mymod (or whatever your mod is called). Inside your mod folder, create two folders called DATA and EXE. Then fill it up with your mod data.[br /]
[br /]
To make an FLMM compatible mod simply zip up your mod. Make sure you have file extensions set in windows so your mod reads like this[br /]
[br /]
mymod.zip[br /]
[br /]
and simply add[br /]
[br /]
mymod.zip.flmod[br /]
[br /]
The icon will change to an FLMM mod icon, Now you can simply double click on it and it will self install.

Posted on: 2008/5/13 19:58
Top
Re: [General Tutorials] Beginners tutorial

Joined:
2011/9/17 15:21
From Liverpool
Group:
Registered Users
Posts: 27
Offline
hey mate, the link doesnt work no more, ive been going crazy trying to change just a few little things and no-one seems to be able to help, but i stumbled on this which has pretty much everything ive been looking for, but the link doesnt work so im still stuck, any chance of sorting the link or pointing me in the right direction?

cheers

Posted on: 2012/10/3 10:38
respect and you win
win and you get respect
Top
Re: [General Tutorials] Beginners tutorial
Just can't stay away
Joined:
2010/8/2 0:04
Group:
Registered Users
FLServer Admins
Posts: 464
Offline
There is only one link (on top of the post) and rest is only underlined text. Open in new window


Posted on: 2012/10/3 11:48
Of all things that are lost - brain I miss most
Top
Re: [General Tutorials] Beginners tutorial

Joined:
2011/9/17 15:21
From Liverpool
Group:
Registered Users
Posts: 27
Offline
yeah and it doesnt work, which was the point of my comment

Posted on: 2012/10/4 14:47
respect and you win
win and you get respect
Top
Re: [General Tutorials] Beginners tutorial
Just can't stay away
Joined:
2010/8/2 0:04
Group:
Registered Users
FLServer Admins
Posts: 464
Offline

Posted on: 2012/10/24 12:05
Of all things that are lost - brain I miss most
Top
Re: [General Tutorials] Beginners tutorial
Home away from home
Joined:
2008/6/2 10:17
Group:
Registered Users
$$$ Supporters $$$
Senior Members
Posts: 1847
Offline
Mr Burns means he was expecting something to click to download a "proper" tutorial.

But it's only a link to the same words in a different thread.

Mr Burns: the words are all there, and that is the tutorial.

What do you want help with? Post your problem and I know someone (actually a lot of people here) will be able to help.

Maybe you just weren't able to explain your problem well enough?

Posted on: 2012/10/24 21:14
"C" for "Caterpillar"... "Cool"... "Cheesey"!
Top
Re: [General Tutorials] Beginners tutorial
Just can't stay away
Joined:
2008/7/16 12:33
Group:
Registered Users
Posts: 205
Offline
If you're just starting out I'd recommend you read Giskards section on system building see the link below

http://www.gamefaqs.com/pc/913966-freelancer/faqs/25096

scroll down (about 40%) to find

"System Building from scratch by giskard"

This will cover the basics of what you're wanting to do in relation to bases, tradelanes, planets etc

Posted on: 2012/10/25 9:16
Top