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GameStar Special 2004 March
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GSSH0304CD1.iso
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Freelancer
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Evolutions
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Evolutions.exe
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FreelancerEvolutions127.zip.flmod
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Freelancer - Evolutions127
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Custom Temp MOD info.txt
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2003-12-22
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This mod was created by chips.
I HAVE NOW HAD TO USE MY DLL FILES - SO ANYTHING MUST TAKE THIS INTO ACCOUNT!!
However, i encourage people to add things by patches. What do i mean by that? Well - you can make something
like extra ships that can then be downloaded and included into the mod. For this fact i have given permission to
have changes - JUST TEST THOROUGHLY BEFORE RELEASING!
So how do you do this? Start with the script.xml file and add what you have added to the mod. Like a shippack.
Next, create a new script for the shiparch - ONLY with the new things to be added. Next create a new script with
the things to be added to the goods.ini for that file, and for the market_ships.ini
This way, when activated, your additions will be copied across AFTER the existing ini files from the mod have. That
way the new ships get added TO MY INI FILES, so seamlessly making an 'expansion'. These files would get put
into the same directory as the Evolutions mod. This way you can add ships galore, and weapons. Use the generate xml
numbers using FLMM as an easy way to do this as well. Simplest way. there are other ways, but they include more files.
If you are including more than just ships or new weapons, then please make sure you thoroughly test everything.
I have done the odd thing to make it easier though.........
SO - have i made this easy for you?
Well - in the EXE folder there is a dll file which is excess to needs! It is the temod.dll
Its empty, and prime for modding with.
So - not only can you look at the ini files to find out how i did things, i also encourage you
to have a go yourselfs at adding to it when you feel like it. However - due to the size of
the mod, and the strain it puts on the server at TLR for downloads, unless you add substantial
amounts of info, then may i suggest you make a patch instead?
==================================
*temod.dll numbers starting point*
==================================
The first number in the dll file for you to utilise is at:
458752
You will notice that 458753 and 458754 are taken with mike and mikey - this was for no other reason than
to test that it was working fine.
So - now its simple as anything to build away in this mod!
You make a mod in FLMM called the patch, then update the temod.dll with the stuff you need
and then you can in actual fact just add the files you change or add with the dll included
and it will then be activated AFTER the TEMP mod instead, to affect the changes. This way
the patch can mean lots and lots of stuff added without making large downloads. It also means
people can add lots of different addons to the mod as well, giving a heck of alot of variety!
So - as always - I ENCOURAGE YOU TO TRY MODDING!!! Its great. Visit my thread and all to
find out how to do things, work through tutorials etc etc.
Have fun!
Chips
=========================
*HOW TO MAKE A PATCH MOD*
=========================
In the mods directory of FLMM create a folder called Freelancer - Evolutions
Now - in this folder create a EXE folder and also DATA folder. INto the exe folder put the temod.dll file, and
if you are going to build the mod in FLMM - also the freelancer.ini file (from the original TEMP mod) which already
contains a reference to the temod.dll in it!.
Now - all files you modify,
You will create the same directory structure in the DATA folder to put your files in. It will match the game structure
, but if you add new stuff then make sure ONLY the new files are in the folders.
An example is:
You added a new ship or two.
First - make the script into a new version again - with your own name in credits.
Next - make another script which has the ship data in for the shiparch and goods.ini files. Make it into
a ammend type. Now put the CMP, SUR and other data into the ships folder of choice.
You can also make a marketship.xml script too - so that you can sectionreplace a ship of choice.
However, take into account others mods here, as it could get messy otherwise. If you need help - contact me!
*THE EXTRA DLL ENTRY IN THE FREELANCER.INI FILE*
================================================
This is in place for one of my planned patches. This file needs to be left for the storyline patch, so that i may
cause minimal amount of disruption to the game as possible whilst updating the mod.
The reason is this:
The update for storyline will contain:
New loadouts.ini file
New Loadouts_special.ini
new solararch.ini file
New select_equip.ini file
New goods.ini file
New Market_commodities.ini file.
However, after the update, this WON'T affect MP games, only SP games. Even then - you WON'T notice the things
here.
The reason is that the update for the storyline ideas i am making will then only contain the script and also the
dll file.
This will mean that the new storyline WON'T clash with the actual MOD when activating, as it will only reference
those changed files in the scripting, whilst actually changing some system files instead.
There will be a clash with the mbases.ini file - but i will work out HOW to get round that laters. So - please,
do NOT use this file for the first two hundred numbers (what you would use it for i don't know! Its not the same
as the others, so add after it, not delete it, as otherwise it will cock stuff up!)
Chips