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Patching siquence

The general place to discuss MOD''ing Freelancer!

Post Fri Nov 10, 2006 4:10 pm

Patching siquence

I've made a clear install of English version of freelancer(finally I've got it),and now I want to patch it.I'd like to patch it with:
Real speedmeter(fl.exe mod)
To up the draw limit(fl.exe mod)
Freelancer SDK v.1.3
Official freelancer patch(fl.exe mod)
Unofficial freelancer patch v.1.4(btw,what's better,exe version of this patch or simple version(for installing before modding)?)
Sellable engines(maybe,not sure)(fl.exe mod)
And some mods of upping npc spawning distance(Dev's mods)

What should be the siquence of installing them?What mod should be made first and what should be second etc.....

I'd like to know what you think about it.Thanks.

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Edited by - Vital on 11/10/2006 4:10:56 PM

Post Fri Nov 10, 2006 5:01 pm

Hello Vital.

I think you need to get to know more about how to mod, and learn what each mod does. Because, what you will find is that almost all of the mods replace freelancer.exe.

So if you apply a mod then apply the freelancer.exe patch, you will not be able to connect to the mod server because the version will be different.

And if you do it the other way you will lose the speedometer and other fixes in that patch.

The official 1.1 and 1.4 patches don't replace the Freelancer.exe (or did not, as far as I can remember?).

Sorry its not as easy as you ask.

Roleplay: - the art of self-deceipt!

Post Sat Nov 11, 2006 2:45 am

StarTrader,you got me wrong.
I have speedmeter mod,draw limit 1000k,1.1 patch now working well.
When I say "fl.exe mod",I mean(in this topic) making a modification of exe using XVI32 programme.
I just wonder that maybe there are some suggestions on siquence of doing it.
And what about unofficial v.1.4 patch(exe or ini version better in my case?)?


Edited by - Vital on 11/11/2006 2:46:14 AM

Post Sun Nov 12, 2006 8:14 am

@ Vital, the 1.1 patch is for servers only, don't waste your time downloading it if your just a player as it does Sweet FA to your game.
The 1.4 patch is a sort of SDK, but your better sticking to EOA's SDK 1.3 or 1.5.

The rest are all hacks that need a copy of the illegal noCD exe to work, the true speed hack is a pretty safe one as I use it myself, upping the draw limit is a waste if time with vanilla FL as none of the systems are big enough to need it.

The sellable engines is another waste of time with a vanilla install as all it does is unlock a feature to allow you to sell your engine but you will have to edit the ini's to be able to buy engines before you'll even be able to sell them. To be honest you should avoid any of Alcanders patches as for some of us they're bad for the health of our PC's, in some cases you get an M$ error report a couple of minutes after you quit the game, others freeze on the exit game screen and need a reboot to get ther PC working again, I've even heard of a blue screen of death happening because of it.

Apart from the true speed hack the rest are a waste of time with a vanilla install, as you need to do quite a lot of modding to the ini's before you'll see any results.

**shuffles of with a new headache**

Post Sun Nov 12, 2006 1:04 pm

Well,actually I decided to make a mod for LAN ...

So,you mean not to install patch v.1.4 but to install EOA's SDK v.1.5 instead 'cos it gives the same results(including appearance of fields on the map,etc)?
Ok,but what is EOA's sdk v.1.5? The latest SDK I know is freelancer SDK v.1.3 by Louva Davis.I couldn't even find EOA's sdk in downloads. Maybe it has some more names???

Ogu

Post Sun Nov 12, 2006 3:51 pm

You can get 1.5 from the EOA homepage if you can't find it here. Click here to go to EOA.

Edited by - Ogu on 11/12/2006 3:51:26 PM

Post Tue Jan 02, 2007 4:28 pm

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